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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 |