07-04-2015, 11:07 PM
(07-04-2015, 10:12 PM)Surge Wrote:(07-04-2015, 10:10 PM)Gonzogonz Wrote: well, the bird-man-race-thingy would be slightly akin to something like that.And here I was working on racial traits. Didn't know racial class traits were a thing.
i'd prefer it if the race selection isn't overflowing. while i do want some freedom as to what people are i think having an "all animals get an anthro-human version to play as!" will take some of the wonder out of the world. not to mention we'd have to come up with a special little trait for each class per race there, and as we currently have Human, Elf, Dwarf, birdman, Jakkai and salamander (debating with myself if there should be halflings or not they seem sort of... uninteresting). i'll let there be one more player-submitted race, not forty.
you're being a bit vague there, what suggestions are you talking about? classes? rules? races? lore? map?
the only mechanical difference between races are their trait. but Dungeon Worlds mechanics and gamerules (or whatever it's called) are nearly the same.
while the little trait thing often isn't that big of a thing, like a human fighter can "re-roll one damage dice during combat, no matter who threw it" this isn't game breaking but it can save your life.
a dwarf cleric can do something along the lines of putting his hand on stone and it will tell him something that has happened around said stone recently.
so each race would need a specific trait per class, and making them all feel neat and fitting while not overlapping is going to be a bit challenging, i think it could be neat.
and for those that don't know or me fucking it up, "gamerulse" or gamelore or whatever it was called is when you say something like "i slash at the guards leg with my shortsword!" and then stab said guard in the leg with a shortsword, the guards leg will be injured. there are no mechanics behind this, there are no "injured leg, -2 dex -1 str" it just means that whatever the guard does next, will be influenced by said wound.
this can both work in the players favor, let show another scenario. (P= player, GM= game master) "GM= alright player, tell me how your ranger looks." "P= he's a strong built human, with wild hair, massive ripping muscles and shifty eyes!" "GM= alright sounds good!" *a few session later, the Ranger is trying to intimidate a barkeep* "P= i threaten to butcher his wife if he doesn't tell me!" "GM= *remembers that the Ranger has large intimidating muscles and decides to not have the player roll for intimidation* the barkeep cowers under your curl words and hasty stammers out the location of the bandits camp"
now the ranger might only have had a strength stat of 9 (giving him no modifier on strength rolls) but because he explained his character to have the big ripping muscles, allowed the player to intimidate without having to roll for it. now he might later come into a situation where his large muscles are a downside, maybe he's fleeing from the guardsmen and try to hide in a crowd, but sticks out due to his figure and muscles.