Oooh, Great Monster Kevin!
I assume that one of his moves is 'Charge a group of enemies with abandon'? and that he has the tags forceful, messy and piercing?
I think its a wonderful move but the wording to me seems a little directive, and possibly hard to trigger as a move...
The trigger ties in with the 10+ result without being explicit. The 10+ result assumes that the player wants to avoid the charge (no problem) and expose a weakness. So maybe:
When you try and avoid the mighty metal minotaur's thunderous charge, roll +Dex
Or even:
When you stand firm against the mighty Metal Minotaur's Murderous Charge attempting to reveal his weakness, roll +Wis
That way its triggered as a specific player action (rather than a GM Move), and is inherently divergent from either Defy Danger or Defend or even Discern Realities... it also does snowball rather nicely from the Minotaur's Move (attack) I suggested above :)
Now the 10+ gives the player their intent and opens the fiction for another move too (based on the minotaur's vulnerability - nice!)
I really like the idea of a custom move for an enemy. It gives the encounter a different and unique feel and the monster his really special then.
I agree with noofy. Changing the wording of the trigger so that it comes from a player's choice of action is a great idea.
Maybe give a +1 forward with the 10+ results ? Like, you get to see its weakness, name it and take +1 forward if you act on it.
As for the 7-9 results, they seem a bit harsh, like you didn't get a hit but missed instead. If you take a look at Hack & Slash 7-9 results, your enemy gets an attack against you (so potential damage here) but you still get to do your damage. That way, it feels more like a trade than a loss.
If instead you give a choice like :
On a 7-9 choose one :
- You spotted its weakness. Take +1 forward but he rammed you good, take 1d10 damage
- You spotted his weakness. Take +1 forward but he heals up 1d6 HP from goring you with is rune-etched horns.(I'd even go and say he heals up 6 HP)
- You avoided his charge but fell, hit yourself, lost balance, etc. You're stunned.(Here, stunned would mean you have to defy danger to do anything beside taking it easy and catch your breath.
Basically, I prefer 7-9 results to be an opportunity for me to make a soft move, to set something up. If on a hit, your enemy gets to do damage on you while you deal him none, what happens on a miss ? But that's just my taste. :)