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Messages - snowden

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Dungeon World / Adventurer's Gear and other Abstractions
« on: February 13, 2013, 05:15:38 PM »
I'm wondering how people deal with the resource abstractions like Adventurer's gear and Books that have a limited number of "uses".  Certain things, like torches, make a lot of sense, but if a character needs a rope, and crosses off that use, then do you allow them to now "have" a rope?  What if they use some iron spikes, and then later collect them?  Do you allow them to add an "use" to their Adventurer's Gear, or do they just add "Iron Spikes" to their character sheet.  Another example:  a character wants to look around the corner with a mirror, and crosses one use off of their Gear.  Then later, they want to use the mirror again.  Do they cross off another use?

Thanks!

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Dungeon World / Re: Ranger Called Shot example in Dungeon World Guide
« on: February 13, 2013, 04:41:53 PM »
This is really helpful.  I know my players, and when I ask them to tell me exactly what they are doing on an attack they usually do something that sounds like a called shot.  In many systems this is frustrating because the rules dictate that the description is less important than the mechanic, so I end up just having the character deal damage.  One of the things that excites me about Dungeon World is that the focus on the fiction totally supports this and their description will inspire me to narrate the effects of their shot.  I'm just wondering how the ranger's ability fits into this.  Maybe a better way to do called shots is a "Defy Danger" move for non-ranger characters, so that the only character who can call shots and deal damage is the ranger? 

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Dungeon World / Re: Ranger Called Shot example in Dungeon World Guide
« on: February 13, 2013, 01:58:21 PM »
Again. I think you've managed to cut to the heart of my confusion, noclue.  It seems from the example and everything else I read that any character can make a called shot at any time.  After all, if a  non-ranger character says "I launch an arrow at the ogre's head, " and rolls a ten plus, it seems like the fiction would dictate some special effect, just as it occurs in the example. If this is the case, then what does the Rangers called shot do?  What's the best way to adjudicate non - ranger called shots while not marginalizing the Rangers abilities?

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Dungeon World / Ranger Called Shot example in Dungeon World Guide
« on: February 13, 2013, 12:58:39 AM »
First off, thanks for the super helpful Dungeon World Guide.  I'm getting ready to GM my first session next week!

While I was reading the guide I noticed something in the play example that confused me, and I'm wondering if I'm missing something.  The fighter declares that he is trying to strike the automaton's arm, and does so:

Quote
Fighter: "Ha! 9 points of damage."
GM: "Wow, yeah, the thick brass armor soaks up alot of the force from your blow, but that's a lot of damage so it dents and breaks. The mechanical arm buckles in two and the Wizard falls to the ?oor gasp-ing for breath."

A second later, though, the GM denies the ranger the ability to make a called shot because the target is not surprised or defenseless.  This seems strange to me:  why does the fighter get to make what is essentially a called shot (it actually has the exact effect of a Ranger using the Called Shot class move with a 10+ targeting the arm) but the ranger does not?  Again, I think it's probably something I'm missing about Hack and Slash and melee.  Thanks!

snowden

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