SUMMARY OF CHANGES
You will notice that this is a complete overhaul of the Dungeon World rules. Those who are fanboys of the original set or of D&D will find many of these changes unsettling. Many of them use similar terms used in different ways which can be confusing if you are deeply imbued in the old systems. This is meant for new players that aren’t locked into previous ways of thinking or those that can “think outside the box,” be it white box, red box, or XBOX.
Changes are prominent in all facets of the rules. My attempt was to create rules that are more intuitive to the new gamer. Dungeon world does an amazing job of emphasizing the narrative in a role playing game but its open endedness can be a bit overwhelming to new players and GM’s. I’ve created a more extensive list of possible moves as well as added results for all rolls including 6-. These are to be taken as suggestions and have been fairly open ended to allow for creativity and story telling. Damage is no longer measured by an HP value. Instead, I opted to use the same 2D6 test as all other moves. This has been proposed by Dungeon World fans and I whole heartedly agree with it. The character attributes have been changed. They may seem very similar to traditional RPG attributes but they have important differences in how they are handled. Combat is how well the character is trained in combat, this means that a character that is trained in combat will know how to use swords as well as bows, their equipment will determine which attack they use predominately. How much damage a sword will do is still affected by a character’s strength but whether or not they hit with it is not. |
Dexterity no longer determines how well a character shoots, but only how well the character is able to move with quickness and finesse. In my opinion dexterity was too far reaching to begin with and still is an important attribute even without these affects.
Strength is no longer a measure of combat prowess; it deals only with physical strength, which is also combined with the ability to resist damage. No more Constitution. This modifies rolls to deal damage (using the 2D6 alternative rules) and also to resist it. Intelligence now deals with learning spells and interpreting puzzles as well as recalling useful information in the moment. It is not however used to cast spells only to learn them. Willpower is used to cast and resist magic and also to stand in the face of danger. A magic user may have the intelligence to learn new spells but they also must have the will to carry them out. Also useful to those in combat to remain brave despite impending doom. Perception, which takes much of what was left of the wisdom attribute, is used to observe one's surrounding, notice hidden monsters, and sense a person's motives. To implement these changes I have made a complete overhaul of the moves (now actions). I think it makes more intuitive sense - for those that aren't already deeply imbued in previous rule systems |