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dw:system_conversions [2024/07/07 12:02] rabidbaboondw: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 Options ====+==== Spell Casting Examples====
 <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> </WRAP>
  
 <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.+
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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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
dw/system_conversions.1720375361.txt.gz · Last modified: 2024/07/07 12:02 by rabidbaboon