Manbearcat
Legend
I would say go with one of the two remaining classic core classes, cleric or thief. I feel like that’d help you cover a bit more ground as far as playbooks go.
Although I’m interested in the idea of an Arcane Duelist and how it works as a kind of hybrid/dual class playbook. Would it just have its own set of Starting Abilities and then choose from the Fighter and Wizard Advancement Abilities? Or would you come up with a specific list of Advancements for the Arcane Duelist playbook?
And more generally, are Veteran Advances still a thing in this game? Can any character take an Advance from any playbook as in Blades, or will you restrict that in some way?
Here is the Dungeon World Arcane Duelist. Basically an Elven Bladesinger type deal. It would be that sort of setup.
Yes on Veteran Advances.
The obvious playbooks would whatever the equivalents of Thief or Cleric. If the Cleric is going to have healing magic, especially if it's going to be able to clear stress, that's the one I'd try.
Oh, goodness, no. Clearing stress would be a terrible mechanic! IMO, of course.
I was thinking Cleric, Rogue, or Bard.
What do you guys think of Bard (it would cover a lot of different mechanics so that is why I find it intriguing to conceive it and test it).
Right now, my idea for Healing is basically just like the Healing Potion that I put under Fighter:
Allow a Resistance Roll w/ +1D. However, like the Wizard, I'm anticipating putting some kind of Drawback on Divine Prayers. My initial thought is all healing/restorative spells have Conspicuous +1 Doom for using it on an Adventure/Journey because it attracts the attention of Death (because that is a soul that Death could be culling). All other spells have Unreliable and their deployment will be dependent upon Quality derived from an Attune roll that happens during Communion/Preparation (establishing the connection to the God/dess at the moment of prayer). Basically the general Crafting rules: Then there would be a base class feature that gives you +1 Quality for spells prayed for during Communion. Then there would be an additional feature you could invest into that gives you +1d Attune when appealing to your God/dess or to another supernatural entity/power. At every Communion/Prepare phase, they could spend +1/2 Coin in sacrifice to appeal to their God/dess (burning incense and other ritualistic material component investment). Like Crafting, this would net them +1 Quality per Coin sacrificed. Unlike Crafting, this would span ALL of their spells appealed for (not the individual item like in Crafting).
So for instance, a Cleric at Company Level 0 with both of those Features and investing 1 Coin during Communion:
1) 3d6 Fortune Roll for each Spell you're appealing your supernatural Patron for: 2, 4, 5.
2) 5 = Tier +0 Quality but +1 Quality due to feature
3) +1 Quality for Coin spent.
4) = 2d6 Fortune Roll for all Prayers/Spells.
And their Holy Symbols will interact with this somehow (perhaps giving them +1 Q for their Fortune Rolls...TBD).
EDIT - I'm also thinking about having the Cleric pick one target in the encounter who is briefly stupefied, enamored, or fearful as a byproduct of the divine manifestation (like what happens when a Ghost manifests in Blades) of a Prayer. So something advantageous would always happen.
So, effectively, the Cleric model will be working off of a "how did your God/dess accept your prayer/offerings?.." and a Coin/Doom minigame while the Wizard's game will be a "oh crap, how will the world potentially be negatively affected by my twisting and tugging the arcane fabric of the multiverse..." Complication and Stress minigame.
At least, that is what is in my head right now. I won't know what that all looks like for sure until I've put it together. Might be crap and have to be scrapped entirely, but right now that feels thematically appropriate and tactically interesting/diverse from Wizards.
EDIT * 2
Part of me is thinking about going with only 1 Holy Warrior archetype for this game. Something that leans Paladin mostly but could have more spellcasting capability. I’ve never been keen on the divide between those two classes and healing magic that gets too powerful can be an issue.
Last edited: