I had this idea for a move for intuitive mechanical savant type characters, and was wondering what people think:
When you take time to closely examine a magical or mechanical device, Roll +INT.
On a 10+ You comprehend the function and use of the device perfectly (Similar to Spout Lore)
7-9 choose 2
6- choose 1, GM makes move
-You know exactly what the device does
-You know how to operate the device
-You understand how to recreate the device
-Using the Device does not consume resources
-Using the device has no side effects
Cool!
I would save the ‘use the device perfectly’ for an advanced move on a 13+
On a 10-12 the player can choose 4 maybe?
I kinda wanted to keep to the 10,7-9,6- pattern. besides, the GM would still have their moves if things start to spiral too far out there.
True true. I like that the player still gets one choice on a miss. Nice.
So on a 10+ they know exactly what it does, how to operate it, how to recreate it, and don’t spend resources or suffer side effects? I think it’s a pretty generous move. I’d consider either losing the partial success on a miss or making a 10+ a “pick 3”
Just to play devils advocate :B
Have you seen the Artificer class?
Good point Ryan Sullivan.
Alessandro, I have seen it, but I had a thought for a much smaller range of Moves (or just a single move) that could either be a racial move or an abbreviated CC for another class.
Really, I’m just brainstorming and wanted to see opinions.
The artificer has a move called let me see that that lets them ask 2 of the following 4 questions whenever they study some arcane contraption:
– What does this do?
– Who made this?
– What’s wrong with this and how can I fix it?
– What was done most recently with/to this?
There’s no roll; the player just gets to ask. I really like the move. Provides a good jumping off point for a lot of mysterious stuff the PCs encounter.
Though I must say, I really like your “on a miss choose 1; the GM makes a move” approach. You could alternately make the trigger include the choice. For example:
When you closely examine a mechanicl or magical device, pick one of the options below and roll +INT. *On a 10+, the GM picks a second option for you. On a miss, your examination has consequences; ask the GM what they are.
(list as above)
I like that a lot!
I purposely wanted my “pick some” list to be all things that a player would want, but could also be easily and obviously reversed. Transparent consequences and outcomes