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Messages - Lord Neverember

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Dungeon World / Re: Dodging
« on: July 10, 2013, 07:52:23 PM »
It seems like the result of this will be that Players are constantly dodging, diving, twisting around, and so on.  Which is fine.  But there is not always a cliff to a player's back to provide a threat to rolling poorly.

Imagine:

Player and Monster in an open field.
Monster swings at player.
Player says:

1.  I use my shield to block it.
2.  I duck.
3.  I run backwards.
4.  I dodge.
5.  I meet his paw halfway with my axe.

What should be done in each of these situations?  Here are my thoughts.

1.  Shield is part of AC.  Can you also do some kind of Strength "Defy Danger" with it?  I thought players were always using their shield.  That's what the -1 damage is.

2.  Dex Defy Danger, I suppose?

3.  Dex Defy Danger, I suppose?

4.  Dex Defy Danger, I suppose?

5.  Hack & Slash, I suppose?

Some observations: 

A.  All evasive manuevers are Dex Defy Danger. 

B.  The problem is how to resolve 7, 8, 9.  For dodge, what is a 7?  Do they get hit, or not?  Or partially?  If the player rolled a 7, they'd get to hit but then get hit back.  (Sidenote:  do people roll this damage as simultaneous, as a rule?)  So if the player dodges for 7, is it... that they half dodge but then get to attack for free if they want?  No, because they're not attacking, they're dodging.  I guess on a 7 for Hack/Slash, the idea is that monsters are just always attacking back by default, so if you roll 7 they're attacking.  But players have no defaults, they describe.

C.  The problem is also what to do on a 10.  Do they perfectly dodge?  Great.  Now what?

D.  Shields and dodging are treated differently.  Shields are part of armor.  But dodging is an action.  This asymmetry has potential to create problems.

Bottom Line:  At my session, my players never got hurt almost.  THey were always twisting, dodging, etc.  And I respect their descriptions and let them roll.  I say:  X swings.  They say:  I duck.  And there must be some meaningful way of adjudicating this. 

I appreciate that DW is more free-flowing and centered on the story.  But there are also rules.  And the rules must meet the story, sometimes in a similar way over and over.  This is one situation that keeps arising in which the rules don't help drive the story. 

I'm open to changing my mindset, but the example below did not help me (often there are not cliffs around). 

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Dungeon World / Dodging
« on: July 10, 2013, 03:01:14 PM »
I recently introduced DW to my group, and we had a real problem with dodging.  I think I'm probably missing something, so I wanted to post here for some guidance.  Some version of this situation came up many times:

1.  Monster approaches player.
2.  Player does something other than attack.
3.  Monster attacks. 
4.  Player says "I try to dodge out of the way."

How does this get adjudicated?  I had them rolling Defy Danger (as "Defense" seems to be "Defense of Other" not "Defense of Self") and they kept rolling 7, 8, or 9.  Then I tried to think of what partial success would be.  It often involved falling over upon dodging.

That cannot be right.  But dodge is not calculated into armor like it is in Dungeons and Dragons (since armor is damage reduction here) and it seems odd that a player can do nothing when I say they're being attacked.  In fact, it seems impossible, since bad guys don't have attack rolls - it's all player centered.  (Unless I'm missing something.) 

So what happens?  Does the player have to just do nothing and take the blow?  It seems like there should be some equal mechanic to Hack & Slash, where on 7-9 the Monster gets to attack back.  If there is not, then on monster will attack, followed by player attacking at 7-9 giving the monster a free attack, and so on. 

Maybe my mindset is wrong (I still tend to gravitate to turn-based narration) or maybe I'm missing a rule.  Any help would be appreciated.

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