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Joined 1 year ago
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Cake day: June 24th, 2023

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  • I understand that. All that dice juggling and optimazation, wasn’t that fun.

    But unlike dnd, the dice is specific to each class. So a fighter will always use a d10. No matter if it is a sword, dagger, whip, etc.

    And I really like how a fighter will generally be much more deadly than a wizard. Like in some hacks the dage is a d6 +/-X. And for me, it makes the damage between the classes feel very samy.




  • What makes HP feel different from Harm? It is essentially the same in my head. I also really like that in Dungeon World, that the game isn’t bogged down by what weapon does the most damage. It is all in the characters capabilities.

    I haven’t looked at every hack of Dungeon World. But they all slightly changes some of the moves here and there. Either in ways I like or not.

    Homebrew World has a slightly different take on inventory and the defend move I really enjoy. But it still uses spell lists. But it is more or less my go-to for one-shots due to it having much less mechanics.

    I really liked Worlds of Adventure new stats (the unpublished version) and that race no longer has a hard mechanic behind it. But Wizards still use a spell list.

    Unlimited Dungeons has a neat mechanic for wizard spells, but I find it still quite limiting an rigid. Its heritage mechanic is neat, but I do not like its “mark box to use ability”-aspect. But if the heritage aspect is removed, it is a nice hack.

    My favorit is my own hack, Mixed Adventures, which combines the various aspects I enjoy from the hacks. The most unique part of it is how it handles spell casting which isn’t a fixed list. The character chooses couple aspects for their magic (spheres/domain) that determine what they can do with their magic. The player simply describes a spell that fits. And if it seems like to much, the GM may add requirements or say it must be a ritual (ala Monster of the Week).