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Dungeon World / Re: Noob GM question about too concrete player moves
« on: July 28, 2016, 09:47:51 AM »
This seems like a two level resolution mechanic: The Volley roll determining if the shot hits at all and the damage roll describing how bad the hit was. This allows for some cool narrative too:
Consider that the volley roll would hit for 10+ but the damage roll is terrible. In narrative you could tell that the Orc manages to just nudge its head out of the way and the arrow only scratches its temple. From there you can let the moves snowball nicely as the Orc flies into rage.
With a high enough damage roll that depletes the Orc's HP it falls down with an arrow in its eye. Fair and square. Brutal efficiency.
With the Orc almost dying i.e. it has only few HP left, you could as well have the arrow hit the Orc in the eye but surprise, it's not quite dead. Instead it staggers along the corridor screaming the agonizing pain, other hand clutching the arrow poking out from its eye and the free arm flailing around, trying blindly and desperately hit someone.
Rolls happen in the fiction and they create the fiction.
Consider that the volley roll would hit for 10+ but the damage roll is terrible. In narrative you could tell that the Orc manages to just nudge its head out of the way and the arrow only scratches its temple. From there you can let the moves snowball nicely as the Orc flies into rage.
With a high enough damage roll that depletes the Orc's HP it falls down with an arrow in its eye. Fair and square. Brutal efficiency.
With the Orc almost dying i.e. it has only few HP left, you could as well have the arrow hit the Orc in the eye but surprise, it's not quite dead. Instead it staggers along the corridor screaming the agonizing pain, other hand clutching the arrow poking out from its eye and the free arm flailing around, trying blindly and desperately hit someone.
Rolls happen in the fiction and they create the fiction.