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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="overgeeked" data-source="post: 9589869" data-attributes="member: 86653"><p>Dungeon World</p><p></p><p>Shapeshifter</p><p>When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says.</p><p></p><p>You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.</p><p></p><p>Animal moves just say what the animal naturally does, like “call the pack,” “trample them,” or “escape to the air.” When you spend your hold your natural instinct kicks in and that move happens. If you spend hold to escape to the air, that’s it—you’re away and on the wing.</p><p></p><p></p><p>[HR][/HR]</p><p></p><p>Over the Edge 3E</p><p></p><p>Your main trait defines your core set of skills and capabilities, and it covers a lot of ground. Your side trait gives you some specific advantage, capability, talent, or expertise, especially something not already covered by your main trait. You are presumed to be competent and effective at what you do. Your skills related to your traits are assumed to be remarkable.</p><p></p><p>Main Trait: Shapeshifting Druid from the 12th Dimension.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9589869, member: 86653"] Dungeon World Shapeshifter When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says. You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form. Animal moves just say what the animal naturally does, like “call the pack,” “trample them,” or “escape to the air.” When you spend your hold your natural instinct kicks in and that move happens. If you spend hold to escape to the air, that’s it—you’re away and on the wing. [HR][/HR] Over the Edge 3E Your main trait defines your core set of skills and capabilities, and it covers a lot of ground. Your side trait gives you some specific advantage, capability, talent, or expertise, especially something not already covered by your main trait. You are presumed to be competent and effective at what you do. Your skills related to your traits are assumed to be remarkable. Main Trait: Shapeshifting Druid from the 12th Dimension. [/QUOTE]
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