What are some other ways you can mechanically add a bonus to your roll besides just +1?

What are some other ways you can mechanically add a bonus to your roll besides just +1?

What are some other ways you can mechanically add a bonus to your roll besides just +1? I’m currently planning a move that should give a fairly substantial bonus, more on the order of +2 or +3, but I want something cooler than that. I’d like to keep it a mechanical effect, if possible. The Barbarian’s 1d6+1d8 appetites is an example of what I had in mind.

13 thoughts on “What are some other ways you can mechanically add a bonus to your roll besides just +1?”

  1. The Barbarian’s appetites are great examples of what to strive for. The bonus isn’t guaranteed, they have a flexible but meaningful fictional trigger and there are neat consequences if your hunger causes trouble instead of helping.

    If you really want a big bonus, I think what you want mechanically is to take misses off the table. So maybe just take a page out of World of Dungeons skills and have a move that treats misses as a 7-9 with more dire consequences (so you don’t remove the good things that misses add to the fiction). I think the basic idea of those is that you get what you want but the GM gets to make a hard move instead of a soft move.

  2. I’m tinkering with my Gunslinger again, so it’s a move used to improve a gunshot. The spendable hold used to activate the move is called Aim, and designed to be somewhat difficult to get, so I’d like it to offer something special.

  3. If the resource is called Aim, seems to me you’d spend it to do things like ignore armor, hit specific areas without triggering another move, or do an extra 1d4 or even 1d6 damage.

    Fictionally, what would “improving a gunshot” do? 

  4. Look at Grit and Deeds from the Pathfinder Gunslinger, maybe. Instead of giving flat bonuses (usually), it lets you do thematic and otherwise outlandish things like bouncing bullets off a wall to hit someone behind cover, or ignoring armor, or disarming at range, or applying conditions, any of which could be interpreted in DW terms to fairly cool effect.

  5. So make Aim like Ritual. Something like:

    Aim

    When you set up the perfect shot, tell the GM what you’re trying to achieve. Setting up a shot is always possible, but the GM will give you one to four of the following conditions:

    =It’s going to take minutes/hours

    =First you must __

    =You’ll need help from __

    =You’ll leave yourself exposed

    =You must sacrifice something/someone

    =You won’t have time for a second shot

    =You and your allies will risk danger from __

  6. Right now Trick Shot is an advanced move, though perhaps it should be a starting move instead. 

    Fictionally, I’m trying to work out a system that rewards keeping to a code/punishes breaking the code, but I’m running into some of the same problems I had with the old Gunslinger.

  7. I really love the advantage mechanic from D&D 5e. It’s fun, somehow. So similar to what Stephanie Bryant was saying, perhaps roll 3d6 and take the best two? I think I read somewhere that this works out to +1.5 on average.

Comments are closed.