OkumHart says:
I'm sorry to have wasted time.
It's no problem. We are here to learn.
OkumHart says:
I was thinking the Bards Arcane Art ability gave that +2 to the aided individual, but it adds it to the one giving aid.
No, you were right the first time. Aid usually gives +1, if Jon has this Arcane Art on him then the next time someone Aids him he gets a +2 instead of the +1. It adds an extra +1 to the Aided individual's roll, same way that second option would add a d4 to their next damage.
It can seem strange that the Bard has no Arcane Art that can just directly Aid another, but they already have more Bonds than anyone else, so they use those to power their superior Aid ability.
OkumHart says:
The +4 is coming from my experiences with DnD and Pathfinder...
A +1 is a big deal in PbtA, it shifts the dice distribution curve upwards, changing all the probabilities. Until you have a solid understanding about the dice, I would stay away from adding +s. DnD is full of +1s, but they are rather boring, I would much rather get a sword what can cause a zingggg! noise when it is drawn than a +1, or any other fictionally interesting addition instead of +s. +s mess with the power balance (and DW has no balance:) but don't add to the fiction at all. Think fiction first.
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OkumHart says:
I guess that's my current question, how to make animal form moves.
For reference:
•
Shapeshifter: When you call upon the spirits to change your shape, roll
+Wis.
• On a 10+ hold 3. On a 7--9 hold 2. On a miss hold 1 in addition to whatever the GM says.
• You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species' form.
• You have any innate abilities and
weaknesses of the form: claws, wings, gills, breathing water instead of air.
• You still
use your
normal stats but some
moves may be harder to trigger ---a housecat will find it hard to do battle with an ogre.
• The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move.
• Once you're out of hold, you return to your natural form.
At any time, you may spend all your hold and
revert to your natural form.
OkumHart says:
...able to aid, since that's part of the narrative...
They still have access to all their normal moves, so they can still roll Aid no matter that. You would adjust the outcomes based on the fiction, and they may not be able to Aid in ways they normally could, but may gain new ways to Aid due to their form.
You don't have to give them moves that do what they are wanting right now (I prefer to, but many GMs just go by what they think such a form could do in general.
I often wait to define these Moves until something comes up that makes sense. But discuss this with the player, they may need guidance as to what they can, eventually, do or what limitations they may have.
OkumHart says:
...Would the definition of what Strike from Above is change because of the context?
You can do that. It can save on needing to keep notes on all the different forms the Druid takes over the entire campaign.
The more generic and open the Move the easier this is.
OkumHart says:
... outside in a field and turns into a hawk, and uses *Strike from Above but his intention is not to aid but to do damage...
Keeping the Move open --maybe only defining the name-- allows the player to interpret this based on the fiction. 'Strike from Above' is a good example, the player can then say "I Strike from Above to distract the golem Aiding Jon", or "I Strike from Above, raking at their eyes!" and the GM then has to ask "What are you trying to do? Hurt them or blind them? And to what end?"
Take a look at the Advanced Moves the Druid can get to get an idea of what else they achieve from Shapeshift, you don't want to give them abilities that overlap with Advances else you make the Advances obsolete. This is always a problem: The more the game defines about what some can do, the more you have to keep track of others not being able to do, or not yet.
The best advice may be: "Keep it simple", especially at first. I would avoid using more than five words in total for each of these Moves, and would try for one word. The Druid is going to be Shapeshifting a lot, so you don't want to make more work for yourself.
The more complex the Moves you make, them more likely you are to run into problems. 'Grapple', 'Distract', 'Hide', 'Burrow', 'Roar!', and so on are useful examples, but adopt your own style.
I would stick to "Spend 1 Hold and it happens" style Moves, and not ask for rolls till you thoroughly understand all the corner cases (like with the hunger when the Druid can drop the form at will).
Reserve the negative outcomes for when they roll a 6- on the Shapeshift Move itself. You can regulate how much they use it by making it dangerous/risky (there is a roll involved so it
is). Obviously don't spoil it for them --it is a major feature of the Playbook-- but don't go easy on them either, Being a Fan of their Character does not mean you give them what they want, it means you put them difficult situations they have where they get to shine.
And don't feel bad. The Druid is a problematic class, it is hard on the GM, the book gives no guidance at all. It is also one of the more popular ones, I think I have observed about 3% of DW games
not having a Druid, most GMs need to deal with them.