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https://drive.google.com/file/d/0ByF9qk ... NlR2c/view
Suggestions welcome. I dont think its overpowered right now, but if anyone raises some valid criticism, Im all ears.
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Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
It depends on the stat and arquetype, but usually Sharp and Cool are considered too powerful stats to reach +3. I said "usually" because there are exceptions (the Battlebabe gets Cool +3 for example).Orca wrote:Knowing nothing much about the system ... but all those moves list roll + Sharp, but none of the advancement options adds a bonus to Sharp. Is that normal for * World?
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Stop being stupid. Situational classes are bad when PCs are expected to experience a variety of situations in one campaign, or when they are presented as a core option (allowing one player to either screw himself or dictate setting to everyone else. This is a fan-made tweak of a promotional bonus class, so it's basically an Elothar. Apocalypse World games aren't expected to substantially chance context; the characters are basically stuck in a shitty situation they can't control. Although they're expected to eventually get enough power to change or escape the initial position, you're just supposed to declare victory at that point and end the game.Lord Mistborn wrote:Situational classes are pretty much always toxic design, but a class dependent on being in a specific terrain type are just unimaginably shitty. In order for this class not to suck it need less of it eggs in the "good at doing stuff in wastelands" basket and more in the "juryrig workable tech out of the ruins of a pre-apocalyptic past".
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
No, Silva fucked it. The stat cap in Apocalypse World is +3. Every class but Driver (and maybe some expansion?) either starts with +3 in their main stat, starts with +2 but can advance to +3, or chooses to start with +2 or +3 but can get +3 later.Orca wrote:Knowing nothing much about the system ... but all those moves list roll + Sharp, but none of the advancement options adds a bonus to Sharp. Is that normal for * World?
You are stupid and you should feel stupid. Apocalypse World stats follow very rigid rules that have nothing to do with averages or "external stuff."silva wrote:Thats invaluable! I think the arquetypes with powerful external stuff (like the Angel and its infirmary) tend to have lower stat averages while the ones without it get higher averages (like the Battlebabe). I think the Runner could benefit from a little higher average indeed, being the mid of the way conceptually between those. Thanks.
I'm reviewing the stats distributions as suggested by Prak above, and I'll take this into consideration. Having at least one line with -1Cool would help here.Orion wrote:In the zone. This one is fine because it's a clone of an existing move (and all stat substitution moves are clones of each other anyway). It's worse than most of them because you don't actually get the option to take Cool as a dump stat. Of the core characters who aren't driver, every character with a move that replaces a stat can start that stat at -1, and about half the time they can start it at -2. This character can't drop Coo below 0.
This move was suggested by Vincent himself, and I don't see a problem with it. If you wanna see the idea behind it, picture a Runner being pursued by enemies into a dangerous terrain then the assailants stop, hesitate and tell to each other "Shit, are you sure we should go there!?", at which point the Runner looks back at then with a daring stare, like challenging both to go and get him. Then both give up out of fear and go away swearing.They'd be crazy to follow me here. This is straight-up clownshoes from top to bottom. It's a stat substitution for a stat you can actually take at -1, but still mediocre because it's so limited in scope; more importantly, it makes no sense. You get to use the terrain as an AoE weapon with "far" range, but you have to "make some kind of contact" to use it. What does that mean? Who the hell knows!
Please, elaborate? The move is supposed to be a poor-man version of the savvyhead workshop. One that allows the Runner to keep its gear working out there on the wastes until some savvyhead is around to truly fix it.Jerry-rigged. This could theoretically be good. Savvyhead workshop repairs are much better, but they are also 100% contingent on MC approval. Jerry-rigged lets you roll dice and make something work without allowing the MC to force you to declare that you need to go find parts, new equipment, or a lab assistant. Without multi-tool it's stupidly punitive, though. That bonus needs to be built in. It should probably also get a custom fail condition, because the default failures might be excessive punitive.
First the move is a derivative of the Chopper one, not the Savvyhead. And the Chopper me has practically the same features you're criticizing. Second, it's not that hard to insert complications on a 9- or 6- roll. E.g: "you remember letting the item on a terrain you swore you wouldn't ever visit again". Also, certain MC hard moves are pretty open and don't need to have too specific triggers. "Separate them" is one of them. You can use it in such a myriad of ways, and Pack Rat is one of those.Pack rat This is boring and shitty. Compare it with the Savvyhead Bonefeel. If you roll [/b]a 7, Bonefeel gives you "the proper tools and knowledge" + a free teleport. If you roll a 10, Pack rat gives you "something that would fit, [that] can't be hi-tech." It really needs to have a nonstandard failure condition, because even AW players will probably wonder how "searching your rucksack" leads to stuff like "separate them, capture someone, put someone in a spot, trade harm for harm, announce off-screen badness...inflict harm, take away their stuff...activate their stuff's downside...turn their move back on them." I skipped some that do work, but the point is that MC moves mostly don't make sense as consequences. Unfortunately, because this move is at-will, you can't give it appropriately mild consequences without making it an XP farm.
Again, disagree. The freedom to ask any question can be pretty powerful in the right context.Pathfinder. This move...this fucking move. For those playing along at home, the basic actions in apocalypse world are grouped into 7 "basic moves" (attack, fight, diplomance, ask questions, ask questions, ask questions, and "do things"). You can "advance" these moves, which lets you score a critical success on a super-high roll. Some of these are a big deal (permanently convert any NPC into an ally, no save) and others... are not (a better outcome, true beauty, or a moment of grace). Once you've earned 25 XP, you can spend 5 XP to advance 3 moves, and another 5 to advance the other 4.
Pathfinder is supposed to be appealing because it lets you can get an advanced move at low level instead of waiting to qualify normally, but instead of spending 5 XP to advance 3 moves, you spend 5 XP to advance 1 move in specific conditions. "But Orion", I hear you saying, "surely the advanced move you get must be one of the good ones, so at least--" Let me stop you right there. It's not one of the good ones. It's the one that the designer himself describes as basically worthless.
Again, disagree. The move structure gives enough reward as is, in my opinion. Much more than a on-the-fly ruling would. Notice that on a 10+ the player can pick exactly what he was looking for, plus another thing that's +hi-tech and +1barter (for a total of 2-barter hi-tech, besides the item he was looking for). Add the rope and climbing gear to it and you can opt to make it fast or avoid serious trouble.Scavenger. This move is fine, it just doesn't do anything. I don't think it's too punitive or anything. If you have rope (and you will have rope) the results seem pretty fair. It's a decent rule for scavenging. The problem is that it's more of a rule than a proper ability. If this class didn't exist and someone's battlebabe wanted to go scavenging, this is basically the ruling I'd make to resolve it. The ruin-runner needs this move to exist so they know what to expect, but they shouldn't actually pay for it.
There are 3 kinds of class in AW. Most start with 2 abilities freely chosen from their class list. Some start with 1 fixed ability and one chosen, or with both fixed. The fixed moves are generally some game-definingly powerful that they would be essentially mandatory anyway. Finally, some classes start with 1 fixed and 2 chosen. This tends to happen when the fixed move is required for the class to make sense, but not actually all that advantageous. That's where the ruin-runner needs to be. They get the Scavenger move just to define what happens when they... scavenge stuff... and then two actual abilities to give them advantages.