I’m back with two more questions!
1. I’ve noticed something while playing on Saturday where a characters sheet said “1 Armor” and in another spot said “+1 Armor”. Is that just a typo? Is there a difference or is it a flat rating of 1, 2, 3, etc?
2. I read yesterday that a characters damage rating is the base rate (so 1d10 for a Barbarian) regardless of weapon used. Does this value ever increase?
Thanks everyone. More questions to follow.
Values of “X Armor” don’t stack with each other, you just take whatever the highest value is; so, wearing chainmail insert your plate doesn’t do anything.
Values of “+X Armor” stack, with each other and with “X Armor” items; so, your shield provides protection in addition to your platemail.
Some advanced moves can increase your damage, and some weapons will have tags that increase your damage, but in general terms your class’s base damage never increases.
Typically armor is flat, while shields and such are +. If you have leather armor to give you 1 armor, then chain over top of it, with 2 armor. You only count it as 2 armor. + is normally found on shields and you add it to the armor score rather then overwriting it.
Class based damage, IMO, allows the player to be creative with weaponry and not simply have everyone angle for the weapon with the highest damage. A barbarian with a flail isn’t somehow significantly less deadly than a wizard with a bastard sword.
I believe that if tags are seriously taken into account they can narratively be used to produce scenic damage. I mean maybe a monster doesn’t die because of that messy warhammer because reasons but a 12 happened so splinters of armor get into its face and now it is blind
Also the +Armour is very narratively focused. If you don’t have that shield you don’t get that Armour. Probably somewhat why there is a distinction.
Bryan Alexander and Aaron Griffin, upon my first reading of DW I really didn’t like the Class Based Damage, and started working up more “traditional” damage ranges for weapons. It wasn’t until my second reading, as I had time to process the book in it’s entirety that I realized how wonderfully streamlined DW is.
Class Based Damage eliminates tons of “exception” text (Clerics can only use this type of weapon, Wizards are only allowed these weapons, your strength must be X or higher to wield this sword) and allows you to make flavorful choices without being penalized for using a less-effective weapon.
I had a player who wanted to play a fighter as more of a street brawler. So his Signature Weapon became Brass Knuckles (instead of fists), and we made them well crafted (-1 weight) and forceful. Class Based Damage allowed him to play the street brawler without being penalized because he wasn’t swinging a sword.
Shaken, Not Stirred, I frequently forget which tags my players’ equipment have, but I agree with you 100%. Tags not only act mechanically, but have narrative bearing when played well.
One thing about layering armor that I never thought of before, if you were to say you had leather armor under your chainmail, if something happened to that chain mail (let’s say a rust monster) you would still get 1 armor from the leather!
Scott Selvidge, yes, a player of mine had fun with that! He layered leather, chain and scale, and had the Armor Mastery move (and later the higher level one). His Armor was 3 from the scale, but anytime he would take a ton of damage he’d let the armor take the brunt, reducing it’s value by one. It basically gave him six free damage soaks, and he was always on the lookout for new armor. Combined with the Iron and Steel Hide moves he was very difficult to damage. I don’t remember him ever taking more then 3 or 4 actual damage in any one session.
Brian Holland That’s great! It’s like he has bloody aegis, just tailored to his fighter. I like the idea of him getting broken and battered and pieces hanging off his armor, but he keeps on coming.
Brian Holland I have only run two sessions so far, with everyone involved, including myself as the GM, being new to DW. I really need ro get a better handle on tags. I’ll reread that when I next have some time. My understanding of it at this point is tags only add to the narrative but someone else said they can increase the actual damage dealt.
Page 323 of the DW book has a list of weapon-specific tags, one of which is + n Damage. Page 324 has a list of all weapons with their tags. Pages 394 – 397 lists ALL tags. Very useful info! I’ve printed the all tag pages to use as reference while playing.
Crossbow, Long Sword, Battle Axe, Flail, and Halberd all have the + 1 damage tag.
Brian Holland Thank you, Sir. Side note: EVERYONE is loving the game. I just want to be the best GM that I can be, and as such, got to learn all I can from you fine folks!
Bryan Alexander, that’s what it’s all about. We’re all here to help each other. Any time you need help with anything there’s a ton of people here who can point you in the right direction!