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?

  • jnarical@ttrpg.network
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    11 months ago

    I prefer Homebrew World, it’s like Dungeon World 2.0 in many cases, but it’s for sure tailored for oneshots or short campaigns. There are also DW: Unlimited Dungeons which shares some similarities with HbW, and Stonetop in its early access stage

  • DerveHallOP
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    11 months ago

    It’s not the hot points that bother me, it’s using all the different d&d dice (D20, d8, etc). I like that other pbta games just use 2d6

    • Nerosus@ttrpg.network
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      11 months ago

      I understand that. All that dice juggling and optimazation, wasn’t that fun.

      But unlike dnd, the dice is specific to each class. So a fighter will always use a d10. No matter if it is a sword, dagger, whip, etc.

      And I really like how a fighter will generally be much more deadly than a wizard. Like in some hacks the dage is a d6 +/-X. And for me, it makes the damage between the classes feel very samy.

  • Nerosus@ttrpg.network
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    1 year ago

    When you say variants, do you mean the house ruled ones or the ones who published theirnown thing, yet still try to dip into fantasy genre?

    Like Homebrew World is house ruled version and Fantasy World is its own thing.

    • 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).