Redefining Abilities

 I am really digging the Dungeon World basic moves right now, and I think it'll be cool to narrow down my set of 10 abilities down to a smaller number. So without any further explanation, I will define my abilities here. This write up is written using Dwindle rules.

Abilities

Abilities are used to describe your character's special skills. These may be spells if you are a wizard, special maneuvers if you are a fighter, or special skills if you are more of a Jack-of-all-trades adventurer.

Using your ability requires a Class Resource check. Regardless of the check, the usage of the Ability occurs, but on a 1 or 2, your class resource die dwindles.

At Tier 1, you begin with 2 abilities. When you create your abilities, chose 1 of the core types below. Flavor it with your class and a fancy name. You may add a description if you'd like, and consider how investing extra points will affect it's result. Extra point examples can include: +1 extra damage or protection, +1 target, +1 question, to add on a secondary effect, or ....

Break
This ability is used when you wish to cause harm to a target. Whether it is smashing an enemies face with your face, poking them full of arrows, scorching them with a fireball, or simply breaking down a door, this is the base ability for you.
Defy
This ability is used when you wish to avoid a bad outcome. This can be a halfling's luck to avoid a setback, a duelist's awesome ability to parry, a cleric's holy shield, a dwarf's snowboarding ahead of an avalanche, or a rogue's deflection of a scathing quip.
Discern
This ability is used when you wish to glom onto details of a scene, to sense someone's motive, to grok the meaning of a spell book, to see 10 seconds into the future, or to realize the importance of the kobold with 7 fingers.
Manipulate
This ability is used when you wish to change something or someone. Whether it is finessing open a lock, negotiating on the price of a spoon, telekineting open a window, illusioning a frightful visage, or applying a mind-altering drug, Manipulate will have you covered.
Restore
This ability is used when you wish to restore something or someone. This can be used to restore their Class Resource, to fill their healing progress, to repair a broken door, to reassemble a broken vase, to mend a worn blade, or to return something tainted to a clean condition.

It is possible to take the same ability several times for a class. For example, Break could be taken as a fighter's cleave as well as an execute maneuver. Or for defy, a druid taking Defy for Barkskin that simply absorbs massive damage, or making a thorns spell that offers minimum protection while punishing the enemy.

Also I believe these 5 will cover nearly everything I need. I'll add more if I think of them later.

PS: How about the new DL / DT / DD tags I'm using? The drawback is I have to manually set them in the HTML each time, but I think they help pull out the definitions. I'll go back and reformat some old posts with them when I have a chance. Much better than Bullet points.

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