this post was submitted on 11 Jan 2025
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[–] verdigris@lemmy.ml 3 points 20 hours ago (1 children)

Is "Harm" from some other system? Seems like the biggest change mentioned, everything else is very vague.

[–] copacetic@discuss.tchncs.de 3 points 19 hours ago* (last edited 19 hours ago) (1 children)

Apocalypse World, the PbtA origin, uses harm.

However, in the "message from the designers" it says "moving away from HP and damage dice in favor of conditions". Both the designers used "conditions" in their previous games (Chasing Adventure, Against the Odds), so I would assume they plan to reuse that.

From Chasing Adventure:

Conditions represent wounds, exhaustion, frustration, curses, and more negative effects that afflict a PC as they adventure. They often occur when Moves mention ‘harm’ or ‘blows’, or similar.

When a PC receives a condition, they choose one of their stats and write down the fictional reason for the condition (the PC chooses both of these). Some especially formidable dangers can inflict multiple conditions at once.

When a PC makes a roll using a stat that has a condition, that roll has Disadvantage, but also gives them 1 XP after the roll is resolved (see the Level Up Move on Page 16).

When a PC’s last stat gains a condition, they Crumble. Conditions can be healed when you Settle In, when you use items like Supplies, or through special Moves or abilities. See the Peripheral Moves on Page 16 for more details.

Example Conditions

  • STR - Weakened, Nauseous
  • DEX - Dizzy, Shaky, Stunned
  • WIS - Confused, Exhausted, Blinded
  • INT - Dazed, Forgetful, Concussed
  • CHA - Scarred, Grumpy
[–] caseyweederman@lemmy.ca 1 points 18 hours ago

Oh nice, that is my biggest complaint about Dungeon World. I'm glad every other PTBA system went with the more abstract harm tracks.