![]() ![]() ![]() Hell's Heart has a fun name but seems really weak for a high-level advanced move and appears to reflect a poor understanding of the rules as they don't mention that there is an Ignores Armor tag, despite that being what it does, and all of the other Brand moves using tags. Sick Burn is fun, but again, situational to the point of being silly, and also definitely something you could do with Defy Danger (Charisma). The Enkindler looks like a worse version of a Defy Danger (Charisma) check to inspire people who are afraid, and Moth To The Flame is situational to the point of uselessness while also being worse then Charm Person. Lore of Flame is an advanced move that looks like a worse version of Spout Lore, just like Ogdru Jihad is a strictly worse version of Ritual. It's like Hand Crafted, it's neat, but it's also out of theme and out of place. The only one I want to call out as particularly interesting is Burns Twice as Bright / Half as Long which is cool and thematic but ties the class into the concepts of fate and destiny, and nothing else in the class suggests that connection at all. ![]() They have a very small number of advanced moves and they're almost all. Hand Crafted is neat, but also seems very random as they have no other crafting moves and none of their aesthetics make sense with it. I chose to be hilariously bad at controlling fire, which has been entertaining fun, but I could see it being frustrating for other people.įighting Fire with Fire is cool, but the two non-damage-reduction options tie into the 'uses of the Burning Brand' thing again, which does not make sense, as does the 'only triggers on an odd-number damage result' which - I get that it means it triggers half the time, but it's also a weird and never-otherwise-used trigger. It's nice that you can use your Int to fight with, but you also need Wis and Cha to be effective with your other base moves, meaning you're really spread out in terms of stat investment if you want to be good at the things your class is built around. OK, but an attack is also an opportunity for failure, so it just seems weird to me. It doesn't really do anything, aside from create an opportunity for failure. What purpose does the limited uses serve? Without strict turn limitations, summoning your weapon isn't an action tax. Beyond that, it's not a particularly powerful weapon, and you bizarrely have a limited number of uses. The weapon move Burning Brand is neat, in that it's a reconfigurable weapon, but as the weapon tags are never really enforced particularly hard in any game of Dungeon World I've ever seen, the flexibility is limited to aesthetics, until you can get This Killing Fire which lets you shoot fire at a distance. I'm playing it, and I'm having fun, but is it just me or is this class all over the place in terms of design? I'd never seen it before, it's been a long time since I played, and I'm a fan of the Witch of Izilith, so it seemed like a good idea. OK, so I'm in a cool new Dungeon World game (hurrah!) and I'm playing the Immolator. If you know of a link that you feel should be listed here, please message the moderators. You’ll face dangerous enemies, sweeping plots, and treacherous locations. ![]() You'll take on the roles of dwarves, elves, and humans in a world of magic. It’s a set of rules that you use, along with your friends, to play out fantasy adventures. Dungeon World is a tabletop roleplaying game. ![]()
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