1
Dungeon World / Questions about tags
« on: February 16, 2014, 10:49:24 AM »
Hello. I have some questions about weapon tags. I am going to be GMing a game soon. It seems like it will have many characters in it. One is a channeler (which gets to choose 2 tags for abilities among a list) others are more traditional fighters.
I have read several guides here about running combats and how you want to get players doing more involved things than just going for damage. That sounds exciting. I just have some questions about it and game balance.
Suppose you have (either the same character having 2 diff possibilities for attacks or two different characters):
Person A: Sword that does 1d6 damage with the force tag.
Person B: Sword that does 2d6 damage.
So Person A does their attack with the force sword, does their 1d6 damage, and knocks the opponent back a little.
Now Person B says that they "lunge at the enemy with their sword while hooking their foot behind the enemy so as to knock them down." So if successful they seem to do 2d6 damage plus get a knockdown.
Suppose there is a third person:
Person C: Has a Flaming sword that does 1d6 damage.
They do an attack that does 1d6 damage plus some fire damage and/or fire effects or DOT.
Now Person B sees that and when they attack they say they "Lunge at the enemy with their sword while hooking their foot behind the enemy so as to knock them down and while simultaneously bringing their other hand (1H sword and other hand carries a torch) with a torch down on the enemy so as to light them on fire." So they might--if successful--have a burning, knocked down enemy who they have lit on fire.
You get the essential question I am asking here. Powergamers love to powergame. How do you deal with players who powergame abilities over other players if these powergamers are proficient in using the fiction to describe what they are doing? I am just asking for general suggestions here.
I can see, for example, requiring extra dex checks for coordination and/or discern realities checks to look for openings, etc.
Note to my players: No :D I am not looking at anyone in particular. I am just looking for general advice.
I have read several guides here about running combats and how you want to get players doing more involved things than just going for damage. That sounds exciting. I just have some questions about it and game balance.
Suppose you have (either the same character having 2 diff possibilities for attacks or two different characters):
Person A: Sword that does 1d6 damage with the force tag.
Person B: Sword that does 2d6 damage.
So Person A does their attack with the force sword, does their 1d6 damage, and knocks the opponent back a little.
Now Person B says that they "lunge at the enemy with their sword while hooking their foot behind the enemy so as to knock them down." So if successful they seem to do 2d6 damage plus get a knockdown.
Suppose there is a third person:
Person C: Has a Flaming sword that does 1d6 damage.
They do an attack that does 1d6 damage plus some fire damage and/or fire effects or DOT.
Now Person B sees that and when they attack they say they "Lunge at the enemy with their sword while hooking their foot behind the enemy so as to knock them down and while simultaneously bringing their other hand (1H sword and other hand carries a torch) with a torch down on the enemy so as to light them on fire." So they might--if successful--have a burning, knocked down enemy who they have lit on fire.
You get the essential question I am asking here. Powergamers love to powergame. How do you deal with players who powergame abilities over other players if these powergamers are proficient in using the fiction to describe what they are doing? I am just asking for general suggestions here.
I can see, for example, requiring extra dex checks for coordination and/or discern realities checks to look for openings, etc.
Note to my players: No :D I am not looking at anyone in particular. I am just looking for general advice.