A paladin I dm'd for had his first use of quest be to immune to drowning (a hag grabbed him with hair and was holding him underwater while her summoned servants were keeping the rest of the party busy). For the dedication prayer/ritual cleansing I had him defy danger constituion to take a first breath of water. One miss later and while he could breathe underwater he was also unconscious, and alone with the hag; putting a lot more pressure on everyone else.
Oh FINALLY someone who talks about DW which is a great game. Have you tried the Perilous Wilds? It will be super cool if you will do a video about that module.
I was running Waterdeep Dragon Heist, and I gave them Hospitality and Valor. The Paladin Player got distracted by a side tunnel, went off to explore it on his own, and ended up in a fight wither a wererat... that couldn't hit him because, armor, but he couldn't hit it because, silver. They left, since the wererat only wanted to keep them out of his Gang's hideout (they got some info they already suspected from it). But, he knew it was a wererat and left... quest over. Of course, his main advantage was immunity to Piercing damage, and there was only one more opponent with a crossbow, but yeah... Quest ended, and it was his own fault (since he insisted on going for the red hering). I personally hate the "An unwavering sense of direction to _______", as it's one of the many things I'm noticing in DW that kill the Exploration Pillar. Seriously, it's like no one thinks of the exploration Pillar at all. I mostly used it as a narative sense of direction, like when given a choice, it points to the better option (in that example, had he asked, the side tunnel would have not been the right direction, but the stairs they just found would be).
I love a good prewritten campaign conversion. And that’s a hilarious way to end a quest. If the exploration pillar is important to you, you might wanna check out perilous wilds! It’s a third party supplement that adds a bunch of great exploration rules and such (I also did a video on it :p)
I remember when one of my players played as the paladin, there was this issue we had with invulnerability and armor. IIRC, invulnerability reduced damage you received from the source chosen by the paladin by half, and armor reduced damage by a set amount. The issue was which to apply first: cutting damage in half or armor. The more OP of the two was to cut damage in half first, then apply armor (which is what the player wanted), but I opted to apply armor first, then reduce any remaining damage by half. We never did find out the official ruling on that.
I absolutely think the logic is as follows: (if a bit late here. Armor reduces the incoming damage, meaning it must go first. It stops x damage from reaching the Paladin. Secondly, the invulnerability kicks in when the paladin takes the damage that reaches him: Basically armor is the ozone layer, and invulnerability if sunscreen.
So, about your "the pally nuked my dragon problem because he does a d10 damage and the dragon has only 16 hp. In any pbta games the narrative is the most important thing and if the players are trying to do something that makes no sense in the narrative. Then it's a no go. Your dragon has the huge tag. Which means it's as big as a house or bigger. Your paladin hitting it with his maul or greatsword is doing nothing. He doesn't get to roll hack and slash against it because that would make no sense. They are going to need to think outside the box to be able to attack this thing in a way that makes sense. Like have the paladin distract them while the group sneaks up the cliff to drop a massive chunk of rock on them. Anyway. Awesome video. I love you dungeon world content.
Oh 100% I wasn't too familiar with the system at the time when I did that, and I even made a video talking about exactly what you're talking about! The 16 HP Dragon. Glad you're liking the content!
I'm no dungeon world expert, but it has to make sense from the fiction... so Dani Targarean is fire immune is ok in Westeros, but depending on the world you and your players make, it may be a 1 or 2 point Damage reduction. Knowing where the goblet of fire is also 2 edged; if he can fly sure he can go straight in a line, but if he has to go around mountains/terrains, if the goblet is moved, he has to make decisions? BTW, all of this is fine so long as the other players are having fun. If you had planned a mystery where they have to find the location of the goblet through social encounters and research, well it sucks. Or if the party hates the idea of wilderness checks and direction, then you add "2 weeks later your paladin leads you through the mines to the castle that holds the goblet" All in all, it has to fit the fiction. One of the best ideas from DW is that there's only one of each PC classes; so the Fighter is The Fighter. As long as you don't short shrift the Fighter's time in the sun, it's all good however much power you decide to give.
Dungeon World purists keep insisting it's not broken. I think it's so broken that changing the paladin was the first step into creating the first RPG I published comercially hehe
I think absolutely a quest can only either be completed or abandoned. If the player wants to change their quest, then sure. But then you have broken your sacred oath. Good luck with that. Secondly, if the Paladin runs around swearing to defeat enemies every single time they get into a fight then that stops having any effect. At that point they're just a weirdo making oaths like it is nothing, and as such the bonus goes away. If your oaths are cheap, then they will buy you nothing.
I always wanted to see dungeon world and other pbta style builds. I know, in story games your not supposed to optimize... but i really dont think it has to be that way. It just mean those builds will have to be grounded in character as well ad action economy. That sounds awesome to me.
@@tabletopbro id be all about watching that. Maybe stretching the concept too far but I like the idea of optimizing in ways that intertwine with character... kind of a meeting point between story games and more crunchy games. I think its a false dichotomy....
I know paladins arn’t actually catholic or whatever other real world religion. But I was thinking how even the Bible weirdly depicts god as being unknowable and kinda pact like. Think like the monolith from 2001 a space odyssey with how it seems to have an ultimate agenda that could be selfless but it’s far to secretive to trust
A paladin I dm'd for had his first use of quest be to immune to drowning (a hag grabbed him with hair and was holding him underwater while her summoned servants were keeping the rest of the party busy).
For the dedication prayer/ritual cleansing I had him defy danger constituion to take a first breath of water. One miss later and while he could breathe underwater he was also unconscious, and alone with the hag; putting a lot more pressure on everyone else.
Oh FINALLY someone who talks about DW which is a great game. Have you tried the Perilous Wilds? It will be super cool if you will do a video about that module.
You’d love some of my other videos then ;)
I have not but I’ll look into it!
@@tabletopbroyou must do it asap because I think you gonna love it!
The quest mechanics sounds really cool.
It’s integral to what makes a Paladin a Paladin! It can also be totally broken if your DM is a pushover lmao
Hope everyone in the US has a great Turkey Day!
I was running Waterdeep Dragon Heist, and I gave them Hospitality and Valor. The Paladin Player got distracted by a side tunnel, went off to explore it on his own, and ended up in a fight wither a wererat... that couldn't hit him because, armor, but he couldn't hit it because, silver. They left, since the wererat only wanted to keep them out of his Gang's hideout (they got some info they already suspected from it). But, he knew it was a wererat and left... quest over. Of course, his main advantage was immunity to Piercing damage, and there was only one more opponent with a crossbow, but yeah... Quest ended, and it was his own fault (since he insisted on going for the red hering).
I personally hate the "An unwavering sense of direction to _______", as it's one of the many things I'm noticing in DW that kill the Exploration Pillar. Seriously, it's like no one thinks of the exploration Pillar at all. I mostly used it as a narative sense of direction, like when given a choice, it points to the better option (in that example, had he asked, the side tunnel would have not been the right direction, but the stairs they just found would be).
I love a good prewritten campaign conversion. And that’s a hilarious way to end a quest.
If the exploration pillar is important to you, you might wanna check out perilous wilds! It’s a third party supplement that adds a bunch of great exploration rules and such (I also did a video on it :p)
I remember when one of my players played as the paladin, there was this issue we had with invulnerability and armor. IIRC, invulnerability reduced damage you received from the source chosen by the paladin by half, and armor reduced damage by a set amount. The issue was which to apply first: cutting damage in half or armor. The more OP of the two was to cut damage in half first, then apply armor (which is what the player wanted), but I opted to apply armor first, then reduce any remaining damage by half. We never did find out the official ruling on that.
I don’t think there is an official ruling tbh
I absolutely think the logic is as follows: (if a bit late here.
Armor reduces the incoming damage, meaning it must go first. It stops x damage from reaching the Paladin.
Secondly, the invulnerability kicks in when the paladin takes the damage that reaches him:
Basically armor is the ozone layer, and invulnerability if sunscreen.
So, about your "the pally nuked my dragon problem because he does a d10 damage and the dragon has only 16 hp.
In any pbta games the narrative is the most important thing and if the players are trying to do something that makes no sense in the narrative. Then it's a no go. Your dragon has the huge tag. Which means it's as big as a house or bigger. Your paladin hitting it with his maul or greatsword is doing nothing. He doesn't get to roll hack and slash against it because that would make no sense. They are going to need to think outside the box to be able to attack this thing in a way that makes sense. Like have the paladin distract them while the group sneaks up the cliff to drop a massive chunk of rock on them.
Anyway. Awesome video. I love you dungeon world content.
Oh 100%
I wasn't too familiar with the system at the time when I did that, and I even made a video talking about exactly what you're talking about! The 16 HP Dragon.
Glad you're liking the content!
Nice work! Happy Turkey day my dude!
Thankya sir! Happy Turkey day to you too!
I'm no dungeon world expert, but it has to make sense from the fiction... so Dani Targarean is fire immune is ok in Westeros, but depending on the world you and your players make, it may be a 1 or 2 point Damage reduction. Knowing where the goblet of fire is also 2 edged; if he can fly sure he can go straight in a line, but if he has to go around mountains/terrains, if the goblet is moved, he has to make decisions? BTW, all of this is fine so long as the other players are having fun. If you had planned a mystery where they have to find the location of the goblet through social encounters and research, well it sucks. Or if the party hates the idea of wilderness checks and direction, then you add "2 weeks later your paladin leads you through the mines to the castle that holds the goblet" All in all, it has to fit the fiction. One of the best ideas from DW is that there's only one of each PC classes; so the Fighter is The Fighter. As long as you don't short shrift the Fighter's time in the sun, it's all good however much power you decide to give.
You basically become a terminator
Accurate
And with a Bloody Aegis… gigachad for the lord up in here
Dungeon World purists keep insisting it's not broken.
I think it's so broken that changing the paladin was the first step into creating the first RPG I published comercially hehe
Good for you!
@@tabletopbro I'm currently releasing an expansion book. But in the between I released another PbtA RPG inspired in World of Darkness hehe
I think absolutely a quest can only either be completed or abandoned. If the player wants to change their quest, then sure. But then you have broken your sacred oath. Good luck with that. Secondly, if the Paladin runs around swearing to defeat enemies every single time they get into a fight then that stops having any effect. At that point they're just a weirdo making oaths like it is nothing, and as such the bonus goes away. If your oaths are cheap, then they will buy you nothing.
I always wanted to see dungeon world and other pbta style builds. I know, in story games your not supposed to optimize... but i really dont think it has to be that way. It just mean those builds will have to be grounded in character as well ad action economy. That sounds awesome to me.
My buddy Sean is the king of minmaxing - including in Dungeon World. Maybe I’ll see if he’d wanna help with a min max video
@@tabletopbro id be all about watching that.
Maybe stretching the concept too far but I like the idea of optimizing in ways that intertwine with character... kind of a meeting point between story games and more crunchy games. I think its a false dichotomy....
I know paladins arn’t actually catholic or whatever other real world religion. But I was thinking how even the Bible weirdly depicts god as being unknowable and kinda pact like. Think like the monolith from 2001 a space odyssey with how it seems to have an ultimate agenda that could be selfless but it’s far to secretive to trust
Paladins are just worlocks with pact with god! Haha I LOVE this idea
First xD
Thank you for the DW content! 🥰
Thank you for watching the DW content!
@2:12 Well, as if one would skip such a high quality "rambling" because he doesn't know the subject!
So, the whole world is just dungeons? 😂
Yeah it’s CRAZY
@@tabletopbro cool.