Hello, I was just listening to a podcast of some people playing Dungeon World and they interpeted the volley rules…

Hello, I was just listening to a podcast of some people playing Dungeon World and they interpeted the volley rules…

Hello, I was just listening to a podcast of some people playing Dungeon World and they interpeted the volley rules differently than I so I’m posting here for clarification. When you roll a 10+ do you still reduce ammo? I had just assumed you did but it doesn’t explicitly say that in the rules and I kind of like their interpetation of not reducing ammo till you choose that option after a 7-9. That way archers and knife throwers can keep on doing their thing as long as their players keep rolling well.

4 thoughts on “Hello, I was just listening to a podcast of some people playing Dungeon World and they interpeted the volley rules…”

  1. Yeah, that’s how I interpret it. An archer or knife-thrower dude only has to start worrying about ammo when things start going poorly. Like a wizard or cleric’s magical reserves running low.

  2. It’s worth noting that throwing knives have the ‘thrown’ tag, which means that one item = one volley, with no option to reduce ammo. Whether or not the attack is successful, it’s gone until you recover it.

    Of course, dodging and weaving through a melee to recover your throwing knife is the stuff Defy Danger is made of.

  3. Ammo is definitely an abstraction according to the rules (“the number indicated does not represent individual arrows or sling stones, but represents what you have left on hand”), so you do only mark off ammo on the 7-9 option for volley. That way Archery is more Adventure than Accounting!

    With regard to volley and thrown weapons, we’ve used a 7-9 option where the weapon becomes unrecoverable (e.g. “the dagger’s blade is irreparably bent as it pierces the brigand’s chainmail”) to keep some partial success option variety.

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