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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8262884" data-attributes="member: 6696971"><p>Couple of design thoughts I'd like feedback on regarding The Wizard. If I'm going to included Cantrips without Volatile, the way to do it is the following amendment to Blades Crafting rules:</p><p></p><p>* Cantrips are Quality -1 (meaning (a) they canst at Tier through your implement and (b) therefore they cannot be modified).</p><p></p><p>As is, Spells are almost always going to be above Tier and can be modified to add new effects.</p><p></p><p>So this change would allow a Wizard to have a (say) a non-Volatile Magic Missile or Silent Image or Mage Hand that scales with them (but not above) and cannot be modified. But if you're punching above your weight (which you will be a lot), Cantrips are going to have Reduced Effect a large amount of the time (unless players are negotiating Effect for Position and/or Effect is buffed in other ways).</p><p></p><p>So its an exchange of removal of Volatility for consistently Reduced Effect and the inability to modify the Spell.</p><p></p><p>Thoughts?</p><p></p><p>My instinct is that Spells being Volatile, very effective (crafting a Spell will likely routinely yield Quality +1 to +3 so will often be sitting on Increased Effect), has layers of decision-points when spell-casting, and modifyable via projects when the Wizard "goes back to the lab" is what makes this thematically potent and tactically interesting.</p><p></p><p>But if people feel like a reliable Cantrip will be good fall-back (and would be used suffiicently to make the design-space employed worthwhile), then I suppose that could be added to the Spells Special Abilities.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8262884, member: 6696971"] Couple of design thoughts I'd like feedback on regarding The Wizard. If I'm going to included Cantrips without Volatile, the way to do it is the following amendment to Blades Crafting rules: * Cantrips are Quality -1 (meaning (a) they canst at Tier through your implement and (b) therefore they cannot be modified). As is, Spells are almost always going to be above Tier and can be modified to add new effects. So this change would allow a Wizard to have a (say) a non-Volatile Magic Missile or Silent Image or Mage Hand that scales with them (but not above) and cannot be modified. But if you're punching above your weight (which you will be a lot), Cantrips are going to have Reduced Effect a large amount of the time (unless players are negotiating Effect for Position and/or Effect is buffed in other ways). So its an exchange of removal of Volatility for consistently Reduced Effect and the inability to modify the Spell. Thoughts? My instinct is that Spells being Volatile, very effective (crafting a Spell will likely routinely yield Quality +1 to +3 so will often be sitting on Increased Effect), has layers of decision-points when spell-casting, and modifyable via projects when the Wizard "goes back to the lab" is what makes this thematically potent and tactically interesting. But if people feel like a reliable Cantrip will be good fall-back (and would be used suffiicently to make the design-space employed worthwhile), then I suppose that could be added to the Spells Special Abilities. [/QUOTE]
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