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dw:system_conversions

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Guidelines for Converting a System to Dungeon World

General

Health

A class’s HP is some base + Constitution. Base HP is almost always 4, 6, 8, or 10. - Dungeon World pg347

  • 4 base HP makes for a class that is deliberately fragile, they’ll need help from others when the swords come out.
  • 6 base HP is for classes that aren’t ready to fight, but can at least take a hit.
  • 8 base HP is enough to take some hits and get into combat a little
  • 10 base HP is for skilled warriors and those who have no fear of battle.

Damage

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

Spell Casting Options

Fade Mage

Mana You have mana equal to your Level * 20. Mana is used to cast spells and is refilled after a night’s sleep.

Cast a Spell (WIS) When you call on the power of the Fade to cast a spell roll+WIS

  • 10+ The spell is cast
  • 7-9 The spell is cast, but pick one:
    • Lose half of the spells mana cost
    • Lose 1 HP
    • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • 6- Roll 1d6 on the below table
    1. Mana Drain: The mage loses mana equal to twice the spell’s original cost in addition to the initial cost paid (for a total of triple the usual cost).
    2. Mana Burn: The mage loses HP equal to half the spell’s original cost.
    3. Backlash: The shock of the mishap leaves the mage unable to cast any spells for 1d6 minutes.
    4. Misfire: The spell effect occurs, but targets An ally rather than an enemy (or vice versa) Or has the opposite of the intended effect (healing rather than harming, or vice versa). The GM determines the particulars of the Misfire.
    5. Lost in the Fade: The mage falls into a trance, their spirit lost in the depths of the Fade for 2d6 minutes. The mage is helpless during this time.
    6. Harrowing: As Lost in the Fade, except the mage must also roll+WIS on turn
      • 10+ Your spirit returns to your body
      • 7-9 Your spirit still wanders the Fade. Roll again on your next turn.
      • 6- Your spirit is lost to the Fade and you become an abomination. Create a new character.

Casting in Armor Each point of armor you have increases a spells mana cost by that amount. Metal armor doubles this cost.

Specific

Pathfinder 2e

Levels

Divide your character level by two, round down if not even. PF2e level 8 equals DW level 4, level 9 PF2e equals level 4 DW, etc.

Spells

  • Cantrips are cantrips.
  • Use the same Spell level.
dw/system_conversions.1720375361.txt.gz · Last modified: 2024/07/07 12:02 by rabidbaboon