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 - higgins

Pages: 1 2 [3]
31
Dungeon World / Re: Disarms, Trips and conditions in general
« on: November 28, 2012, 05:35:44 PM »
Ah, okay. I guess that would work, but... Let's go back to the big question:

How do you handle PC vs PC combat? Let's say there's a huge royal tournament for heaps of gold and two of the PC fighters end up in the finale.

32
Dungeon World / Improved combat moves
« on: November 28, 2012, 05:29:32 PM »
As I was reading AW/DW, I found that I really dug the 10+, 7-9 and 6- formula. I also dug skipping half the rolls most traditional games have. However, reading the combat moves left me kind of... wanting. All success in AW combat revolved around harm, taking hold of stuff and impressing opponents. And while the Hack and Slash in DW definitely works as a replacement for traditional D&D attack roll resolution, I... simply wanted more.

So, I present you guys... Meleé Brawl, which is intended as a Hack and Slash replacement in DW.

MELEÉ BRAWL:

On a 10+ you avoid harm and get to pick one of these:
- deal massive harm (+1d6 extra)
- enter grapple with +1 on all rolls
- disarm and knock down a human opponent
- throw a human opponent (overboard works fine)
- knock down one opponent and deal harm to another
- opponent deals harm to his ally, spreading confusion; your party gets +1 next round
- shift to a major position of advantage (towards the door; on a horse; only one opponent can face you now; etc)
- push your opponent to a major position of disadvantage (away from the door; off the horse; into a swarm of men; etc)

On a 7-9 you either deal harm or enter grapple. The GM will pick one of these:
- opponent deals harm
- opponent enters grapple
- your weapon gets stuck; choose between Defying Danger and leaving it
- you cause collateral damage and a lot of noise
- you get separated or end up further from your objective
- you're being targeted as the greatest threat

On a miss, the GM gets to use 10+ options, but to your disadvantage. All +1 results count as -1.

Since PC's attack will connect first, there's a chance he will knock his opponent out on a regular 7-9. In that case, the opponent's buddy can deal harm back or grapple. If the opponent didn't have any buddies, the GM will probably pick something else.

Grapple sounds like a big deal in here, and it is. "Grapple", "Tangled Meat" or whatever I end up calling it, is supposed to be one of the basic combat moves, but I've yet to write it up.

So, what do you guys think of Meleé Brawl so far? Ideas? Improvements? Additions? Criticisms? I'm looking forward to hearing it all =)

33
Dungeon World / Re: Disarms, Trips and conditions in general
« on: November 28, 2012, 02:42:58 PM »
You always ask what a character is going to do!

That was kind of my point. If the Defy Danger would have been required, then there would be no point to ask it, and that would contradict the core tenets of the game.

But okay, let's say the... character is "wide open to the wolf" and tumbles past both of them... then how would you handle this? Wolf dealing harm on 7-9 as the PC was wide open? And dealing +1d6 harm on a 6-? I mean, what I'm asking is... Does this defenslessness situation justify hard move on a 7-9 result? Or no? Or is it just up to the individual GM? What would most of you do?

34
Dungeon World / Re: Disarms, Trips and conditions in general
« on: November 28, 2012, 02:13:08 PM »
First one works, yes.

Second... 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?

Third... I wouldn't have expected a hard move as a 7-9 suggestion, but a punch is d4 damage? That wouldn't even be an issue for an armoured character, so, mixed feelings.

35
Dungeon World / Re: Disarms, Trips and conditions in general
« on: November 28, 2012, 11:38:08 AM »
Have you read the Beginner's Guide, yet?
Oh, absolutely! That was essential reading. It even mentions losing footing as a worse outcome, but I haven't found a hint what the intended drawback would be? Defying Danger to get up?

Disarming someone is probably Defy Danger, the player describes their actionand the GM tells them what the danger is.
Can you bring me an example "danger" that makes sense to you for a disarming situation, but still warrants a basic success, as 7-9 is supposed to?

If an opponent is particularly skilled, the GM sets that up by making them more capable and dangerous with their ability to threaten the characters.
By that, you mean special moves? Or what?

Also, how do you handle PC vs PC combat? Let's say there's a huge tournament for money and two of the PC fighters end up in the finale.

36
Dungeon World / Disarms, Trips and conditions in general
« on: November 28, 2012, 04:48:09 AM »
Hi all!

I'm completely new to DW and I'm pretty intrigued by some of the mechanics... yet pretty confused as well.

How would the disarms work, for example? Either opponent getting disarmed or the PC. First off they'd have to be fundamentally differently handled, as opponents don't get rolls, but I still have no inkling on how to do this.

One option would be to... declare disarm instead of Hack & Slash 7-9 damage on either party, but that sounds too easy... like... if a player or MC would abuse this option even a bit, everyone in combat would be like major klutzes, always dropping their stuff.

Second option that I prefer, would be to make a separate move a'la Create Combat Advantage, in which you can disarm, trip, push back or do whatever to your opponent. The problem is.. that.. 10+ is you get the advantage, 6- is you get a disadvantage instead (disarmed, tripped, pushed back yourself) ... but I can't seem to come up with any good 7-9 results, as most of the advantages seem pretty binary.

Secondly, let's say the CCA "trip" move works and the opponent is on the ground now. What's the mechanical impact of that? Is it like FATE where you'll get a "prone" condition, which then can be tagged for free ... for +2 bonus or something? Or what does getting back up even entail? I didn't see how to handle this.

Same thing with grapple. What does that condition really change?

Volley move. Shouldn't taking shots from a further distance be harder? Right now it seems it's always the same difficulty. Same thing when meeting a higher skilled opponent. And I do means skill, not just toughness HP wise. If the PC keeps rolling 10+ then it doesn't really matter whether he's fighting Tyrion Lannister or Jamie Lannister.

Sorry for rambling =)

Pages: 1 2 [3]