16
Dungeon World / Re: The Great List of Common Dangers?
« on: November 30, 2012, 05:51:22 PM »
I'm already revamping the core combat moves in another thread, but who knows? Maybe. =P
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.
I've used minis, in much the way you describe. For us, it was a fight with like, 20+ cultists on a tower with swarming bat-things all around. Worked ok, but given that my players are used to D&D 4e, there was definitely some bad habits that kept trying to rear their head.
Bob the Fighter - "I roll 7 on that roll to disarm"
Your Loving MC - "Cool, you can knock the weapon out of the guy's hand easy, but that wolf is going to have a clean shot at your ankle if you do. How much do you like your ankle?"
Bob - "Screw it, I knock the jerk's sword away. I'll deal with the wolf late-OW!"
MC - "Yeah, d6 damage doesn't feel that comfortable, does it?"
Bob - "You could've rolled it instead of throwing it at me..."
My main concern with the moves you present is that they've got too many choices. That's an awful lot to wade through during play, and an awful lot options to weigh against each other.
Also (and this might just be you shorthanding it for brevity's sake): the moves you present don't have a fictional trigger. Are you thinking they'd be the same as H&S and Volley's, just with different results?
1. Pluses on rolls are a big fucking deal in DW. Look at it this way: the fighter probably starts with a 16 STR (+2). Each level up you can increase a stat, so by level 3 they could easily have 18 STR (+3). Clerical Blessing can offer +1 ongoing. That gives +4, which means you can only get a 6- on a roll of natural 2. If they've got an additional +1 on top of that they literally cannot miss.
Gregor the fighter is charged by goblins. He says "I run the one leading the charge through with my sword!" He rolls hack and slash and gets a 10+. Awesome! Now he has to choose, but some of the choices don't line up with the fictional situation. For example, he chooses knock down + deal damage, which doesn't quite match up with what he started out doing. Likewise, how did his one stab make his opponent deal damage to an ally?
As for pvp, I'm out of my element there. My players never fought each other. I've always kinda thought pvp was weird with the apocalypse engine, but other people have had great experiences so I'll let them handle it.
When doing PvP in *World games, in my experience you need both GM and players who go with fiction first, as in, fiction before everything else. No-one involved can, like, push their right to a move in any given moment. And everyone needs to accept that sometimes there's a GM judgement thing going on and they need to respect the GM's judgement.
Essentially, all players should have experience with successfully MCing a *World game. I might be exaggerating, but not much.
If one doesn't have this, I don't think PvP will work out very well. My experience is limited, though.
"You'll be able to knock the barbarian's axe from his grasp, but you'll be leaving yourself wide open to his wolf companion's bite... what do you do?"
As DW doesn't have rules for being prone/defenseless/etc, what would leaving oneself open mean? Defy Danger check required? I guess that could work, but if Devy Danger is required, then there's no point asking what the character would do, is there?
You've told them the consequences and asked. Deal damage as established. No need for a defy danger there. They've left themselves open.
The reason we moved away from it is that it doesn't always line up with the fiction very well.