Fighter compendium classes dungeon world3/24/2024 ![]() ![]() one of them to be a move about interacting with the world in a unique way - either a social move or one about perceiving things (the Paladin’s I Am the Law, the Ranger’s Hunt and Track).one of them to be a short utility move that plugs in to the class’ theme and provides flavour (the Thief’s Flexible Morals, the Barbarian’s Musclebound).one of the starting moves to be a signature ability (the Psion’s Expanded Consciousness, the Druid’s Shapeshifter).Remember that a single move should be a single unit of rules, and should strive to be short and simple. DW doesn’t have rounds instead, it has “a few instants,” “a moment,” “a few moments,” “a few minutes,” “some time,” etc. On a similar level, know that “choose X bad things that don’t happen” and “choose X good things that happen” are different, not just in terms of tone but in terms of the result too: in the former case, every option you didn’t pick happens.Īlso: time units. Remember that each type of move (no roll, result, choice or hold) conveys a different tone (no roll means you can always do it, roll for result is for simple actions with same-beat resolution, choice is for complex actions with same-beat resolution, and hold is for moves where you power up and discharge that power in separate beats). If you write a move with options, don’t go above four options to choose from (three is ideal in most cases). Keep it simple - don’t include hold mechanics where you don’t need them, for example. Making a class that is better or as good as the above at both fighting and talking is even worse. Keep in mind what other classes can do when writing your own: you don’t want to make a class that is better at talking than the Bard, or better at fighting than the Fighter. 3-4 generic +1 moves our of 20 advances is fine, but don’t overdo it. Remember that fiction comes first, and that a move that gives a purely fictional bonus is much more interesting than a move that gives a purely mechanical bonus. Dungeon World moves have their own tone and their own mechanics. It’s okay to have advance “trees” that improve the playbook’s starting moves, just don’t overdo it (as a general rule of thumb, stick to having 1-2 advances across both tiers that improve a given starting move - so if you have three starting moves, 3-6 of your 20 advances should be improvement advances).ĭon’t fall into the trap of trying to straight copy over ideas from other systems, especially D&D. Write your advanced moves so the class expands horizontally, not vertically (conceptually wider, not mechanically more powerful). If you want to make something that is similar to an existing basic move, make it a move that modifies how a basic move works instead.ĭon’t build a class around a single starting move, with multiple advanced moves that improve it. ĭon’t write moves that are just better versions of basic moves and replace them. If you’re going to have MC moves, do them in the same style as Inverse World’s MC moves - you can take any move that makes you. On that note, don’t use Multiclass Dabbler/Initiate, they’re pants. If your class concept needs more than one or two moves from other playbooks to be what you want, you either need to rethink your concept, or just give your playbook multiclass moves. ![]() Don’t write moves that don’t plug in to the class’ 2-3 thematic identities.Īvoid stealing moves from other playbooks. Trying to recreate a single book/game/film character isn’t going to leave you with enough moves that’s what compendium classes are for.Įvery move you write has to reinforce the class’ theme. In practice, this means you need 2-3 distinct concepts mashed together to cover enough conceptual ground for a full base class.
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