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Messages - Pseudonatural Kraken

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Dungeon World / Players want a more Gameist Combat
« on: August 31, 2013, 05:34:42 PM »
I've GMed a goodly number of Dungeon World sessions, but I'm running into an interesting problem as things evolve along:

My players want more "gameist", more tactical combat. Now, the answer I know most people on this boards are going to give me is not going to fly - that the narrative will evolve its own combat. But my players are looking for more codified "assumptions" about the world, combat, and what you can and cannot do. Does anyone have any advice, or even any input on this issue?

To make that a little more clear, my players enjoy 3.5 Dungeons and Dragons and its combat, but dislike how *long* it takes and how pigeon holed characters can be. In 3.5 you need exhaustive feats just to be proficient at something like disarming an opponent - in Dungeon World it can be as simple as Defy Danger. While I realize I just gave an example of "tactical play" I'm looking for things that are more fleshed out and expansive, possibly (probably) even including +1/-1 for finding themselves, or putting others, into certain situations.

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Dungeon World / Cantrips and Prodigy
« on: August 07, 2013, 03:29:19 PM »
I realize that much of Dungeon World  is up to the arbitration of the GM but I was wondering how other DMs handled these two issues.

1.) when using a cantrip, does the wizard still roll the [Cast a Spell] move?

2.) have other GMs allowed their wizards to use the Prodigy and Master advanced moves to reduce a spell to a cantrip?

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Dungeon World / Re: Dodging
« on: July 10, 2013, 10:30:43 PM »
Eventually your players are going to roll poorly - and when they do you need to punish (so to speak).

A.) Defy Danger +dex seems perfectly reasonable if all a character is doing is diving out of the way.

B.) On a 7-9 sure they dodge out of the way, but they hit the ground and are now prone - they got away from that immediate threat, but now theyve put themselves in a worse position for later.

C.) Sure, they dodge perfectly - hell even let them hack-and-slash next. This may seem broken to you but if they'd just Hack-and-Slashed to begin with they'd have had the same result but better - negate the attack and deal damage. At least in the way you describe it theyre rolling *twice*. Simple math tells you that the more you roll the more likely you are to mess up especially when there is a move that can do the exact same thing and MORE with a single roll (hack and slash).

D.) I don't see any problem here. Armor is just damage reduction in DW. You don't DO anything with armor, its a passive/static part of your character. Your character "does" dodging, so to speak.

If you're players are saying "I duck/dodge/bob/weave/whatever AND THEN I swing my sword at the monster" Thats really just "Hack and Slash" - not two different moves. Theyre engaging in melee they're just phrasing it in two separate chunks. Just treat it as one.


GM "The orc charges you, battle axe drawn and ready to strike!"
Player: "I side step him to dodge him *AND THEN* I stab him with my sword!"
Thats not two moves, its one. Because DW is a cinematic/narrative combat experience you aren't chalking each and every PHYSICAL action as if its was one single move. Sometimes a "move" is several physical actions coalescing into a move.

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Dungeon World is an amazing game breathing life into a genre that Wizards of the Coast have done their best to squeeze the life out of. There is, however, one area what DW is, to be frank, ass backwards/completely wrong - and that is the are of HP and the philosophy surrounding them.

"The best answer here is that fighting a dragon is harder because the dragon is fictionally stronger. Just stabbing a dragon with a normal blade isn’t hack and slash because a typical blade can’t hurt it."

I totally get that. Dragons and fabulous monsters are dangerous because, fictionally, they have extraordinary powers and abilities. Dragons can blast you with fire, fly, and are big enough to have lots and lots of reach on you. Thats what makes them dangerous, powerful, and interesting to fight. But lets really cash out that example. Rogar the fighter and his daring company, in an effort to defeat a terrible and powerful dragon, quest far and wide to assemble the ingredients necessary to enchant/craft/find a blade potent enough to pierce the dragons plate-mail like hide. No normal blade could POSSIBLE harm this great and terrible beast... but now, after a long and perilous journey Rogar has a weapon that... will STILL kill the dragon in one only marginally lucky hit. Now THAT violates the fiction of MY world. That would be like me going up to a whale, stabing it with a stake knife, and it dying instantly.

The fictional powers of monsters make them interesting and terrifying combats but in a system where HP exists AT ALL ultimately fiction and math will collide. It simply makes no sense that a terryfing and epic beast can be slain in essentially two shots - after all the questing to discover a weapon that will harm it, after all the trouble and the zig-zagging of even approaching the beast you're telling me that I'm going to drop such an enormous creature so easily? I think we're off the rails here.

HP should be an abstraction, a measure of how much punishment a creature can take - how many mistakes they can make before they fall. Surely, a tough as nails creature is capable of surviving several, if not tens of blows before falling. Dungeon World currently does not have HP system that supports this idea - it violates its own principle. A fictional dragon is going to survive plenty of blows before it goes down (Unless your magical weapon kills it instantly, which, IMO, is a really shitty/anti-climactic fiction).

So what do I do about it...? I just use the HP listed in the 3.5 D&D Monster manual. Creatures like gnolls, goblins and orcs have very similar HP and other monsters my players are interested in fighting stand to present a battle where more than 2 blows are traded with the BBEG. Everything else about dungeon world is rock solid, IMO. This is just one house rule that we use at my table and the reasoning behind it.

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The Cleric trying to pull the bars apart does not trigger a move.
I'm STRONGLY Inclined to agree with this simple and elegant solution, but what about when the cleric says "I'm going to defy danger by trying to pull these bars apart"? Defy Danger says that the action is triggered when you do something to avoid imminent harm or some calamity - but in our situation the cleric ISN'T avoiding a danger... he is creating it by trying to do the action. Thoughts on this analysis?

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Defy Danger doesn't work at all, as written, as a replacement for imitating a class ability because on a 10+ roll "you do what you set out to, the threat doesn’t come to bear." but even when the Fighter ace's his "Bend Bars, Lift Gates" roll it doesn't go off completely without a hitch. Jeremy's suggestion works well I think - nerfing or offering a sub-optimal version of the same ability. As a second option, what do you think about just slapping on a -2 to their roll? Combine both ideas? Thoughts?

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My players and I are really into the way Dungeon World rolls with "fiction first" but given the dearth of rules, the ones that exist need to be very solid and rigid, at least for my players. They don't want to descend into a group story telling session where their class abilities are irrelevant - so I guess you move a step towards answering my question but not entirely. What is the root difference between a cleric attempting to replicate the "bend bars, lift gates" move?

When a fighter "bends bars, lifts gates" there is still a negative consequence even on a 10+ roll. You're given 3 choices, but there a total of 4 options - the one that doesn't happen is negated and does happen. If you don't choose "It doesn't take a very long time" then it DOES take a very long time. Thus, for the fighters ability to translate into a real ability a Cleric can't simple come over roll an 11 and then pull the bars apart without a fuss. HOWEVER, if there is STILL a catch if the cleric Defys Danger for ten or greater then what happens on a 7-9? Something pretty bad? Six or below - something HORRIBLE?

Also I don't think this is a "Be a fan of the characters" issue (I interpret that Maxim purely in terms of "its not your JOB to kill the PCs" or its not "GM vs. Player"). Assume there is a fighter and he's incapacitated.

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The party is trapped in a jail cell and the halfling thief has had his thieves tools confiscated. The cleric steps up to the plate and says "I've got this". He grasps two of the bars and declares that he's going to try bend them far enough apart for the halfling theif to scurry out. He rolls a 9.

The question I have is how is this different than when the Fighter utilizes his "bend bars, lift gates" move/ability. It MUST be different, or the fighters ability is a nonability. If the cleric cannot do it at all then that violates the fiction (if he's strong enough maybe he just can bend them). I'm curious as to how other GMs are handling this.


A secondary question I have is how do GMs handle the 1d6+1d8 that barbarians are allotted when pursuing their appetites. What sort of draw backs do other GMs inflict when the d6 is higher than the d8? Do they treat it like rolling between 7-9?

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