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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="hawkeyefan" data-source="post: 8260450" data-attributes="member: 6785785"><p>Gotcha. In case it wasn't already abundantly clear, my experience with Dungeon World is pretty minimal. I've played a few times and that's it, so I don't know all the playbooks and abilities as I do with Blades.</p><p></p><p></p><p></p><p>Since you've addressed healing, I think you can skip Cleric for now. If you weren't going to do a Rogue or Cleric, Bard would have been my next suggestion, followed by Paladin. </p><p></p><p></p><p></p><p></p><p>So this would essentially allow a Resistance Roll with +1d after the fact to reduce Harm? Would a use be limited to one specific instance of Harm, or would it work like a Recovery Roll and affect all instances of Harm? Or maybe it allows a Resistance Roll for each instance of Harm that a player might like to try and reduce? </p><p></p><p>I like the idea that a person can only receive so much healing magic, and so connecting that to Stress seems like an interesting idea. My only concern would be this as another toll on the Stress resource. However, given that Harm is only one consequence instead of the only consequence, perhaps that's perfectly fine? I imagine that will reveal itself in playtesting.</p><p></p><p>Overall, it seems to jibe with what you've set up for magic, and I think having a cost when magic is used is a good idea. May need a bit of tweaking if you find any issues once you actually playtest it, but it seems sound.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8260450, member: 6785785"] Gotcha. In case it wasn't already abundantly clear, my experience with Dungeon World is pretty minimal. I've played a few times and that's it, so I don't know all the playbooks and abilities as I do with Blades. Since you've addressed healing, I think you can skip Cleric for now. If you weren't going to do a Rogue or Cleric, Bard would have been my next suggestion, followed by Paladin. So this would essentially allow a Resistance Roll with +1d after the fact to reduce Harm? Would a use be limited to one specific instance of Harm, or would it work like a Recovery Roll and affect all instances of Harm? Or maybe it allows a Resistance Roll for each instance of Harm that a player might like to try and reduce? I like the idea that a person can only receive so much healing magic, and so connecting that to Stress seems like an interesting idea. My only concern would be this as another toll on the Stress resource. However, given that Harm is only one consequence instead of the only consequence, perhaps that's perfectly fine? I imagine that will reveal itself in playtesting. Overall, it seems to jibe with what you've set up for magic, and I think having a cost when magic is used is a good idea. May need a bit of tweaking if you find any issues once you actually playtest it, but it seems sound. [/QUOTE]
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