I like Dungeon World, but there are some things I don’t like. I don’t like the damage dice especially. It makes it more like D&D than I want to be.

I have seen mention of some variants, and I checked out the free version of Chasing Adventure which seemed more like what I was looking for.

What are the other Variants people have played, and what are they like?

  • DerveHallOP
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    1 year ago

    Chasing adventure was a ‘house ruled’ Dungeon World, but now is its own published thing.

    What does Homebrew World change?

    I am just looking for other peoples experience with ‘House Ruled’ variants and spin offs of it. I only have experience with MotW, and I find the hit points in Dungeon World kind of awkward.

    • Nerosus@ttrpg.network
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      1 year ago

      What makes HP feel different from Harm? It is essentially the same in my head. I also really like that in Dungeon World, that the game isn’t bogged down by what weapon does the most damage. It is all in the characters capabilities.

      I haven’t looked at every hack of Dungeon World. But they all slightly changes some of the moves here and there. Either in ways I like or not.

      Homebrew World has a slightly different take on inventory and the defend move I really enjoy. But it still uses spell lists. But it is more or less my go-to for one-shots due to it having much less mechanics.

      I really liked Worlds of Adventure new stats (the unpublished version) and that race no longer has a hard mechanic behind it. But Wizards still use a spell list.

      Unlimited Dungeons has a neat mechanic for wizard spells, but I find it still quite limiting an rigid. Its heritage mechanic is neat, but I do not like its “mark box to use ability”-aspect. But if the heritage aspect is removed, it is a nice hack.

      My favorit is my own hack, Mixed Adventures, which combines the various aspects I enjoy from the hacks. The most unique part of it is how it handles spell casting which isn’t a fixed list. The character chooses couple aspects for their magic (spheres/domain) that determine what they can do with their magic. The player simply describes a spell that fits. And if it seems like to much, the GM may add requirements or say it must be a ritual (ala Monster of the Week).