Here's where I went after a bunch of brainstorming and false starts:
When you resort to violence, roll+Body.
On a hit you inflict your harm on the enemy. On a 10+ choose 3. On a 7-9 choose 2.
- you take something from the enemy
- you avoid harm (may be chosen more than once)
- you inflict extra harm (may be chosen more than once)
- you move the enemy
Resorting to violence means going toe to toe with an enemy and using whatever weapons you have available to hurt or kill them. In order to trigger Resort to Violence, you must be able to physically reach the enemy with your weapons and be able to both inflict harm and suffer harm from them. If your weapon is incapable of inflicting harm on the target, or if your enemy is a trained combatant and you aren’t, this move will not trigger. Conversely, if your gear and/or training is much greater than your opponent you just dictate the result of the combat - the move is not triggered and no roll is required.
- Taking something usually refers to disarming them, wrecking a piece of their armour, or grabbing something they are carrying or wearing. It could also mean seizing a critical position they occupied or even taking them hostage (though they can still attempt to escape if they're conscious).
- Avoiding harm means you take 1 less harm from the enemy than you would otherwise.
- Inflicting extra harm means adding 1 to the harm your weapon and training usually do.
- Moving the enemy is about pushing, pulling or luring them from where they started to where you want them to be.
What I realized was that my real complaint was the focus on combat as a means of inflicting damage. What I want from this hack is to present combat as a means to accomplish something - capture it, defend it, escape it, get past it, whatever - but I want to present damage as only one option from a range of interesting choices. The above is obviously very, very close to Seize, but I feel like the nuances are appropriate to WW.
To give you some more context for harm, here's the harm move:
When you suffer harm, roll+harm suffered (after armour). On a 10+, the GM can choose either:
• One of your humours is imbalanced and you gain the debility associated with that humour; or
• Choose 2 from the 7–9 list below.
On a 7–9, the GM can choose 1:
• You lose your footing.
• You lose your grip on whatever you're holding.
• You lose track of someone or something you should be paying attention to.
• You miss noticing something important.
• One of your humours becomes imbalanced. If it was already imbalanced, you gain the debility associated with that humour.
On a miss, the GM can nevertheless choose something from the 7–9 list above. If she does, it won't involve a debility.
And here's the GM advice I provide in the Running Wizard World chapter:
When you choose to imbalance a humour, whether in response to the harm move or because of circumstances in the fiction, choose the humour that best reflects the source of harm. Guidelines for factors that imbalance the humours are found in Harm & Healing.