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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