Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Lunatis

Pages: [1]
1
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.

2
Dungeon World / Re: Ask questions - Cues, tips and tools
« on: November 19, 2012, 03:55:32 PM »
@countercheck:
Here's my idea for Spout Lore and reverse narrative roles between player and GM. When you spout lore, cite a source of your information and what this source says on the subject. On a full success, the GM will tell you precisely what is true or wrong about what you explained. On a partial success, the GM will only tell you how far off you were about the truth. On a miss, you are on your own . To make the miss hurt even more, encourage the player to act on it by providing a bonus. If the fact then turns out to be wrong, it is even more embarassing.

What's important is that the GM only refers to the facts introduced by the player. He doesn't have to add anything else to it, if he doesn't want to. This encourages players to elaborate on their ideas and give the GM more to work on. Also, the risk of a miss or partial succes are greater because the more facts introduced the more points may remain uncertain.

Example: A player wants to find out what his character knows about vampires. He says: According to a tome written by vampire slayer Thorun Stirving, I remember that vampires must avoid sunlight or die in a matter of minutes as the sunlight burns them. Garlic and crosses help to keep vampires away, but only out of reach. The only way to kill vampires is driving a stake through the heart.
On a 10+ the GM may say something like: Yes, that's true. But you also remember the commentary of another scholar who explained that if the stake is removed from the heart, the vampire will revive and the only way to kill a vampire is to remove the head from the body. Now that you think of it you also remember distinctly that sunlight burns their exposed flesh only, so if they walk outside completely veiled, it doesn't hurt them. And besides garlic and holy crosses (and mind you that they need to be consecrated to be considered holy) to keep vampires away, you've also once met a priest who claimed that vampires cannot set foot on holy ground.
On a 7-9, the GM may say: Yes, you are about right. You are quite confident about how to keep vampires away from you, but there were some peculiar conditions on killing vampires that have slipped your mind.
On a 6-, the GM may say: Yes, it seems all very plausible. When you act on this information, take +1 forward to your move.

If the character later makes the mistake to use an unconsecrated cross, you may either have him roll Defend/Defy Danger with the bonus (to take him in the illusion) or immediately announce that his Defend/Defy Danger move was a complete failure. Actually, it is no move at all but rather a Golden Opportunity.

Pages: [1]