Was just wondering, is there any special rules about rolling a natural 12?

Was just wondering, is there any special rules about rolling a natural 12?

Was just wondering, is there any special rules about rolling a natural 12? I know some class abilities have certain 12+ effects, but is there anything for the rest of the players? Or is that kind of left up to the GM and the fiction? I had seen a GM on Youtube (Steven Lumpkin) allow his players to deal (i believe) an extra d6 damage on attack rolls if they were willing to also treat the attack as a 7-9. I’m 99% sure this was a house rule, but I thought it was kind of fun (kept the action flowing from both sides). Thoughts?!

6 thoughts on “Was just wondering, is there any special rules about rolling a natural 12?”

  1. As written, Hack and slash let the player trade a 10+ result for a 7-9 one to deal bonus damage, so it’s not a house rule. To my knowledge, there are no special rules for a 12+ roll other than those specific to some advanced moves.

  2. I have no hard and fast rule.  However, I usually make sure that a natural 12 is a super win for the player.  I may ignore armor for them, make sure any tag on the attack has huge effect, and generally let them narrate just how amazing they were.  On the flip side you can bet that the move I make on a natural 2 will be equally brutal.

  3. You can house rule some kind of super-glorified success for 12+ rolls (slaying outright, defying danger and dragging someone along with you, charming their pants off AND taking the wallet out of those pants, etc)

    Vanilla DW doesn’t differentiate between a 10 and a 13, except where a character playbook specifies otherwise. 

    Jordan Raymond is right, Hack and Slash allows the player to choose to deal an extra d6 damage in exchange for treating the roll like a 7-9.

  4. The best way IMO is to put down some custom moves, that anybody can use (as base moves). I’d keep them broad, say, one for physical, one for mental and one for social, maybe. Apocalypse world has results for 12+ rolls, if I recall.

  5. I award an xp point and they get something awesome based on their move. Trouble is on a snakeeyes bad stuff goes down. Can’t all be roses, it’s also funny how many snakeeyes we had in a recent game. That party was missing a few things, or at least the suvivros were.

Comments are closed.