Pick your favourite iteration
Which of these two moves do you like more?
Whipit!
When you Defy Danger through using a Whip, take +1 forward.
Whipitagain!
When you Defy Danger through using a Whip and it is
by disarming or triping someone, roll+STR
by using acrobatics and your Whip as a swing, roll+DEX
On a 7+ you do what you set out to do and the danger doesn’t come to pass. On a 10+, take +1 forward as well.
Why not just when you use your whip to disarm a target?
Seperating both would make sense too but i wanted to include the using of a Whip like a grapple or swing that Indie does.
So far I’ve just made the whip an option as a signature item, “A whip. 1d, close, tangle, grasp. Good for all of the usual things.”
But I know where you’re going with this, and I’ve already been there and have the dashed line slowly progressing over a map to prove it, https://docs.google.com/document/d/1Be7BvskMSSc-zN2r9breIxhsVKWlGwlWe2gwvE7tI_Q/edit?usp=sharing
1d?
I’m working from base closer to Apocalypse World, for DW assume it does the character’s damage; and the Field Scholar would roll 1d6 for damage.
Im just shocked the second one isnt called whipitgood
Devo Move
Jason Healey When a problem comes along: You must whip it
Before the cream sets out too long: You must whip it
When something’s goin’ wrong: You must whip it
Where there’s a Whip there’s a way.
Lord of the Lash
Jason Healey When you whip it good, roll DEX:
On a 10+, choose three.
On a 7-9, choose one:
– You get straight
– You move forward
– You give the past the slip
– You detect it
On a 6-, it’s too late to whip it.
Yah that’s a lot of win right there
On 10+, take +1 forward to what?
I think the first move is elegant as is. You get +1 on DD because you are awesome with a whip.
How about: When you use a whip in combat, roll+Dex. Then you give holds and they can spend it to disarm, trip, intercept melee attacks etc.
If you try to disarm an enemy and he’s particularly strong I’d ask to defy danger before you can effectively spend your hold. The danger being pulled, disarmed, smashed in the face etc. But I don’t think every possible scenarios of should be included in the move itself.
A whip is a weapon like any other, and works according to the fiction, right? So can’t you just do cool things with it using the rules as-is? Why do you need a whip-specific move?
“I lash out with my whip to snap the pistol out of his hand!”
“Defy danger by rolling DEX!”
“I wrap the end of my whip around the ceiling beam, then swing across the chasm!”
“You wrap it around the beam, no problem, but roll STR to keep your grip as you swing across!”
If the idea is to make someone feel like a badass the more cool stuff they do, I would make it a compendium class move like
THRILLSEEKER
When you defy danger by rolling a 10+, take +1 forward.
Of course you can do all these things. Its about showing that you are better when doing that. Thereby motivating you to do that and behave in a specific way. Its about giving players incentives to do something specific.