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Messages - kalyptein

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Dungeon World / Re: Defensive monster moves
« on: May 02, 2012, 04:13:00 PM »
What's helped me get a grip on DW combat is the idea of blocks and justifications.  When the GM places a block, he's deciding "you can't do this thing in the fiction until you give me a reason why" and the player respond with a justification on how he bypasses the block, which could be purely a descriptive fictional action, or it could be a move.

The block could be a duelist's guard; the player can't just Hack and Slash his enemy until he breaks the guard.  The justification could be Spouting Lore about a weakness in his style or Discerning Realities and asking "what here is not what it appears to be?" to see how his stance is poised to parry your attack, or maybe a Defy Danger (Dex) to invite his parry and evade his riposte, leaving him open.  Or just saying "I lure him to that weak spot in the floor he doesn't know about (that I already do), then when he stumbles, I go for him".  Its up to the GM what seems like a good justification.

Some monsters could raise a block as a move, like the duelist going into his guard.  They might get to do their block once, and when the players overcome it, the protection is gone.  Or it might be something they can put back in place later with another move, perhaps when weak hit or miss gives an opportunity.  Of it could be something that automatically goes back in place once the window of opportunity the justification gave closes.  For example, the dragon is covered in thick scales.  A move that justifies a strike at its belly or eye could allow an attack, but after that  the dragon recovers and the block goes up again, until the players find a new justification.

This probably isn't very revolutionary thinking, but I've found it helpful to formalize the ideas in my own mind as a way to think about both monster moves and the situation on a battlefield.  And it lets me save the custom moves for noteworthy monsters.

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Dungeon World / Re: Defensive monster moves
« on: April 28, 2012, 06:58:42 PM »
I went combing through the monsters looking for examples, and I ended up finding a lot fewer than I thought I remembered.

Goblin Orkaster - Use other goblins for shields
Blink Dog - Give the appearance of being somewhere they're not
Orc Shaman - Give protection of earth

Those are the only defensive moves I came up with, and even those are not exactly what I was initially talking about.  I could have sworn there were some "block with shield" kind of moves, but I can't find any now.  That'll teach me to double check before I post.

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Dungeon World / Defensive monster moves
« on: April 28, 2012, 03:37:13 PM »
Talk in the "Are the book monsters useful" thread reminded me of something that continues to confuse me somewhat.  How do you use defensive monster moves?  In cases where its all-or-nothing, like a dragon's scales that are impervious to ordinary weapons, that's easy, you just deny their move.  But suppose your Ninja has "Leap out of the way of an attack with incredible agility" or your Duelist has "Parry and riposte with elegance and skill".

In a traditional system, this would raise their defenses or give you a penalty or something.  You could make a custom move that does something similar, but assume you just want it to be a normal monster move.  Presumably you don't want to let a player make a move, be successful, and then invoke the monster move to negate them ("Hack and Slash, 10!" "He leaps clear."  "Boo!")  That would be pretty lame for the player.  Would you use it like the dragon's scales, and deny them the use of their attack moves until they do something to pin down the bouncy ninja or break the duelist's guard?

I guess my confusion is in the fact that, fictionally, the ninja isn't so agile he can't possibly be hit, or the duelist isn't so great that no swordsman could possibly break through his parry.  It's just supposed to be harder to do.  Whereas the dragon is just immune to plain old steel.

I've been turning this issue over in my head planning for a Bloodstone Idol run with some friends.  I figured Grundloch would conjure himself a protective shield or something once trouble starts, but I wasn't sure what that would mean, mechanically.

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Dungeon World / Re: Question about Outstanding Warrants
« on: April 25, 2012, 05:18:27 PM »
Yeah, the structure of the move is familiar, its just the wording that throws me.  To pull in mease19's idea, if high is good, I'd expect something more like:

"On a hit, you keep a low profile, stay among friends and supporters, or no one has the guts to rat you out.  On a 7-9, that, and the GM chooses a complication."

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Dungeon World / Question about Outstanding Warrants
« on: April 25, 2012, 02:29:04 PM »
The wording of the Outstanding Warrants move has always confused me.

When you return to a civilized place in which you've caused trouble before, roll+Cha. On a hit, word has spread of your deeds and everyone recognizes you. On a 7–9, that, and, the GM chooses a complication.

So on a hit, people know and recognize you.  Shouldn't that be a bad thing?  If there are warrants out for you, don't you want to lie low and avoid recognition?  At first I assumed that Charisma was actually detrimental, making it harder to go unnoticed, but nothing bad happens on a 10+, only on a 7-9.  And on a miss...you're not recognized?  Which is bad?

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Dungeon World / Re: beta 2.1 questions
« on: April 08, 2012, 02:56:03 PM »
There are still a lot of references to gold, instead of coin (some of them, like "gold and glory" might be intended).
 - Carouse and Supply mention gold.
 - Bard, Fighter, and Thief have gold mentioned in their gear.
 - There's that "what's gold" section in chapter 2.

The bard's It Goes To Eleven mentions music.  Not sure how that fits with converting Arcane Music to Arcane Art.

Page 160, the sidebar quote has a typo "likfe" instead of "life".


Got some things from the change log that don't appear to be in the 2.1 document...

End of Session still says "defeat".

None of the cleric damage spells say "ignores armor", except Harm, which only mentions that the damage you take ignores armor.

The wizard's magic missile does not ignore armor.  Not sure if it's supposed to.

...unless I got an old version of the document, but it does say 2.1 and has a lot of the other changes mentioned.

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Dungeon World / Re: Beta 2 Questions / Feedback
« on: March 25, 2012, 04:34:40 PM »
Speaking of bards, an obvious move for them that doesn't currently exist would be one that grants additional choices from the bardic lore list.

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Dungeon World / Re: fictional positioning
« on: March 11, 2012, 11:27:53 PM »
Definitely lots of great ideas.  I'd never have come up with using Parley, but that really shows off the flexibility of the moves.  Hopefully I can put all this to good use soon.  Thanks!

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Dungeon World / Re: fictional positioning
« on: March 11, 2012, 03:54:47 PM »
Thanks for your advice.  Let me offer a few examples of situations I'm not entirely confident about how to resolve with the moves.  These are things that seem exciting and meaningful to me, so I'd prefer to let the dice decide.


Your companion is lying unconscious on the battlefield.  You're hunkered down in cover, and want to shoot arrows to hold back the approaching spear-wielding goblins, so they can't get to him before the cleric does.  This seems like defense, but you're not there in melee, jumping in to the path of an attack to protect your friend.  If they had ranged weapons, they could shoot back at you and you could treat it as a Defend (drawing their attacks with your fire), but they don't have any, so its one-sided.  Maybe treat it as a Dex-based Defend, where you get to pin down an enemy for each hold you spend (instead of directing their attack to yourself)?

You want to swing on a rope and kick one of the bandits off the side of a bridge, as they try to cross it.  It's an attack, but you're hoping to just knock someone out of the fight (temporarily or permanently, depending on what the bridge goes over), rather than deal your damage.  Maybe Str-based Defy Danger?

You have the disembodied heart of the evil high priest that contains his soul.  If you can touch him with it, it will go back into his body and end his immortality.  Naturally his hordes of undead are trying to hold you off.  You want to carve your way through their lines and reach him.  (I know there was an old module with this in it, can't remember which one)  There are far too many shambling corpses to just kill them all first.  Maybe require them to kill a few zombies first, then Str-based Defy Danger to break through?  Since its presumably a climactic fight, it seems like it should take more than a single roll.

Am I thinking along the right lines here?

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Dungeon World / fictional positioning
« on: March 10, 2012, 11:31:19 PM »
I'm hoping to run some DW soon and am trying to get a good handle on the rules.  One thing I've been wondering about, is what kind of ability to affect fictional positioning the PCs have.

In Apocalypse World, the Seize By Force move offers the option to take firm hold of something.  So if you want to seize the high ground, corner an adversary, or whatever, then you could pick that option.  As far as I can see, DW doesn't have an equivalent (well, Defy Danger is pretty all-purpose, I suppose).  When a player wants to do something in a fight other than defending or dealing damage, how do you handle it?  Is it entirely up to Defy Danger and the GM's whim?

Alex

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