So I think I might drop the option to take -1d6 damage on Volley in my games because its a really boring decision…

So I think I might drop the option to take -1d6 damage on Volley in my games because its a really boring decision…

So I think I might drop the option to take -1d6 damage on Volley in my games because its a really boring decision and has a high probability of a ‘nothing happened’ result. I think the move works just fine without it, but is there any other options anyone can think of to replace it?

9 thoughts on “So I think I might drop the option to take -1d6 damage on Volley in my games because its a really boring decision…”

  1. “Draw unwanted attention” is a favorite of mine.

    The -1d6 is just the idea that the shot was a crappy one but made a hit. I can see the argument, but I like the idea that you didn’t draw the bow back far enough or your armor halted your throw or whatever, the idea being that you didn’t get full strength of the hit.

    However, like I said, Draw unwanted attention is a favorite. If you want to make it a soft move, tell them the last shot has caused the string on the bow to start to fray. They have been given the soft move now to keep shooting (and pray they don’t roll a 6) or they can take cover and repair the line quickly. If they throw, then make it an armor issue, or something else.

    But, of course, just suggestions.

  2. Pete French I agree that nothing happening is boring. With that said, you could probably keep the move and let the players know that a result of 0 or less damage will always result in your choice of one of the other outcomes triggering. Though, this could seem kinnda harsh.

    Alternatively, “Take what you can get” might mean “find a new target” for this shot. They get full damage but it doesn’t apply to the target they wanted, instead it hits some mook. 

    “Take what you can get” might also mean “Line them up for you or your buddies next shot” not dealing any damage, but providing a +1 to the next attack on the target.

    Finally, you could go for a “cover fire” option that gives you or another character +1 armor that they can spend similar to hold, instead of dealing damage.

  3. When you deal 0 damage, think about why this is. Your enemy probarbly had to go for cover. You are still shooting at them, there are arrows coming at them. You are still having an impact on the fiction even though you did no damage.

    When you deny a player this then you take away to much of their success i think.  

  4. I like your alternative options, Matt Smith. Until now I’ve just been halving the damage to save time and a die roll. I might just change the move to “Take what you can get, the GM will tell you what.” 

  5. on a Shortbow? There are cases where it makes sense i guess but when you are using a Throwing Knife then the only option you have to choose would be to put yourself into danger since spending ammo and reloading are not available to you. 

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