DW skills

...but DW does have a skill system i.e. attack, defence, stealth, perception, evasion etc. I am seeking ways to widen its scope (whilst staying true to the spirtit of the game) a little for a better character definition reflected in the 'numbers game'.
 
Well, the skills in DW are more special abilities. Take the Climb skill, for example. In d20 D&D any character can attempt a climb check. In DW, only Assassins can attempt a Climb check. This does not mean that no one can climb, though! It's just that in DW skills are applied for special cases. So, everyone can climb a tree, but only Assassins can Climb difficult surfaces etc.
 
Hi,

If anyone wants to PM me with an email address I will forward the documents I did on skills for Dragon Warriors last year. I did use them and they worked okay, but I tend to play the rules more strictly now, just for speed.

Simon
 
Sir Darron Gowar said:
Let's say there is no assassin in the followin scene:

Assuming no key, how would you go about attempting to gain entrance to a dungeon complex, wherein a locked iron door stands in your way?

8) Knock on the door and talk to whomever answers.

9) Find out who has the key and acquire it. (Assuming "no key" means "no key in your possession")

10) Find out who made the lock and learn how to open it from them.

11) Hire a burglar to pick the lock, then cuff him on the back of the head and tell him to find honest work.

12) Hire a locksmith to pick the lock, then cuff him on the back of the head because he probably used to be a burglar.

I don't have a point about skill systems, I'm just surprised nobody at least mentioned number 8. What kind of adventurer is too shy to knock?
 
sbarrie said:
Sir Darron Gowar said:
Let's say there is no assassin in the followin scene:

Assuming no key, how would you go about attempting to gain entrance to a dungeon complex, wherein a locked iron door stands in your way?

8) Knock on the door and talk to whomever answers.

9) Find out who has the key and acquire it. (Assuming "no key" means "no key in your possession")

10) Find out who made the lock and learn how to open it from them.

11) Hire a burglar to pick the lock, then cuff him on the back of the head and tell him to find honest work.

12) Hire a locksmith to pick the lock, then cuff him on the back of the head because he probably used to be a burglar.

I don't have a point about skill systems, I'm just surprised nobody at least mentioned number 8. What kind of adventurer is too shy to knock?

Haha, hilarious.

Or, try and bash the door in, and if that fails start searching around for an alternate way in. Surely the GM will offer such an alternative, or he's wasted his time designing all the encounters beyond the locked door!
 
jason.richardson said:
Or, try and bash the door in, and if that fails start searching around for an alternate way in. Surely the GM will offer such an alternative, or he's wasted his time designing all the encounters beyond the locked door!

No, seriously. Before you bash the door in, try knocking. The worst knocking will do is alert the occupants that you're there, and bashing guarantees that anyway.

The best opponents are the ones you've had some face time with. A little bit of roleplaying from the GM will remind you why you want to kill these guys, and makes for a more memorable session.

It's also a well documented fact that goblins can't resist a candy-gram.
 
sbarrie said:
jason.richardson said:
Or, try and bash the door in, and if that fails start searching around for an alternate way in. Surely the GM will offer such an alternative, or he's wasted his time designing all the encounters beyond the locked door!

No, seriously. Before you bash the door in, try knocking. The worst knocking will do is alert the occupants that you're there, and bashing guarantees that anyway.

The best opponents are the ones you've had some face time with. A little bit of roleplaying from the GM will remind you why you want to kill these guys, and makes for a more memorable session.

It's also a well documented fact that goblins can't resist a candy-gram.


Honestly a dungeon complex with a mechanical lock in the Coradian lands of the DW setting is going to be less than a decade old at best so its either a wizards testing lab ( run like hell!) or it belongs to some one very rich and powerful.......or both.
 
sbarrie said:
I'm just surprised nobody at least mentioned number 8.

In a settlement, or outside a clearly high-status building, I would obviously choose options 8, 9 & 13 (climb the wall). However, in a disused dungeon....

You knock on the door and shout a greeting; "Hello? Anybody there?"

Suddenly, a trap-door opens beneath you, plunging you into a pit full of sharp, poisoned spikes. Your adventure ends here... in dismembered blood-drenched pieces. :D
 
Sir Darron Gowar said:
Let's say there is no assassin in the followin scene:

Assuming no key, how would you go about attempting to gain entrance to a dungeon complex, wherein a locked iron door stands in your way?

If there's also no magic using characters:
1: Bash it with a battering ram until something gives
2: If there's nothing to use as a battering ram or not enough people to wield it or not enough space to get a proper run-up, that locked iron door may well prove to be an impenetrable barrier and the PCs will have to think of another way in.
2a: If there's no other way in, the PCs won't be able to get in and they'd better hope they can accomplish whatever the scenario's about without getting in.
2b: If the scenarion absolutely depends on the PCs being able to get in, then the GM's obviously goofed up by placing an impenetrable barrier in their way.
 
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