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Dungeon World / Damage rules using 2d6 rolls
« on: November 21, 2012, 03:20:16 PM »
So, what's the intention behind this idea? To use a single type of roll to all kinds of tests in the game was one of the mains reasons. But the other one is the idea behind the 2d6 roll, where a 6- is a miss, a 7 to 9 a weak and a 10+ a strong hit: the idea of the roll creating fiction.
The coldness of the Damage x Hit Points system was always awry to me. This is an idea and that has worked pretty well in my group, although with some problems. Maybe you guys can help, ey?
So, here is it:
When you cause damage to someone, roll+ Damage of your weapon. If 6-, you weapon didn't cause significant damage. On a 7 to 9, it scratches, stuns or back off the enemy. On a 10+, it mangles, mutilates, kills or cause grievous damage.
Notes on the move: The Damage is the value of the weapon (-1 for fists, 0 for improvised weapons such as chairs, +1 for small weapons, +2 for medium and +3 for big weapons). You could argue that 'When I attack a full plate knight and a stray dog, the damage roll is the same?'.
Yes. It might seem strange, the same way that it must have felt strange when you played Apocalypse World for the first time and realised that, when you attack a master fighter or a sick beggar, you roll the same Go Aggro+Hard. The game is about narrative.
The damage roll, like any other roll, is only made when there is risk. If your sword WILL hurt the armourless man when it hits him, then you don't need to roll. Accept a 10+ automactically. The same thing, if you are fighting a titanium dragon, you won't hurt him. Use the fiction to make this decisions, not the rolls.
Then, the roll for Protection:
When you are hurt, roll + Protection (the value of the armour). 6-, you are seriously hurt. 7 to 9, you are stunned, pushed back or wounded. On a 10+, you are fine.
Again, so a goblin with his bare hands will have the same 'damage' of a giant with a battle axe? No, but the Protection move is the same. Just use the fiction and common sense, and there will be no problem.
But, what about HP? We use a system similar to the Monsterhearts hack, using conditions. So, if you roll a 8 in your protection roll and you strain a muscle, or hurt your leg, or get nauseated from a blow, you just receive that condition, like 'stunned', 'nauseated', 'sick', 'pushed back', 'afraid'. If you get a more serious damage (6- in protection), the same thing: 'broken ribs', 'smashed arm', 'gaping stomach wound'.
The thing with healing is that it 'erases' a condition. If it is a minor healing spell or potion, it erases a minor wound (nauseated, stunned, scratched etc). If the wound is major, it needs a major healing spell or item. So, how do you die? If you receive a grievous wound and cannot heal, you die. Simple as that. Your arm was mutilated by a Gorgon and you have no healling scroll, cleric or whatev's? You dead.
One thing that might be asked is: 'Would rolling for defense make the game slower?'. The answer, at least from my table's experience, is no. It's kind of strange, but changing the concept of damage and HP to a more narritive oriented mechanic, the rolls became very, very fluid. The flow of a 'simple attack' woud be as follows:
1. Player say his intention with the attack and make the move
2. If the player hurt the monster, he rolls for damage and the MC narrates the consequences.
3. If the monster also hurt the player, the player now rolls his protection. The MC narrates the consequences.
This is very direct:
MC: A giant vulture man descends upon your back, pinning you to the ground. What do you do?
Warrior: I thrust my swrod into the monster (rolls for Hack and Slash, gets 8)
MC: Your strike hit right in it's leg. Roll the damage (warrior rolls 2d6+2 from his long sword, getting 11). You swing your sword and cleaves through the creature's leg, with it's thick, black blood splashing in your chest. While you were swiging, the monster pecked you violently. Roll protection (warrior rolls 2d6+1 from his leather armour and get 8). The pecking hurts your arm (now, in the fiction, the warrior is with his arm hurt)
So, that's the idea behind it: Make damage rolling just as the other rolls of the game, a mechanic into fiction without abstract concepts of HP. Just roll and get conditions, simple as that.
What do you think? It seems to work in my tables, with a few of hiccups with healing. What do you think that could be done to improve it? Or why do you hate it?
I would like to hear your opinions,
peace
The coldness of the Damage x Hit Points system was always awry to me. This is an idea and that has worked pretty well in my group, although with some problems. Maybe you guys can help, ey?
So, here is it:
When you cause damage to someone, roll+ Damage of your weapon. If 6-, you weapon didn't cause significant damage. On a 7 to 9, it scratches, stuns or back off the enemy. On a 10+, it mangles, mutilates, kills or cause grievous damage.
Notes on the move: The Damage is the value of the weapon (-1 for fists, 0 for improvised weapons such as chairs, +1 for small weapons, +2 for medium and +3 for big weapons). You could argue that 'When I attack a full plate knight and a stray dog, the damage roll is the same?'.
Yes. It might seem strange, the same way that it must have felt strange when you played Apocalypse World for the first time and realised that, when you attack a master fighter or a sick beggar, you roll the same Go Aggro+Hard. The game is about narrative.
The damage roll, like any other roll, is only made when there is risk. If your sword WILL hurt the armourless man when it hits him, then you don't need to roll. Accept a 10+ automactically. The same thing, if you are fighting a titanium dragon, you won't hurt him. Use the fiction to make this decisions, not the rolls.
Then, the roll for Protection:
When you are hurt, roll + Protection (the value of the armour). 6-, you are seriously hurt. 7 to 9, you are stunned, pushed back or wounded. On a 10+, you are fine.
Again, so a goblin with his bare hands will have the same 'damage' of a giant with a battle axe? No, but the Protection move is the same. Just use the fiction and common sense, and there will be no problem.
But, what about HP? We use a system similar to the Monsterhearts hack, using conditions. So, if you roll a 8 in your protection roll and you strain a muscle, or hurt your leg, or get nauseated from a blow, you just receive that condition, like 'stunned', 'nauseated', 'sick', 'pushed back', 'afraid'. If you get a more serious damage (6- in protection), the same thing: 'broken ribs', 'smashed arm', 'gaping stomach wound'.
The thing with healing is that it 'erases' a condition. If it is a minor healing spell or potion, it erases a minor wound (nauseated, stunned, scratched etc). If the wound is major, it needs a major healing spell or item. So, how do you die? If you receive a grievous wound and cannot heal, you die. Simple as that. Your arm was mutilated by a Gorgon and you have no healling scroll, cleric or whatev's? You dead.
One thing that might be asked is: 'Would rolling for defense make the game slower?'. The answer, at least from my table's experience, is no. It's kind of strange, but changing the concept of damage and HP to a more narritive oriented mechanic, the rolls became very, very fluid. The flow of a 'simple attack' woud be as follows:
1. Player say his intention with the attack and make the move
2. If the player hurt the monster, he rolls for damage and the MC narrates the consequences.
3. If the monster also hurt the player, the player now rolls his protection. The MC narrates the consequences.
This is very direct:
MC: A giant vulture man descends upon your back, pinning you to the ground. What do you do?
Warrior: I thrust my swrod into the monster (rolls for Hack and Slash, gets 8)
MC: Your strike hit right in it's leg. Roll the damage (warrior rolls 2d6+2 from his long sword, getting 11). You swing your sword and cleaves through the creature's leg, with it's thick, black blood splashing in your chest. While you were swiging, the monster pecked you violently. Roll protection (warrior rolls 2d6+1 from his leather armour and get 8). The pecking hurts your arm (now, in the fiction, the warrior is with his arm hurt)
So, that's the idea behind it: Make damage rolling just as the other rolls of the game, a mechanic into fiction without abstract concepts of HP. Just roll and get conditions, simple as that.
What do you think? It seems to work in my tables, with a few of hiccups with healing. What do you think that could be done to improve it? Or why do you hate it?
I would like to hear your opinions,
peace