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Dungeon World / Re: Effects of non-damage combat moves: disarm, trip, etc
« on: December 03, 2012, 01:55:52 PM »
OK, inexperienced DW GM here, but I'm going to give my stab at zmook's 1-4, partly to see if experienced GMs agree with my calls.
For all of these, note that I don't really think there's a clear 'turn'. When zmook says this, I'm going to assume that he means that, on table consensus it seems like it's the thief's chance to say what he does.
My call on this one depends somewhat on my description of the ogre. If I've described it as lumbering and ungainly (likely, given my mental image of an ogre), I'm likely to just tell the fighter to deal his damage, no move required. I might make him Defy some Danger (with either Con or Dex, most likely) to avoid the ogre thrashing about trying to get up, but that depends a lot on how I've fictionally positioned it.
Here it depends on what the Ranger is trying to accomplish. Is she trying to outright kill the ogre? If so, it's probably just deal damage, but if that doesn't drop the Ogre right away (and it might well not), that monstrous swing is going to happen -- the threat was ignored, so it's a golden opportunity, right? -- and the fighter will probably take some damage and get to roll Defy Danger (Con) to avoid some real problems, given that I spent some description on the rippling muscle's as the ogre wind's up and the dried blood coating the mallet head.... If she's trying to distract the Ogre from actually taking that swing, she's probably making a Defend (the fighter) move, which might incidentally get to inflict his damage if she takes that option on a hit.
So I'm not sure why it has become the bard's 'turn' here. I obviously gave the Ranger a chance to respond already, right? I needed to say what happens before, which means probably resolving that threat I prepared here. But suppose the ranger didn't exist, and the bard jumped in to try to deal with the fighter's problem, and I resolved the bard's action as you described, with the mallet flying away and landing with a heavy thunk on the ground behind the ogre. Now what I do for the fighter all depends on the move I made after that. Is the ogre abandoning his weapon and now trying to just crush with his fists? Pulling out another weapon? Turning to try to recover the mallet? If the first two, the fighter is probably just hacking and slashing normally, but the ogre's weapon presumably doesn't have the 'messy' tag and it probably makes the ogre's other moves less effective. I might even reduce the damage the ogre does in return. If I think the ogre is getting the mallet back, I'd probably say, "Sure, Fighter, you've got a clean shot to deal your damage, but it'll pick that wicked thing back up if you do. Or you could Defend the mallet from being picked up, right, if you want to keep that ogre away from it instead."
"It's helpless. Do you want to kill it outright or capture it to haul back to town? I mean, (Bard), I'm sure you know someone who would love to have a live captive ogre to experiment on, right? Who would that be?"
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1. It's the thief's turn. He successfully trips an ogre who was about to bash the fighter. What bonus, if any, do you give to the fighter's next attack against the sprawling ogre?
For all of these, note that I don't really think there's a clear 'turn'. When zmook says this, I'm going to assume that he means that, on table consensus it seems like it's the thief's chance to say what he does.
My call on this one depends somewhat on my description of the ogre. If I've described it as lumbering and ungainly (likely, given my mental image of an ogre), I'm likely to just tell the fighter to deal his damage, no move required. I might make him Defy some Danger (with either Con or Dex, most likely) to avoid the ogre thrashing about trying to get up, but that depends a lot on how I've fictionally positioned it.
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2. The ogre, back on his feet, is winding up with his stone mallet to club the fighter into next week. The ranger acts, and hacks the ogre from his exposed side. What bonus, if any, do you give to the ranger's attack?
Here it depends on what the Ranger is trying to accomplish. Is she trying to outright kill the ogre? If so, it's probably just deal damage, but if that doesn't drop the Ogre right away (and it might well not), that monstrous swing is going to happen -- the threat was ignored, so it's a golden opportunity, right? -- and the fighter will probably take some damage and get to roll Defy Danger (Con) to avoid some real problems, given that I spent some description on the rippling muscle's as the ogre wind's up and the dried blood coating the mallet head.... If she's trying to distract the Ogre from actually taking that swing, she's probably making a Defend (the fighter) move, which might incidentally get to inflict his damage if she takes that option on a hit.
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3. It's the bard's turn. He rolls Defy Danger to disarm the ogre, and the brutal mallet goes flying into the darkness. Now the fighter Hacks the disarmed ogre. What bonus, if any, do you give to the attack?
So I'm not sure why it has become the bard's 'turn' here. I obviously gave the Ranger a chance to respond already, right? I needed to say what happens before, which means probably resolving that threat I prepared here. But suppose the ranger didn't exist, and the bard jumped in to try to deal with the fighter's problem, and I resolved the bard's action as you described, with the mallet flying away and landing with a heavy thunk on the ground behind the ogre. Now what I do for the fighter all depends on the move I made after that. Is the ogre abandoning his weapon and now trying to just crush with his fists? Pulling out another weapon? Turning to try to recover the mallet? If the first two, the fighter is probably just hacking and slashing normally, but the ogre's weapon presumably doesn't have the 'messy' tag and it probably makes the ogre's other moves less effective. I might even reduce the damage the ogre does in return. If I think the ogre is getting the mallet back, I'd probably say, "Sure, Fighter, you've got a clean shot to deal your damage, but it'll pick that wicked thing back up if you do. Or you could Defend the mallet from being picked up, right, if you want to keep that ogre away from it instead."
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4. The cleric drops a weighted, entangling net over the ogre. It comes around to the fighter's turn again. The ogre is now disarmed, netted, and the wizard just blasted it for big damage. What bonus, if any, do you give to the fighter's attack?
"It's helpless. Do you want to kill it outright or capture it to haul back to town? I mean, (Bard), I'm sure you know someone who would love to have a live captive ogre to experiment on, right? Who would that be?"