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| dw:system_conversions [2024/07/07 12:02] – rabidbaboon | dw:system_conversions [2024/07/13 21:40] (current) – rabidbaboon | ||
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| ====== Guidelines for Converting a System to Dungeon World ====== | ====== Guidelines for Converting a System to Dungeon World ====== | ||
| + | When making your starter moves, try and capture the essence of your character. | ||
| + | |||
| + | When making advanced moves, you only have 10 level ups, so keep that in mind and do your best to capture your characters growth. | ||
| ===== General ===== | ===== General ===== | ||
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| Damage is chosen from the dice available: d4, d6, d8, d10. The Dungeon World classes all use a single die with no static bonus, but there’s no reason not to experiment with other options: 2d4 or 1d6+2, for example. High HP and damage tend to go together, but your new class could be a pacifistic brick wall or a glass cannon—fragile but dangerous. - Dungeon World pg347 | Damage is chosen from the dice available: d4, d6, d8, d10. The Dungeon World classes all use a single die with no static bonus, but there’s no reason not to experiment with other options: 2d4 or 1d6+2, for example. High HP and damage tend to go together, but your new class could be a pacifistic brick wall or a glass cannon—fragile but dangerous. - Dungeon World pg347 | ||
| + | ==== Max Load ==== | ||
| + | A classes max load usually follows its base HP. 6+STR for 6 HP, 10+STR for 10 HP, etc, but feel free to pick a load that fits your character. | ||
| - | ==== Spell Casting | + | ==== Spell Casting |
| <WRAP group> | <WRAP group> | ||
| <WRAP half column> | <WRAP half column> | ||
| + | === The Cleric === | ||
| + | **Cast a Spell (WIS)** \\ | ||
| + | When you unleash a spell granted to you by your deity, roll+WIS. | ||
| + | * On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. | ||
| + | * On a 7–9, the spell is cast, but choose one: | ||
| + | * You draw unwelcome attention or put yourself in a spot. The GM will tell you how. | ||
| + | * Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune. | ||
| + | * After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you. | ||
| + | |||
| + | Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell. | ||
| + | |||
| + | === The Wizard === | ||
| + | **Cast a Spell (INT)**\\ | ||
| + | When you release a spell you’ve prepared, roll+INT | ||
| + | * On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. | ||
| + | * On a 7-9, the spell is cast, but choose one: | ||
| + | * You draw unwelcome attention or put yourself in a spot. The GM will tell you how. | ||
| + | * The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells. | ||
| + | * After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells. | ||
| + | Note that maintaining spells with ongoing effects will sometimes | ||
| + | cause a penalty to your roll to cast a spell. | ||
| </ | </ | ||
| <WRAP half column> | <WRAP half column> | ||
| === Fade Mage === | === Fade Mage === | ||
| - | **Mana** | + | **Mana**\\ |
| - | You have mana equal to your Level * 20. Mana is used to cast spells | + | You have mana equal to your Level * 20. Mana is used to cast spells and is refilled after a night’s sleep. |
| - | and is refilled after a night’s sleep. | + | |
| - | **Cast a Spell (WIS)** | + | **Cast a Spell (WIS)**\\ |
| When you call on the power of the Fade to cast a spell roll+WIS | When you call on the power of the Fade to cast a spell roll+WIS | ||
| * 10+ The spell is cast | * 10+ The spell is cast | ||
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| * 6- Your spirit is lost to the Fade and you become an abomination. Create a new character. | * 6- Your spirit is lost to the Fade and you become an abomination. Create a new character. | ||
| - | **Casting in Armor** | + | **Casting in Armor**\\ |
| - | Each point of armor you have increases a spells mana cost by that | + | Each point of armor you have increases a spells mana cost by that amount. Metal armor doubles this cost. |
| - | amount. Metal armor doubles this cost. | + | |
| </ | </ | ||
| </ | </ | ||
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| * Use the same Spell level. | * Use the same Spell level. | ||
| + | === Feats === | ||
| + | **Toughness**\\ | ||
| + | Your body can withstand more punishment than most before succumbing. +10 HP | ||
| + | **Titan Wrestler**\\ | ||
| + | When you attempt to physically push around a creature much larger than you roll+STR | ||
| + | * 10+ You do it | ||
| + | * 7-9 You do it but you're put in spot. The GM will tell you how | ||
| + | **Treat Wounds**\\ | ||
| + | When you heal an ally with your hands roll+WIS | ||
| + | * 10+ heal them for 2d10 | ||
| + | * 7-9 heal them for 1d10 | ||