So how did you guys like #FighterWeek ? Did it motivate you to think more about the game? To create more?

So how did you guys like #FighterWeek ? Did it motivate you to think more about the game? To create more?

So how did you guys like #FighterWeek ? Did it motivate you to think more about the game? To create more? 

Did you like the submissions? Do you think this should be done here again (with another topic of course)?

#FighterWeek  *Fighting Styles!*

#FighterWeek  *Fighting Styles!*

#FighterWeek  *Fighting Styles!*

These moves are supposed to be an extra move for the Fighter. In a perfect world there would be lot’s of different fighting styles but i present you 3. Each one has a general fighting style moves and then extra ones to represent further training in the style. Right now there is one for 1 Katana Sword, Spear and Shield and one for a big big hammer. There is not really a reason to match them to specific weapons but it’s an easy way to differentiate them. 

As i said every Fighter would start with 1 fighting style and can choose the other Fighting Style moves later when he levels up. Getting new styles could be done by any character like one would get into a compendium class. The Fighter could easily have a Multiclass like move that gave him access to another fighting style. He is the fighter, he can figure this stuff out. 

I didn’t had as much time as i wanted to put into these moves so please be gentle on them, they might not be as good but show the direction the move would take. 

I hope you like this. 

White Swan Style (single Sword)

When you center yourself and deflect every blow coming at you, only attacking with counterstrikes, you may Hack&Slash using WIS instead of STR. 

Iaidō

When you have a moment to focus and then draw your sword in one swift motion to strike your enemy you may deal damage or roll+WIS 

On a 10+ choose 2, on a 7-9 choose 1 

– You take their weaponhand off 

– You deal your damage+1d6 

– You slice them before they can react, giving you time to retreat

– Your focus gives you a moment of perfect clarity. You can ask 1 question from the discern realities list 

Iaidō Focus

When you use Iaidō, choose 1 extra option from the list 

Perfect Defense

When you Hack&Slash an Enemy using the White Swan Style, take +2 armor against the next attack coming at you 

Boros Legion Style (Spear and Shield)

When you stand in Defense of one of your comrades, the first enemy getting closer then reach range with them takes a d6 of damage 

Scorpionsting Maneuver 

When you damage an enemy in melee, you can sacrifice 4 of your damage to knock them back one range category. 

The Turtle

When you are forming a shieldwall with your allies, roll+CON 

On a 10+ choose 3, on a 7-9 choose 2   

– You can still move

– You are protected against range attacks

– Everyone trying to brake your formation takes a d6 of damage 

– You can still attack from behind your shieldwall 

Inspired by the THUNDERING PACHYDERM by +Craig Hatler 

Mountain Giant Style(BigAss Hammer)

When you hit an enemy with a forcefull weapon and throw him of his feet you get to decide where exactly they land or whom they hit in the fall 

Whipping Truck

When you wield a two-handed weapon by bearing its heft with just one hand, ignore the two-handed tag.

Hammer Time!

When you charge into a group of enemies and bring your hammer down in a giant krakakoom roll+STR On a hit you deal 1d6 to each of them (roll once) but on a 10+ choose 1, on a 7-9 choose 2 

– You get attacked by two of them

– You get yourself into a Spot doing it

– You damage something you didn’t intent to hit 

Imposing Stature

When you parley with someone that saw you in a fight and you use the potential of violence against them as leverage, take +1 forward.  

#FighterWeek

#FighterWeek

#FighterWeek  

Some Monsters i made to reflect the Boros Legion from #magicthegathering  . The Boros is a giant and well trained army so i wanted to create some monsters that are fighty, well trained and supplement each other. Good luck to the adventurers trying to take those guys out:

http://codex.dungeon-world.com/monster/356007

http://codex.dungeon-world.com/monster/359004

http://codex.dungeon-world.com/monster/360006

http://codex.dungeon-world.com/monster/369002

And here some pictures: 

http://25.media.tumblr.com/tumblr_m9dhk6x6iB1qia2dho1_1280.jpg

http://cdn2-b.examiner.com/sites/default/files/styles/large_lightbox/hash/02/34/023401e53912cfabeb36698152cd651c.jpg?itok=kpBMoI4p

 

http://codex.dungeon-world.com/monster/359004

Fear Moves

Fear Moves

Fear Moves

I wrote quite a few moves now an after looking at them i realised i wrote a multitude of “fear” or intimidation type moves.

I have been reading a lot of Magic the gathering Game Design columns in the last weeks and in Magic Fear bascially works like X. Sometimes it work a bit differently but most of the times it’s at least pretty close.

Should all of these moves be “the same” or is it okay to have moves that create different outcomes along a same path?

Especially Primal Howl and Jungel-Terror Cry are pretty similiar. JTC on the other hand is a fire and forget type move that you only get in certain situations while PW is useable whenever you want to.

The moves

Fear Itself

When you reach into the mind of someone you are Linked In with and manipulate it to appear as something they are absolutely afraid of roll+CHA. On a hit they choose 1

* Back away cautiously, then flee

* Focus their attacks purely on you

* Ignore you as long as you keep up this disguise

On a 10+ you also gain +1 forward against them

Primal Howl

When you howl like the monsters that stalk the night to scare away your enemies roll+CHA

On a 10+ they choose 1

* Flee in panic

* Stand there in shock for a moment

On a 7-9 they choose 1

– do what they think you want

– treat you as the most obvious threat to be dealt with

– barricade themselves securely in and wait

Jungle-Terror Cry

When you infuse your cry with the power of spirits to scare away your enemies, roll +CHA

On a hit they flee in terror but on a 7-9 a bigger threat has heard you and will answer your challenge

(Rune of the Berserker

When you inscribe this rune, name one of the Barbarians Herculean Appetites. As long as this rune is active the bearer of this rune has this move with the hunger you specified. They may burn out the rune to terrify an enemy in sight.)

One other move was allready kicked out

What do you think? Is there a more streamlined and or elegant way to do this? It feels like using the same move for all of them is just lazy design when i could open up different situations instead…

#FighterWeek Compendium Class for turning your enemies thoughts into a ressource to use against them

#FighterWeek Compendium Class for turning your enemies thoughts into a ressource to use against them

#FighterWeek Compendium Class for turning your enemies thoughts into a ressource to use against them

It could use a “mental duel” Move

#FighterWeek Races

#FighterWeek Races

#FighterWeek Races

Some Fighter racial moves i did already write and  completly forgot about yesterday

Half-Orc: When you roll a 10+ on Hack&Slash and you choose to deal extra Damage, deal an additional +1d4 damage

Warforged: You signature weapon is imbedded into your arm and loses 2 weight.

To disarm you, someone would have to dis-arm you.

Silurian: The warrior caste was breed to endure every battle. Take +4 Hitpoints

Kobold : When you Defy Danger by running away or fakeing weakness,, take+1 forward to the roll

And here are some by Jonathan Reiter

Oni: When you slay a living being, you may ask the GM who will grieve their death.

Statue: You can turn other animated statues as per The Cleric’s Turn Undead. Roll plus Charisma.

Tengu: You can shapeshift as per The Druid’s Shapeshifter. Roll plus Dex, and you can only become canines or birds.

Hobgoblin: Add the hold option to your Defend move, “Deal damage equal to damage received ” Whenever you take damage while Defending, it ignores armor. 

Minotaur: When you sacrifice something living to Baphomet, gain a Quest to slay someone that has sleighted you. Take two boons and a vow from The Paladin’s Quest list.

Pixie: You have a horse Companion. It is fast and calm and it is trained to travel and scout. Choose one of the weaknesses from The Ranger’s Animal Instinct list. You cannot use Command unless you can find a way to communicate with them as an equal.

Kobold: Add “Poisoned” to your options for Signature Weapon enhancements. Poisoned: Signature weapon constantly has poison applied to it. Choose one among The Thief’s Poisoner choices. Poison cannot otherwise be applied to your signature weapon.

Clockwork: You can draw on a place of power to create a magical effect on yourself. The GM will choose from The Wizard’s Ritual list to give you conditions.

#FighterWeek  Training

#FighterWeek  Training

#FighterWeek  Training 

Training works as an alternative for Race Moves. Just like it’s used in Inverse World or on the Mage Class. This allows you to play a Fighter of any race, while still beeing different from other Fighters. 

Military Training: You were trained in an army or other (semi)organised fighting force. Due to this you learned how to work with your comrades in battle. When you Aid an ally that is attacking an enemy, on a succesful move they take +1d4 damage forward to that attack 

Trained under a Master: You studied in one of the great schools of battle under a seasoned master of your style. Because of this you got great insight into the working of combat styles and manuveurs. When you take a moment to study someones fighting style, you can ask “What is the weakness of their style” and the GM will answer you truthfully 

Self Trained: You are a savant with the blade, a natural fighter, a child prodigy and worked it all out yourself. Because of that you got to develop a way of fighting that is truely unique to you. When you recruit hirelings, they will accept training in your style as payment. 

(that one still needs work but i wanted to present the idea)

I had a longer conversation with Markus Wagner last week about getting moves in the fiction.

I had a longer conversation with Markus Wagner last week about getting moves in the fiction.

I had a longer conversation with Markus Wagner last week about getting moves in the fiction. 

His point was, that in DW you only get 9 extra moves from your levels. Getting extra moves breaks that balance. When you can “just” get Divine Guidance/Cast a Spell by rescuing a god, that is not fair to the other players who would have to work to get this. Especially if there is a Cleric in the group. He suddenly is way less interesting/special. 

I have no problem with this (especially because it’s a clear example in the book, p 28) and think class balance is really no thing in DW but i understand the argument. 

What are your experiences with prescriptive advances in Dungeon World? 

(and yes, we freed a god in our session)

#FighterWeek

#FighterWeek

#FighterWeek  

The shield of the lost soldier 

This shield will only accept the most patriotic and noble wielder. Once you have removed all the ice from it you find it to be incredibly light but able to deflect the strongest of blows and magic. Even more interesting are it’s flight capabilities.

When you throw it at an enemy, say how you do it. If you do it

o by bluntly hurling it, roll+STR

o by being graceful and acurate roll+DEX

o by carefully calculating it’s flight roll+INT

On a hit you deal Stun damage to an enemy and on a 10+ you choose 3, on a 7-9 you choose 1

o You hit an additional enemy (you can choose this option multiple times)

o You deal an additional 1d6 normal damage

o It returns to your hand