![]() ![]() Compendium classes are best when they rely on what the character has done, not stat prerequisites or anything that happens without the player’s action. Note that the move is only available after the character has done a specific thing, and even then only at their next level. ![]() At the end of the session you then replace the marked off bond with a new one, with a deity or player character. ![]() Anytime a bond with a deity applies to the current situation you can mark it off (as if it was resolved) to call on the deity’s favor in a clear and decisive way that the GM describes. When you write a new bond, instead of using the name of another character you can use the name of a deity you’ve had contact with. When you enter the bodily presence of a god or their avatar the next time you gain a level you can choose this move instead of a move from your class: The basic structure of a compendium class is to have a starting move that is available only to characters who have had a certain experience, like this: A compendium class is the way to go for a concept that can be layered onto multiple other classes. They’re called compendium classes because they first appeared in the Compendiums for Dungeon World Basic. A compendium class is a class only available to higher level characters who meet specific requirements. ![]()
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