Woo, updates!
Love the new intro. Only part that was odd/off-putting is in the second paragraph: “th Judge, whose job is to know the rules” Firstly, typo on “th”. Secondly, not a fan of perpetuating the notion that it’s specifically the GM’s job to know the rules, even if that’s closer to truth in PbtA games than most.
The new Help or Hinder seems excessively wordy; especially the first sentence. “explain how your actions could feasibly affect the outcome before they roll any dice” could simply be, “explain how you do so (before they roll).”
Establish and Find Answers seem much more inspired than Know Something and Perceive (which was especially dry). A 7-9 on Find Answers does seem less beneficial than on Know Something though, as there’s no guarantee of “something useful”. Like Jeremy, I think there’s room for improvement on that second clause.
Also on Find Answers, the ability triggers seem a little odd to me. “to study something carefully” sounds like Intelligence, not Wisdom. My instinct looks more like this:
+WIS to sense or discern
+INT to recall or study
+CHA to make an inquiry
The cleric point on Wrap Up seems to be in need of an update. Currently reads, “if you solved a problem by acting on your belief.”
I see the Veteran change for Fighter, but it doesn’t really math out. My criticism before was that taking +1 Mettle at 3rd level would just raise your max from 4 to 5 (level+1+1). With this new version, if you have +2 CON/WIS then that is still the case because you switch from Mettle=level+1 to Mettle=level+2. Only if you have an 18 is this version a buff, and if you don’t have a 16 then Veteran becomes moot or actually bad!
Hooray for the Evade update. Again though, it reads a bit like legalese. I’m not even sure what a “proportionate degree” would be. “or mitigate non-damaging effects (within the Judge’s discretion)” seems like plenty. Now that I think about it, why even fuss over degrees of consequences? The thief is totally forgoing their own attacks, spending Cunning, and making Evade one of their few advanced moves just to partially soften an incoming attack? Seems like a really bad deal to me. IMO, their Cunning tells them that the Fight isn’t going to go as planned, so they can evade before getting in too deep.
As long as we’re thinking about non-damaging effects though, we might consider Deflect Blows and Shieldbearer. In fact, each of these moves mitigate damage to a similar or greater degree than Evade, but require either forgoing your attack or spending your class resource… Anyway I think Shieldbearer is good as it’s specifically triggered by damage, but Deflect Blows could probably use something like you wrote for Evade.
Love the change on Pray. That makes perfect sense. Cool to see the permanent invocations come back as an advanced move.
I was checking out some of the earlier discussion on this thread, and it reminded me of some fiddling I was doing with Heritage moves. Three of the races have clearly active, mechanical moves, while elves have a sort of passive characteristic. I think it would be neat for each Heritage to have one of each, though that might be too much as the default. Here are some moves I brainstormed:
Wood Elf: When you are in the wilds, take +1 ongoing to Perceive and Stay Sharp. (RIP Perceive)
High Elf: Take +1 ongoing to Know Something about magic.
Dwarf: When your feet are planted, you can stand against any mortal force.
Halfling: When you Pass Time or Pass the Night, you heal 1 point of Luck. (More halfling than hobbit, and DCC is the best!)
I don’t have anything for Human, but their move reminds me about leveling up. Might it be more appropriate to mark abilities on each level up instead of just the even levels? As it stands, leveling all the way up to 10 will yield 10 marks, or 2 full Ability points. Just 2 points from the full leveling curve seems pretty stingy, especially when starting with 3d6 and when actual modifiers are 2-4 points apart.
I also like the idea of switching HP rolls to odd levels, and advanced moves to even levels. My favorite part of any campaign is the very beginning, when PCs are hardly a match for goblins or zombies, orcs are horrifying, and dragons are gods. I’m sure I don’t have to explain the difference in D&D player behavior at 1st level when any die roll could mean death, and 3rd level where they have significant breathing room. So why grant freebooters another hit die after just 10xp? That’s likely a mere 2 sessions.
And there’s a factor coming from the other direction as well: advanced moves at 2nd level would mean players can specialize their class beyond the basic template much more quickly. I was compelled to grant players an advanced move to start with, because level 3 is a long time to wait for that one special move you want, or for the two fighters/clerics/whatever to get unique abilities.
Swapping the levels would also mean ending up with 5 hit dice and 5 advanced moves, instead of 6 hit dice and 4 advanced moves. Beautiful symmetry!