This is simply meant to be a general discussion thread for Kevin Crawford's
Worlds Without Number.
A few people have been talking about it here and there in the forum, but I am curious who has looked through it yet? What do you think of the rules, GM advice, or sandboxing toolkit? Who has run a game with it? What were your experiences? Or what do you plan to run with it? Has anyone homebrewed anything with it?
Let's talk Worlds Without Number.
I haven't run it yet, but system-wise it addresses a huge number of my concerns with D&D-style games in general, mechanically, specifically:
1) Eliminates d20-based skill checks in favour of narrower-range, more predictable rolling. Better skill system generally.
2) Possible to KO or insta-kill enemies within the rules, with a well-designed mechanism.
3) Makes warrior and spellcaster classes both significantly dangerous and threatening.
4) System stress provides a limit to magical and non-magical healing, but a sufficiently high one to not be crippling nor so high it's irrelevant (looking at you 4E!).
5) Instinct and Morale rules strongly encourage better "combat roleplaying" of enemies in a great way.
6) Half-class system is a lot better than multiclass systems of 3E/5E and offers great options.
Setting-wise I was slightly disappointed with the default setting. It has huge promise but never
quite lives up to it. I get that we're supposed to randomly-generate the specifics but there's just a bit more needed to make a lot of the nations really comprehensible. Also the sea being basically off-limits was a bit meh (same with space, I get that helps to upset the aliens and feels a bit Prince of Nothing but and obviously I can ignore it, but I was surprised it was the default). Truly great take on elves/dwarves though, and indeed all the non-human races are pretty interesting and exactly in-tune with the presented broad setting concept.
About the only outright bad thing for my money is the Frail debuff you get if reduced to 0 HP, but
don't get if magically healed, which means that you basically have a 5E-style whack-a-mole if you have a magical healer (which is a half-class). It also means if you only have non-magic healers, whilst the out-of-combat healing they can do is solid, if anyone hits 0 ever, no matter how briefly, they're basically out of action for a week, which seems like too big a discontinuity from the "whack-a-mole" of magical healing (to me).
I was also surprised that the "Heroic" options were treated as a block, like apply all this or don't, where in fact I think it would make sense to see the Heroic options as a toolkit, like you could have the extra HP, but not the extra half-class/Heroic class.