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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8298264" data-attributes="member: 6696971"><p>So a couple thoughts:</p><p></p><p>1) My issue with the Wizard construction is multifaceted. Part of it is actually a concern of them being underpowered (lack of broad enough competency in their spellcasting…hence why I’m going to rework off the Leech’s Alchemist model…which is really just reskinned Wizard) or too locked into the potency of a particular spell button. I just don’t like the way that iteration of spellcasting looks/plays (it’s like a metamagicked 3.x Sorc).</p><p></p><p>2) Blades competency is overwhelmingly built across the basic resolution system/currency. Theme and niche accounts for maybe 20 % of effectiveness/Team PC amplification.</p><p></p><p>3) I know this is bleeding over from the other thread, but I don’t agree that Dungeon World is lacking in melee control.</p><p></p><p>Paladin’s have I Am the Law and Impervious Defender (and the ability to take Cleric Spells where you can get control effects or custom moves to bring in 4e Paladin Mark at range).</p><p></p><p>Barbarians have What Are You Waiting For and War Cry.</p><p></p><p>Clerics have Divine Intervention/Invincibility.</p><p></p><p>Rangers have Companions that can protect allies or the ranger.</p><p></p><p>Arcane Duelist has Throw Down the Guantlet and several Techniques (Bladespells basically) that give them Defender control.</p><p></p><p>Druids can do the same thing with things like Shapeshifter Bear/Rhino > spend Hold for Charge > spend Hold for a move that effectively does something like the above.</p><p></p><p>Fighters have Interrogator, Seeing Red, Evil Eye, and multi class moves (which allow them to siphon any aforementioned control).</p><p></p><p></p><p>There is a lot of Defender control (and very thematic Defender control) to be deployed (and/or opened up to be deployed via skillful play) in DW.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8298264, member: 6696971"] So a couple thoughts: 1) My issue with the Wizard construction is multifaceted. Part of it is actually a concern of them being underpowered (lack of broad enough competency in their spellcasting…hence why I’m going to rework off the Leech’s Alchemist model…which is really just reskinned Wizard) or too locked into the potency of a particular spell button. I just don’t like the way that iteration of spellcasting looks/plays (it’s like a metamagicked 3.x Sorc). 2) Blades competency is overwhelmingly built across the basic resolution system/currency. Theme and niche accounts for maybe 20 % of effectiveness/Team PC amplification. 3) I know this is bleeding over from the other thread, but I don’t agree that Dungeon World is lacking in melee control. Paladin’s have I Am the Law and Impervious Defender (and the ability to take Cleric Spells where you can get control effects or custom moves to bring in 4e Paladin Mark at range). Barbarians have What Are You Waiting For and War Cry. Clerics have Divine Intervention/Invincibility. Rangers have Companions that can protect allies or the ranger. Arcane Duelist has Throw Down the Guantlet and several Techniques (Bladespells basically) that give them Defender control. Druids can do the same thing with things like Shapeshifter Bear/Rhino > spend Hold for Charge > spend Hold for a move that effectively does something like the above. Fighters have Interrogator, Seeing Red, Evil Eye, and multi class moves (which allow them to siphon any aforementioned control). There is a lot of Defender control (and very thematic Defender control) to be deployed (and/or opened up to be deployed via skillful play) in DW. [/QUOTE]
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