Advanced Moves
Summary
Advanced Moves are class-specific abilities in Dungeon World that characters select when Leveling Up. Each class provides a list of moves divided into two tiers: levels 2-5 and levels 6-10. When a character levels up, they choose one move from the appropriate tier for their new level. In Session 3 of the campaign, Shawn explains the leveling system, instructing players to "choose one from the grouping that's from levels two to five." The GM also introduces a house rule for this campaign allowing multiclassing: at certain level ranges, players can choose to select moves from other classes instead of their own.
Details
Advanced Moves provide mechanical and narrative expansion of character capabilities. Each class has its own unique list of moves that reflect the class's themes and playstyle. The moves mentioned in Session 3 include:
Ranger Moves:
- Wild Empathy: Allows speaking with and understanding animals
- Thing Talker: Allows applying spirit communication and shapeshifting to inanimate natural objects
Thief Moves:
- Cheap Shot: Adds +1d6 damage to backstab attacks
- Underdog: Grants +1 armor when outnumbered (considered but not chosen)
Wizard Moves:
- Communion of Whispers: Allows accessing network/information through mystical means
Paladin Moves:
- Exterminatus: Deals +2d4 damage against a sworn enemy
- Staunch Defender
- Charge: When leading a charge into combat, those you lead take +1 forward
- Hospitalier: Adds +1d8 healing when using lay on hands
- Divine Favor: Allows casting spells like a cleric
- Bloody Aegis: Allows suffering debilities
Elemental Master:
- Elemental Mastery: Control over elements
The house rule for multiclassing allows characters to select moves from other classes during specific level ranges. As Shawn states: "I did it for Billy and Spelt Lore and I'm gonna do it for sucks. Each like 2 to 5 and then 6 to 8. You can choose one of your moves to multiclass." This creates opportunities for characters to develop abilities outside their primary class.
Players discuss their move selections, weighing both mechanical advantages and narrative implications. The choice of advanced moves shapes character development and influences how characters interact with the campaign world.
History
Session 3
During the session's first level-up sequence, each party member reaches level 2 and selects their first advanced move. Vasso chooses Exterminatus, with Dayna explaining the decision has both mechanical and thematic significance: "I just think that would be interesting story wise, maybe" and "it kind of plays into Vasso's general guilt." Katniss selects Wild Empathy, gaining the ability to communicate with animals. Sucks takes Cheap Shot, enhancing the damage of backstab attacks. Safia chooses Communion of Whispers, allowing access to network information through mystical means. Players engage with the thematic weight of their selections, recognizing that these moves will influence their characters' capabilities and narrative trajectories throughout the campaign.