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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8254595" data-attributes="member: 6696971"><p>Alright, at this point, I feel like all of the necessary pieces of reskinning + structure + thematic changes + integration are in place. Everything else can be pulled directly from Blades 1:1. I don't see any missing spots. So really, at this point its basically just:</p><p></p><p><strong>ACTION ROLLS/SAVING THROWS</strong></p><p><strong></strong></p><p><strong>COMPANIES</strong></p><p><strong></strong></p><p><strong>PLAYBOOKS</strong></p><p><strong></strong></p><p><strong>[HR][/HR]</strong></p><p></p><p>I'm going to start with<strong> Action Rolls/Saving Throws. </strong>Here I'm going to be a little aggressive in making changes. 12 of them under the <strong>Saving Throws </strong>of <strong>Acuity, Body, Spirit.</strong></p><p><strong></strong></p><p><strong>ACUITY</strong></p><p><strong></strong></p><p><strong><em>Discern </em></strong>- Closely study a situation or person or interpret evidence.</p><p></p><p><strong><em>Hunt </em></strong>- Follow clues to track a person or thing, arrange an ambush, snipe from a distance.</p><p></p><p><strong><em>Illuminate</em></strong> - When you recall your memories or accumulated knowledge to shed light on a situation; something interesting or useful, or both.</p><p></p><p><strong><em>Tinker </em></strong>- Fiddle with or craft devices, scrutinize engineering, or salvage for parts.</p><p></p><p><strong>BODY</strong></p><p><strong></strong></p><p><strong><em>Swashbuckle </em></strong>- Whether you're beautifully controlling distance and countering in a duel, piloting a runaway wagon, or employing sleight-of-hand...you're doing it with poise earned by honed skill, competency, and finesse.</p><p></p><p><strong><em>Savage </em>- </strong>Whether you're engaging a horde, lifting a portcullis, or wrecking something with abandon...you're doing it head-on.</p><p></p><p><strong><em>Skirmish </em></strong>- Whether you're employing hit-and-run tactics, free-running, climbing, or swimming...you're on the move.</p><p></p><p><strong><em>Skulk </em></strong>- Whether you're sneaking around, using misdirection, or subterfuge through disguise...you're physically avoiding trouble.</p><p></p><p><strong>SPIRIT</strong></p><p><strong></strong></p><p><strong><em>Command </em></strong>- Invoke violence or hierarchy or impose your will to get your way.</p><p></p><p><strong><em>Consort </em></strong>- Feel out or blend into a crowd, call upon your connections for access, resources, aid.</p><p></p><p><strong><em>Sway</em></strong> - Convince with guile, logic, deception...but you better know what makes the other party tick.</p><p></p><p><strong><em>Attune </em></strong>- Whether you're connecting with your otherworldly patron, the magical fabric that binds all things, or the primal spirits of the world, this is you making magic happen.</p><p></p><p>[HR][/HR]</p><p></p><p>Any thoughts?</p><p></p><p>The goals here are to appropriately equip theme/archetypes for competency but simultaneously reward MAD (so sufficiently differentiate by move things around and sharpening/focusing them a bit) and include more of the classic D&D/Dungeon World stuff.</p><p></p><p></p><p>EDIT - Swashbuckle for Technician - hat tip [USER=16814]@Ovinomancer[/USER]</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8254595, member: 6696971"] Alright, at this point, I feel like all of the necessary pieces of reskinning + structure + thematic changes + integration are in place. Everything else can be pulled directly from Blades 1:1. I don't see any missing spots. So really, at this point its basically just: [B]ACTION ROLLS/SAVING THROWS COMPANIES PLAYBOOKS [HR][/HR][/B] I'm going to start with[B] Action Rolls/Saving Throws. [/B]Here I'm going to be a little aggressive in making changes. 12 of them under the [B]Saving Throws [/B]of [B]Acuity, Body, Spirit. ACUITY [I]Discern [/I][/B]- Closely study a situation or person or interpret evidence. [B][I]Hunt [/I][/B]- Follow clues to track a person or thing, arrange an ambush, snipe from a distance. [B][I]Illuminate[/I][/B] - When you recall your memories or accumulated knowledge to shed light on a situation; something interesting or useful, or both. [B][I]Tinker [/I][/B]- Fiddle with or craft devices, scrutinize engineering, or salvage for parts. [B]BODY [I]Swashbuckle [/I][/B]- Whether you're beautifully controlling distance and countering in a duel, piloting a runaway wagon, or employing sleight-of-hand...you're doing it with poise earned by honed skill, competency, and finesse. [B][I]Savage [/I]- [/B]Whether you're engaging a horde, lifting a portcullis, or wrecking something with abandon...you're doing it head-on. [B][I]Skirmish [/I][/B]- Whether you're employing hit-and-run tactics, free-running, climbing, or swimming...you're on the move. [B][I]Skulk [/I][/B]- Whether you're sneaking around, using misdirection, or subterfuge through disguise...you're physically avoiding trouble. [B]SPIRIT [I]Command [/I][/B]- Invoke violence or hierarchy or impose your will to get your way. [B][I]Consort [/I][/B]- Feel out or blend into a crowd, call upon your connections for access, resources, aid. [B][I]Sway[/I][/B] - Convince with guile, logic, deception...but you better know what makes the other party tick. [B][I]Attune [/I][/B]- Whether you're connecting with your otherworldly patron, the magical fabric that binds all things, or the primal spirits of the world, this is you making magic happen. [HR][/HR] Any thoughts? The goals here are to appropriately equip theme/archetypes for competency but simultaneously reward MAD (so sufficiently differentiate by move things around and sharpening/focusing them a bit) and include more of the classic D&D/Dungeon World stuff. EDIT - Swashbuckle for Technician - hat tip [USER=16814]@Ovinomancer[/USER] [/QUOTE]
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