Characters, Moves, and Equipment


January 31, 6:00 PM


A Campaign for organizing threads relating to Bob's Dungeon World game. Anyone is free to comment, discuss, ask questions, or just hang out.

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This thread will be used for discussing characters, moves, common Dungeon World items you may have seen on the character sheets and been curious about, and other miscellanies.  Importantly, it will also include this link to the free PDF download Dungeon World Playkit (PDF)

I will start by posting a quick summary of the available classes and some basics about character creation.  We'll be creating characters live, but I want to jot down a few thoughts so I don't forget them later.  And if some of you are like me you're going to want to start poking at the PDF immediately anyway so I don't want to leave you hanging.

I'll also add a brief bit on equipment tags and a very basic equipment list, which we're going to want to have available eventually anyway so we aren't constantly asking "How much does a sword cost?"

Although we will be doing character creation live the first time we play, please feel free to discuss character ideas, what class you're interested in, etc.  And please feel free to ask questions as well.


Dungeon World Playkit (PDF)


Edited by: Bob the Outcast on 12/24/2015 - 23:10

Character Classes

Characters in Dungeon World are organized into classes, which are essentially collections of specialized moves that make each character unique.  Wizards cast spells, Fighters hit stuff real hard, Thieves disarm traps, that sort of thing.

There are about a million custom character classes for Dungeon World to be found across the internet.  For our first game however I'd like to stick to basics.  You can use any of the character classes found in the basic play kit linked above, with the exception of the Immolator, which I would like to hold back for now (it is a complicated class that works much differently from most, added as a bonus some time after the original publication).

A brief overview of the classes:

Barbarian: A brutal warrior from outside polite society.  The Barbarian is not one for planning and strategizing, but leaps into battle full-blooded and terrifying.

Bard: Poet and storyteller, singer and musician, the Bard weaves spells into her music and masters the art of charm and social manipulation.

Cleric: Whether sage healer or warrior priest, the Cleric spreads the word and works of his chosen god across the world, and is rewarded with divine spells and guidance.

Druid: The Druid is a creature of the wild places of the world.  She is supernaturally tied to the land, to the ancient sacred spaces.  She lives off the land, speaks with the animals, and takes the very form of beasts to do her sacred work.

Fighter: At the head of every adventuring party is the professional warrior.  Clad in heavy armour and trained to deal out damage, the Fighter is defined by his unique Signature Weapon, a one-of-a-kind armament that can improve and develop alongside its wielder.

Paladin:  A holy warrior, the Paladin is divinely inspired and granted powerful boons when she undertakes a quest for her god.

Ranger:  Archer and hunter, the Ranger is accompanied by a loyal animal companion that aids and protects him.

Thief: Trap expert, poisoner, and backstabber.  You might not want to trust her, but you wouldn't want to be without her unique skills in a pinch.

Wizard:  Bending the forces of the universe to his will, the wizard is the ultimate spell-caster, hurling bolts of magic and balls of fire at his enemies, and summoning monsters from the deepest Pit to do his bidding.


It's best not to double-up on classes, as they all have their unique roles, and there are plenty for everyone to claim their own.  The full details on each class can be reviewed in the free PDF Playkit

Coin and Weight

Money is abstracted in Dungeon World as Coin.  One coin is essentially a small silver coin, enough to buy a filling meal for one person, or a poor meal for a family. 

Weight is similarly abstracted.  Every character has a maximum load that determines how much "stuff" they can carry.  Carrying more than your maximum load inflicts a penalty on you, as covered by "Encumbrance" in the common moves in the PDF.

100 Coin is equal to 1 Weight, roughly.


Equipment Tags

Equipment in Dungeon World have tags which describe a bit of what they are or what they can do.  Some of these are completely self-explanatory ("5 uses" means you can use it five times, etc) while others need explanation.

Applied: It's only useful when applied carefully to a person or something they eat or drink.

Dangerous: If you don't take the proper precautions using the item, the GM is free to confront you with the consequences.

Ration: It's edible

Coin: How much it costs

Weight: How much it encumbers you


Weapon Tags

Weapons have a unique set of tags.  Once again, this is not a complete list, and we are free to come up with our own tags as well.

Range Tags determine how a weapon can be used in the fiction.  Like everything else, range is abstracted, and there are no set penalties for trying to hit someone out of range, but it would be hard to justify using your short sword on a goblin way across the room.

Hand attacks within your reach, like a dagger

Close attacks within a foot or two of your reach, like a sword

Reach attacks up to several feet away, like a spear or halberd

Near attacks when you can see the whites of their eyes, a crossbow or throwing dagger

Far attacks within shouting distance, like a longbow


# Ammo is a tag applied to ammunition.  The number does not indicate the literal number of individual missles, but abstractly represents what you have available.

Precise weapons use DEX to Hack and Slash, rather than STR

Reload means a weapon requires time to reset before it can be used again

Messy weapons do damage in a particularly destructive way

Forceful weapons can knock an enemy back or down


Basic Equipment

This is a short list of SOME of the basic equipment that will usually be available, including a couple things from the character sheets that might need explanation.


These are stats for typical weapons.  Poor quality arms may have penalties to damage, while fine-crafted items will have bonuses or different tags.  This list is taken directly from the Dungeon World book.

Ragged Bow: near, 15 coins, 2 weight

Fine Bow: near, far, 60 coins, 2 weight

Hunter’s Bow: near, far, 100 coins, 1 weight

Crossbow: near, +1 damage, reload, 35 coins, 3 weight

Bundle of Arrows: 3 ammo, 1 coin, 1 weight

Elven Arrows: 4 ammo, 20 coins, 1 weight

Club, Shillelagh: close, 1 coin, 2 weight

Staff: close, two-handed, 1 coin, 1 weight

Dagger, Shiv, Knife: hand, 2 coins, 1 weight

Throwing Dagger: thrown, near, 1 coin, 0 weight

Short Sword, Axe, Warhammer, Mace: close, 8 coins, 1 weight

Spear: reach, thrown, near, 5 coins, 1 weight

Long Sword, Battle Axe, Flail: close, +1 damage, 15 coins, 2 weight

Halberd: reach, +1 damage, two-handed, 9 coins, 2 weight

Rapier: close, precise, 25 coins, 1 weight

Dueling Rapier: close, 1 piercing, precise, 50 coins, 2 weight



Again, this is not a complete list, and only the most typical examples.  The Clumsy tag indicates that those without proper training will take a -1 penalty to their rolls while wearing it.  Taken from the Dungeon World book

Leather, Chainmail: 1 armor, worn, 10 coins, 1 weight

Scale Mail: 2 armor, worn, clumsy, 50 coins, 3 weight

Plate: 3 armor, worn, clumsy, 350 coins, 4 weight

Shield: +1 armor, 15 coins, 2 weight



Adventuring Gear: 5 uses, 20 coins, 1 weight

Adventuring Gear is a collection of mundane equipment useful for adventuring.  When you need some piece of mundane adventuring equipment, mark off a use of adventuring gear.

Bandages; 3 uses, slow, 5 coins, 0 weight

When you have the time to bandage someone else's wounds, they heal 4 damage.

Poultices and Herbs; 2 uses, slow, 10 coins, 1 weight

When you have the time to carefully apply a poultice to someone else, they heal 7 damage.

Healing Potion; 50 coins, 0 weight

When you drink a healing potion you heal 10 damage or remove a debility, your choice.

Bag of Books; 5 uses, 10 coins, 2 weight

Mark off a use to add +1 to a Spout Lore roll.

Halfling Pipeleaf; 6 uses, 5 coins, 0 weight

Share with someone, mark off two uses, and get +1 ongoing to Parley with that person.


I know this is not your doing, but it bugs me when someone classifies crossbows as shorter range than longbows, since they were roughly equivalent assuming equally skilled users.


Other than that, this seems like a fairly workable system.

The one that always gets me is the detachment of long bows from strength stats, but yeah I feel your nit-picky pain when it comes to bows in games.  We could always change it for our own game, that wouldn't really count as going "off-book" in my opinion.  The reload tag already covers the actual disadvantage of crossbows anyway.


In Dungeon World the details of different weapons exist almost entirely in the fiction side so it's easy to re-mix them or come up with new ones.  For example a pistol would be basically indistinguishable from a crossbow, tag-wise (maybe add messy for some kind of dwarven shotgun).  And this list is obviously incomplete, once we're off and running and people have a chance to shop you can use any weapon you can imagine.  Darts, whips, tridents, nets...

It really depends on what centry of crossbow your dealing with compared to what type of long bow, i wasnt really to near the 15th centry that crossbows started to win out aginst the english longbow by example.  and accuracy at those ranges could be a issue compartivly, post 15th centry however things shift in the other direction on range.

Keep talking shotguns and you're going to perk Mari's ears up...