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Dungeon World / Re: Damage rules using 2d6 rolls
« on: November 22, 2012, 03:47:34 PM »
I am also looking for a way to use an alternative to hit points. My idea is to make use of the "At your option, you may choose to do +1d6 damage but expose yourself to the enemy's attack" option for dealing with armor vs. unarmored.
On a 10+, you choose between dealing minor damage to an unarmored enemy or a non-damaging effect such as stun, distract or push back. At your option, you may deal either major damage by striking an unprotected body part (if fictionally reasonable) or minor damage by penetrating the armor (useful for full armor enemys like iron golems), but expose yourself to the enemy's attack.
On a 7-9, you choose between minor damage to an unarmored enemy or non-damaging effect as above, but expose yourself to an attack (without the option for dealing major damage or minor damage penetrating armor).
As a GM, I wouldn't differentiate between light, medium and heavy armor. Follow the fiction. If you use a knife against a thick leather jacket, the enemy may be considered armored. If you use a mace instead, the leather jacket isn't really protective. To make such a simplistic system work, you may want to get rid of weapon bonus and class damage dies as well. If required, determine an overall modifier which sums up the advantages/disadvantages between all involved factors.
With regard to PC armor and damage that is inflicted by monsters, I would keep the Hit Point and armor protection system, because most players just love it and don't mind book-keeping so much.
On a 10+, you choose between dealing minor damage to an unarmored enemy or a non-damaging effect such as stun, distract or push back. At your option, you may deal either major damage by striking an unprotected body part (if fictionally reasonable) or minor damage by penetrating the armor (useful for full armor enemys like iron golems), but expose yourself to the enemy's attack.
On a 7-9, you choose between minor damage to an unarmored enemy or non-damaging effect as above, but expose yourself to an attack (without the option for dealing major damage or minor damage penetrating armor).
As a GM, I wouldn't differentiate between light, medium and heavy armor. Follow the fiction. If you use a knife against a thick leather jacket, the enemy may be considered armored. If you use a mace instead, the leather jacket isn't really protective. To make such a simplistic system work, you may want to get rid of weapon bonus and class damage dies as well. If required, determine an overall modifier which sums up the advantages/disadvantages between all involved factors.
With regard to PC armor and damage that is inflicted by monsters, I would keep the Hit Point and armor protection system, because most players just love it and don't mind book-keeping so much.