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0

Here is a slight rewrite for you that may be more to your tastes: What Are You Waiting For? When you cry out a challenge to one of your enemies, roll+Con. ✴On a hit they treat you as the most obvious threat to be dealt with and ignore your companions unless they are under direct threat from them. ✴On a 10+, they are angry and careless, so you also ...


5

"they treat you as the most obvious threat" I think that is the most important part. Don't think about it too mechanically. When the barbarian taunts he becomes the obvious threat. That doesn't mean everyone has to attack him all the time. If a PC gets in melee with an enemy the enemy should respond. But when that melee is over the enemy should refocus on ...


8

What are you waiting for? is fine, as-is On a success all enemies focus attack son the barbarian , if they are a group of similar enemies its just 1 damage roll with a +1 per enemy enemies over 1 in that group. The barbarian's +2 damage vs them balances this out. Its a powerful move but its balanced because if the combat doesn't end in a few turns the ...


0

It actually doesn't matter how you do this, because it works either way. Your ensuing narration just becomes different, because the preceding narration is different and you're building on slightly different fiction. If you tell the player the damage before narrating what it looks like, you can wait until after resolving the Last Breath to describe the ...


1

This is a hard question to answer, as it primarily depends on the GM's opinion on how death should be reflected in the current game. However, as usual, the GM is not the only one building the ficiton in Dungeon World. The players have just as much inpact on the fiction as the GM, and are even more involved in how things develop than the GM. Now how does ...


1

First, remember the trigger of Last breath is when you're dying and not when an attack would hit you and you cheat Death. On a miss, Death is inevitable. That's really important. I usually don't bother making their character live for a week before dying suddenly. When an arrow pierces the skull, you're dead. Maybe that's just me, but it heavily depends on ...


4

If they fail the Last Breath roll, now treat the character as having an impending epic death (assuming it's warranted in the fiction). The character can keep being awesome, but they (and likely everyone else) know that last hit was fatal and that they're a dead character walking. Save the death for an appropriate moment. An especially good one would be ...


1

It would not level like the multiclass advanced moves would Multiclass advanced moves give you a spell-casting level in that class that levels up everytime you levelup, increasing in power. However Anything you can do... has no text leading it in that direction at all. Thus you would always just be casting a spell at level 1. From a narrative perspective ...


0

On page 29 of the rulebook it is stated, that for the purpose of multiclass moves, any starting class moves that depend on each other count as one move. As your question regards a custom class, it is up to interpretation if the author intended such use. However, as some moves would be rendered useless then, I suppose that the same logic as to multiclass ...


8

Yep, the Druid can heal herself using this move. There is no concern about balance (there almost never is in Dungeon World, because of the 6− possibility can always scale up what is risked to match the magnitude of the advantage sought), and it's certainly flavourful for the Druid to ask the spirits to help her. I haven't seen official word on this ...


1

Everything boils down to narrative control It all goes to narrative control. But, class moves are made to JUMP narrative control (relatively). You want to throw a door down? Ok, explain me how. But in the end you are the fighter. So you can easily trigger 'bend bars lift gates' and the consequences of that move are pretty clear on the move itself. You can ...


-1

As stated by Serpentine Cougar it makes the druid automatically succed, but it has to be narratively consequent. Don't let the druid do whatever they want, it has to be consequent. The fact they don't have to roll for it means it must be "easy". If he is gonna hack and slash he should do it in human form. Going to animal form means there's some clear ...


3

In DW failure means consequences, even DEATH When a character rolls 6- you make a hard move. That means a move that has immediate and irrevocable consequences. In my opinion (I'm unsure on the exact rules) a hard move always comes after a soft move, and the soft moves shapes the hard move. Soft moves cause danger and prompts players to act and therefore ...



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