Barf Forth Apocalyptica

powered by the apocalypse => Dungeon World => Topic started by: tonydowler on August 10, 2010, 02:43:11 PM

Title: Death's Door
Post by: tonydowler on August 10, 2010, 02:43:11 PM
A new move:

When you're brought below 1HP, but not below -10, roll CON

10+ Down but not out, choose 1
Or choose any option below

7-9 Unconscious, helpless, and horribly injured; choose 1

Miss: you simply die. The adventuring life is hard.
Title: Re: Death's Door
Post by: benhimself on August 10, 2010, 03:27:29 PM
Hmmm. I'm not really sure why somebody would chose the second option for 10+ rather than the first or third. Seems to me being active, even minimally so, with 1 hp left would always be better than being unconscious and helpless with 1 hp left, yeah? And the fourth kind of confuses me: even ignoring that "your", what does "nearly dead" mean, that isn't covered by one of those first three options?
Title: Re: Death's Door
Post by: sage on August 10, 2010, 03:59:28 PM
Adam's approach to this, which I really liked, is that if you're down to -1 to -10 HP another player can Defy Danger to stabilize you (the danger being "They get worse").
Title: Re: Death's Door
Post by: skinnyghost on August 10, 2010, 04:22:09 PM
Adam's approach to this, which I really liked, is that if you're down to -1 to -10 HP another player can Defy Danger to stabilize you (the danger being "They get worse").

I felt like this accomplished a few things...

- make being "almost dead but not quite" a state that existed
- make it easy and encouraged for a Cleric to recover you (it played with the "Good Cleric" move in Dungeon World - bring someone back from the brink and mark XP)
- it also made it possible for a party whose cleric was out to at least get one shot at bringing someone back
Title: Re: Death's Door
Post by: tonydowler on August 10, 2010, 09:37:16 PM
That's a good move for near-death.

The purpose of the "revive a day later" move wasn't clearly stated. It was that the character is essentially left for dead but not subject to further danger. I guess it should say something like:

"You're out of the action and left for dead. The DM decides where and when you wake up."
Title: Re: Death's Door
Post by: philaros on August 12, 2010, 11:29:21 PM
"You're out of the action and left for dead. The DM decides where and when you wake up."

Yes, that's better.
Title: Re: Death's Door
Post by: Michael Pfaff on August 13, 2010, 07:53:38 AM
"You're out of the action and left for dead. The DM decides where and when you wake up."

Yes, that's better.

Agreed.
Title: Re: Death's Door
Post by: nemomeme on February 25, 2011, 07:45:20 PM
I was planning on running Dungeon World sometime soon but realized I had several questions.  The main one is that there doesn't seem to be anything in the rules about how hit points work.

Is the standard rule that you're dead at 0 hit points but you guys are playing around with different -1 to -10 rules?
Title: Re: Death's Door
Post by: sage on February 28, 2011, 04:39:32 PM
There isn't one way to do it (yet). As a general guidline, 0 HP is unconscious, maybe even dead depending on how you like to play. -10 or so is Dead, no matter what. Using a move (like Tony's, above) for the space in between is a good idea.
Title: Re: Death's Door
Post by: sage on February 28, 2011, 08:38:48 PM
Okay, this thread inspired Adam and I to do some writing. It's not in the PDF yet, but here's the idea:

When you drop to 0 HP, you're dying. You can't go negative. Immediately make the dying move.

When you're dying, you catch a glimpse of what lies beyond the black gates of death, roll (just roll, +nothing). On a 10+ you're stable. On a 7-9 death offers you a choice, give Death one of your moves and live to see another day or pass beyond the black gates into whatever fate awaits you. If you give a move to Death, mark it off your character sheet, you can't regain that move unless you undertake a perilous quest to wrench it from Death's grasp. On a 6-, you're dead.


Someone who's stable at 0 can be healed normally.

Natural healing takes place whenever you Make Camp, or when the GM thinks you've had enough rest to heal up. You heal your Con modifier plus your level in HP.
Title: Re: Death's Door
Post by: nemomeme on February 28, 2011, 09:00:37 PM
I think that sounds pretty nice. It might be good if it has a Name that can be referenced and if the Cleric has for free a move that makes her good at helping with this "dying save" move (and other Classes might be able to get this move but not baked in?)
Title: Re: Death's Door
Post by: Shreyas on February 28, 2011, 10:20:06 PM
I love this, particularly the perilous quest bit.
Title: Re: Death's Door
Post by: noofy on March 01, 2011, 05:22:42 PM
Heh Heh. That's awesome Sage! It makes me think of Terry Pratchett and his version of Death. It can be so serious, David Gemmell style, or rather gonzo if that's your thang (like us!).

I second Nemo's idea on the Cleric's ability to effect the death 'save', if the character is dying in their arms or whatever - very iconic. Magic items that give you a bonus (or negative) to your death save are a cool concept too.

I also think that every class should have the move: Dice With Death available.

Dice with Death - Add a Bond (Hx) with Death. Every time you make a Death Save, mark experience.
Title: Re: Death's Door
Post by: wightbred on March 01, 2011, 10:19:01 PM
Love the Hx with Death Noofy. Very cool. It would be cool to make the "glimpse of what lies beyond" a roll+Hx with Death. The more you visit the door to death the more likely you are to come back.

Could the Cleric just use an assist?
Title: Re: Death's Door
Post by: noofy on March 02, 2011, 12:38:42 AM
Yeah, yeah Wightbred, of course the cleric could assist, I mean that's her operandis mundi as per OD&D huh?

I like the idea of 'visiting' Death too..... NPC-PC-NPC triangles anyone?
Title: Re: Death's Door
Post by: John Harper on March 03, 2011, 01:04:52 AM
Bah, screw that. I'm not giving up a move to stay alive. My next character will be cooler, anyway.

On a 7-9, Death makes a bargain with you, in return for your life.

Now we're talking.
Title: Re: Death's Door
Post by: wightbred on March 03, 2011, 01:13:59 AM
Definitely make the next character cooler is the best plan rather than making this one suck.

7-9 Death offers you a choice: bring your character back to life OR die and give your next character an extra move.

(Edit - typo)
Title: Re: Death's Door
Post by: sage on March 03, 2011, 01:43:14 AM
As usual, John's nailed it.
Title: Re: Death's Door
Post by: nemomeme on March 03, 2011, 02:01:13 AM
Design goals dictate.  If this is more Apocalypse World hack than old skool homage then a light/no death penalty is absolutely the way to go. Certainly more interesting to *me*.  Players playing Dungeon World as a Red Box or OD&D proxy along the lines of LotFP will want/expect a harsh penalty for going zero. Doubt most of your audience is there.

Even Nu School AW has a "cheat Death utterly by taking this debility thing" going on, but maybe that's a good choice for that design. "You wanna know why I walk like this little carver?" (Why I'm less Hard/Hot/Cool) "Pull up a gas can and get wisdom..."
Title: Re: Death's Door
Post by: sage on March 03, 2011, 02:04:13 AM
I think the great part about making it just a bargain, open to GM creativity, is that it supports all those. The bargain could still be a move, or a stat penalty, or something non-mechanical (a soul, love, etc.).
Title: Re: Death's Door
Post by: philaros on March 03, 2011, 04:58:32 AM
Speaking of that, I don't know whether you've come up with a Monster move to cover the "energy drain" ability that several undead have, but I want to advocate that you not follow the D&D standard that energy drain causes you to lose experience and levels. Although that can be rationalized, it still makes a lot more sense for energy drain to do something like reduce your physical ability scores than to remove your experience and levels (and consequently, for Dungeon World, your moves).