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Dungeon World / Re: Ranger - ammo and moves
« on: October 18, 2012, 03:23:22 PM »
Ammo is somewhat abstract. If you go through a fight and don't end up marking off ammo that means that you were able to recover the vast majority of your shots. If you do mark off ammo (through your choice on a 7-9 or a GM move) then you've permanently lost out—some arrows broke, fell down a ravine, etc. As always, fiction first: if you're firing arrows into a fire elemental the fiction says you're not getting those back, so the GM can totally say "ranger, mark off one ammo at the end of the fight, everything that the fire elemental touched is toast."
Wild empathy and camouflage are huge benefits because they change what moves trigger. Camo, for example, leads into one of the simplest examples—when you attack an enemy who can't defend themselves you haven't triggered a basic move (you may have triggered Called Shot, but that's a very beneficial move) so we just follow through on the fictional effects: you deal your damage.
Wild empathy, likewise, can be huge. The bandits who stole your cache under the floorboards of the inn made sure no person saw where they went, sure, but you can talk to the sparrow who saw them pass by, the rabbit who's mate they killed, and the rest of the creatures to find where they went. No man has left the necromancer's lair alive to tell you what to expect, and it's shielded to magic, but the rats come and go freely—talk to them if you want to know what awaits you.
Wild empathy and camouflage are huge benefits because they change what moves trigger. Camo, for example, leads into one of the simplest examples—when you attack an enemy who can't defend themselves you haven't triggered a basic move (you may have triggered Called Shot, but that's a very beneficial move) so we just follow through on the fictional effects: you deal your damage.
Wild empathy, likewise, can be huge. The bandits who stole your cache under the floorboards of the inn made sure no person saw where they went, sure, but you can talk to the sparrow who saw them pass by, the rabbit who's mate they killed, and the rest of the creatures to find where they went. No man has left the necromancer's lair alive to tell you what to expect, and it's shielded to magic, but the rats come and go freely—talk to them if you want to know what awaits you.