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.
Oh dear o_O ! I pasted in the wrong link… Here is the right link (i hope). There is a folder with the individual playbooks as well.
I am also working on making a “Proper” file like with the other hacks, explaining some of the changes.
If you want spellcasting to be even more freeform, Mixed Adventure follows more the logic of most other moves, were the player describes what the character does and their intention. Each “school/domain”, doesn’t have their own move. It just determines how the fiction can be shaped by the character.
Edit: Updated the link
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I really liked Worlds of Adventure new stats (the unpublished version) and that race no longer has a hard mechanic behind it.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).
When you say variants, do you mean the house ruled ones or the ones who published theirnown thing, yet still try to dip into fantasy genre?
Like Homebrew World is house ruled version and Fantasy World is its own thing.
Ask questions of your players to fill in spots in the world, especially when uncertain about if something would be interesting. Tell the story with them, not to them.
So the idea is you write soemthing related to the prompt tied to a date? So the 8th would be: favourit character?
I character Inloved playing was a druid with a philiaophy of learning by doing. He was loved life and everything it contained.
He was originally made for a dnd game, which strongly incentifies not putting anything into a druids physical stats. But I said: “to heck with that. Concept and fun before rules.”