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dw:system_conversions [2024/07/07 12:21] 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 Examples==== ==== Spell Casting Examples====
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   * 10+ You do it   * 10+ You do it
   * 7-9 You do it but you're put in spot. The GM will tell you how   * 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.1720376471.txt.gz · Last modified: 2024/07/07 12:21 by rabidbaboon