Barf Forth Apocalyptica

powered by the apocalypse => Dungeon World => Topic started by: Ludanto on May 18, 2011, 04:51:22 PM

Title: Failed Moves
Post by: Ludanto on May 18, 2011, 04:51:22 PM
I remember a thing, maybe in a thread, maybe in an earlier draft saying something along the lines of "Damage is the consequence of a failed Hack and Slash, but it's still a failed Move, so you still get to make a Move in addition to the damage."

Is that true?  If my Fighter rolls 6- for Hack and Slash, does he take damage and attract reinforcements, or do I have to choose one or the other?

The current wording, at least, would suggest the latter, but I don't know the intent.
Title: Re: Failed Moves
Post by: sage on May 18, 2011, 04:53:57 PM
Automatic damage on a failure is a thing of the past. Just make a move (which could be dealing damage, or something else if you have the inspiration).
Title: Re: Failed Moves
Post by: Ludanto on May 18, 2011, 11:42:50 PM
Ok, on a similar note, Cast a Spell.  If they miss it, do they just lose the spell (Use Up a Resource) or do they lose the spell and another Move happens?
Title: Re: Failed Moves
Post by: sage on May 23, 2011, 05:29:01 PM
On a miss on Cast a Spell, the GM makes a move, that's it. Using up a resource (an ongoing spell) is a good option. Using up a prepared spell is a very hard move, but can be used if the fiction dictates.