This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
dw:system_conversions [2024/07/07 12:25] – rabidbaboon | dw:system_conversions [2024/07/13 21:40] (current) – rabidbaboon | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== 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 character. | + | 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. | When making advanced moves, you only have 10 level ups, so keep that in mind and do your best to capture your characters growth. | ||
Line 15: | Line 15: | ||
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==== | ||
Line 91: | Line 93: | ||
* 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 |