Hi everybody,
So, I’ve run a couple of games now, but there is something I always have left aside since I (nor my players) don’t know what to make of it : distances… I understand how to use Short and Far. But how do you use the difference between hand, close and Reach in your games ? I understand the actual distinction, but how to use it in play… I have no clue.
So someone wants to use a sword in a battle, but the enemy is right in his face and grappling with him. If he wanted to use a sword, i would either say he can’t because he requires more room, or make him Defy Danger against the enemy who is right in his face before using it. of course, the method he wants to use it in and the fiction have to make sense.
Yeah it’s fictional. On the other end of the spectrum from Damian Jankowski, imagine an Orc wielding a long chain/flail. If you want to use your sword, you’ll be defying danger to do so, because you first need to get past the flail.
I thought about using “Defy danger”, but wouldn’t that slow the combat quite drastically ?
Not really. In my example, once they successfully defy danger, they have the upper hand – now the Orc plays hell hitting a swordsman up close.
They don’t have todo it every time – they’ve moved and the fiction changes with their position.
What if the monster has a reach weapon, when the PC has a close weapon. PC defies danger to get in range, then hack and slash. But then the monster can’t deal damage unless I use a GM move to place him in range, then the PC needs to defy danger and on and on ? Where am I wrong ?
I find that distances don’t come up much in my games (so far). The fiction usually just makes sense. When somebody is within a couple of feet, my spear is going to have serious limitations. If they are coming at me, outside the range of my spear, they will have to deal with getting by it unharmed. For us, the tags exist to give you something to think about, but don’t really influence play the way Weapon tags do.
“If they are coming at me, outside the range of my spear, they will have to deal with getting by it unharmed. “
How does that work mechanically since monsters don’t roll ?
The monster can do a hell of a lot! Sure, he’s got a flail in one hand, but why doesn’t he drop it and go for the headbutt. Would he? Well, he’s an orc – that sounds pretty orcish! Your monsters think and breath fiction.
If you want it to be a hard move, like damage, I’d say he drops the flail and the head comes cracking down on your PC’s nose. If you want to reward the 10+ on a Defy Danger to get in range, make it a soft move: the orc drops the flail and pulls back for a headbutt, now let’s see what another player is doing…
In the previous example: PC gets 10+ to Defy Danger and move in close. I already know the PC now wants to attack. I have a choice based on the fiction: 1) the Orc still defends itself (even though it can’t attack outright with the current weapon) or 2) it doesn’t defend itself because it is caught off guard. If I opt for 1, the PC rolls Hack and Slash – on a 10+ deal damage and the Orc is still close, on a 7-9 deal damage and the Orc either makes a lame attack or uses a different move ( which could include an escape of some sort). Being a fan of the characters, I might opt for 2 – the PC just deals damage because the Orc is caught off guard and doesn’t trigger H&S.
It’s not a hard and fast rule – I’m just telling you how my mind runs through it as GM.
Yes, what Kaillan Reukers says is also true – the Orc has other options.
OK I get it. Thank you for those comprehensive answers.
Antoine Pempie “How does that work mechanically since monsters don’t roll ?”
Last session my wife surprised me. She has this signature sword that magically resizes (from as small a dagger to 8 feet long, one foot wide). The alpha of an orc gang was walking towards her, clearly about to attack.
Wife: I reach down and begin pulling out my sword (the scabbard is dagger sized). As the sword comes out it defies the size of the scabbard. It just keeps going for about three feet. Then I whip it out, grab onto the hilt with two hands, and hold it in front of it as it continues to extend and fill out. Let’s see him try to get by this!
Me: The gang begins taking several steps back. They are clearly intimidated by your massive weapon and its massive size. The Orc leader doesn’t even flinch. He bangs his fist against his chest and starts running straight toward you. At about 10 feet he jumps into the air, coming right at you. Reaching into his armor sleeve he quickly throws two hidden daggers directly towards you. What do you do?
Wife: I turn my sword sideways and slam it into the ground in front of me, using it as a shield. Then I fling myself up to the top just in time to kick him in the face!
Me: Roll Hack & Slash
Wife: 12!
Me: The daggers bound off the side of your might sword, one falling flat, the other in such a way as to have the tip slightly upwards, off of the ground. Your foot smashes into his face causing his trajectory to shift directly towards the ground. He hits the ground sliding and the tip of his upended sword sinks into his throat. He is very much dead.
We never really talked about range but it was in play the entire time. More importantly I was shocked my wife came up with that move. It isn’t really her style and she blew me away. I hope I can expect more awesome from her in our DW games in the future!
This from Marques Jordan is pretty insightful: “We never really talked about range but it was in play the entire time.” That’s been the majority of my experience, too. Sometimes it invokes Defy Danger, sometimes it just informs the fiction and the decisions players (including the GM) make.
As a rule of thumb, if a monster engages at a range not listed on its attack, I have it deal half damage. Or maybe roll twice and take the worst.
You could also make an argument in Marques Jordan case where hiding behind the Sword would have been defend.
satire?
Marques Jordan That’s a kickass magical sword! I would draw it as dagger sized, point it at someone and THEN make it extend…
Range tags are… tags. I sometimes use them when I “show a downside of their equipment” or “reveal an unwelcome truth” as in “you find that he’s out of reach”.
One useful way to think about tags that come in sets is that, as with moves that have multiple choices on 7-9, it implies that the other tags are excluded. So simple tags really pack more information than first appears.
They also serve as a concrete point of agreement to build fiction around.
My fighter just made it to level 2 and for my new move I am considering adding the Far tag to my signature weapon (a Huge, Blood-stained, Spiked flail). Imagine Kratos’ Blades of Chaos from God of War. Would you consider a weapon like that effective at ALL ranges: Close, Reach, Near and Far?
Far may be pushing it. It all depends on how you personally define those tags. Is Far 10-15 feet or 25+ feet away? Controlling them reliably might be an issue after a certain length. Then again, maybe your game is cinematic and such details aren’t as important as the colorful scenes of death they inspire? It is all in the eye of the beholder ^_-
I forgot to add that I would come up with a firm idea of what you think Far would allow your weapon to accomplish and then pitch it to your GM. As long as everyone is on the same page then there shouldn’t be any disputes when the actual gameplay starts =)