Need some feedback for this custom move.

Need some feedback for this custom move.

Need some feedback for this custom move.

Man the Defenses

When you attempt to assist the defense, describe how you do it. Then gain hold based on what you rolled for the action.

On a 10+, gain 1 hold

*On a 7-9, you and the enemy force gain 1 hold

*On a 6-, enemy force gains 1 hold

You can spend hold to:

Damage attackers

Secure a minor position

Repair fortification

The enemy can spend hold to:

Damage defenders

Damage player

Seize minor position

Produce a Champion

*Health Examples

Militia: 20 health

Small Force: 30 Health

Army: 50 Health

Invasion Force: 70 Health

Defense Examples

Hill/Defensive position: 2 Armor

Wooden wall: 3 Armor

Stone wall: 5 Armor

Giant Fantasy Wall: Armor 10

These are just examples, so you’ll need to decide the values for your battle based on it’s own circumstances

The individuals of the hoard or armies, are weak enough to be killed off fictionally on mass. Champions though are individual creatures or characters, that are stronger then their comrades/underlings, When the enemy “damage defenders” with a champion, they use the champion’s damage rather then the army’s damage.

When one of the forces loses all their health they lose the battle, either over run by the attackers, routed by the defenders; or just simply ran out of bodies to throw at the enemy.

5 thoughts on “Need some feedback for this custom move.”

  1. Seems interesting. I don’t like the phrasing of “the GM will grant you hold” – the dice do that. I’d probably add more options, though – make it feel a hair overwhelming, as if it were a real battle.

    Spend hold 1-for-1 to:

    – Harm the opponents

    – Send forth a champion

    – Hold a weakened position

    – Weaken a secure position

    – Seize weakened position

    – Secure a weakened position

    That’s not very flavorful, but it unifies the two and makes it a bit of a chaotic mini-game. You could use a chess board or something 🙂

    I’d probably do hold like: 10+ gain 3 / 7-9 gain 2 and they gain 1 / 6- gain 1 and they gain 2. And have both sides choose their options before revealing them. /shrug

  2. Aaron Griffin I put gm gives hold because this is something you throw on to your current roll rather then a second one. So if your just hacking and slashing your way through the enemy ranks, then you get hold based on the hack and slash.

    I do like some of those other options for spending hold.

  3. I just meant that in typical PbtA fashion, the GM doesn’t “grant” or “allow” things – the dice and rules do. It makes it sound like the GM has the right of refusal, despite the move saying “on a 10+, gain 1 hold”.

  4. Just like Aaron Griffin​ I dislike the phrasing of the trigger. I think it should be something like:

    “*When you assist the defense,* describe how you do it and roll +(something). On a 10+, gain 3 hold. On a 7-9, gain 2 hold and your enemies gain 1. On a 6-, gain 1 hold and your enemies gain 2.”

    I agree that the move, not the GM should grant the player hold.

    If this is meant to go over another move, you need to say that somewhere in the trigger. Otherwise it looks like a standalone move.

  5. Is this the only move around the mass battle? I assume the PCs are defending something? Is it meant for fortress sieges or field battles or both?

    Inglorious tackles this from a slightly different tack, and may help your custom move provide a more player centric focus:

    “As in all things, players represent chaos. While a battle without player intervention might be quickly resolved by a comparison of factors, players will bring in mad plans and contribute to the outcome as leaders, ground-level combatants, or both.

    As GM, your top priority is presenting the engagement in present detail to the players. Even if the players are in command, focus on what information their players receive—the battle reports, magical scrying, and their own senses. The focus of a Dungeon World engagement is always on what the characters see, hear, and do.

    Many things in battle will happen over time (unless some outside force intervenes). As a GM, you can manage these much like your Grim Portents: write down a countdown of what will likely occur and tick them off over time.

    Just like Grim Portents, these are likely futures, not guarantees. The actions of the players may—accidentally or directly—change the course of a countdown. If the flank will break but the players reinforce it, that countdown has changed. The players have bought the flank some more time, at the least.

    To create your countdowns, consider your map and look for any place where forces are mismatched, where action is in motion, or where something is changing.

    Once you know the general state of the battlefield, present that state to the players.

    Whatever you do, don’t just show them your map. Present to them what their characters would know. Tell them of the banners cresting the hill, or the winded runner reporting that the shield wall has broken. Always focus on what their characters perceive of the battle. It is crucial that you consider the available information to the players (by mundane means or otherwise) and paint a clear picture of what they perceive. Remember to portray a fantastic world!”

    To that end, the command move may be a better fit for what you are trying to achieve? “Whether through fear, loyalty, or trickery the players may have gained command of one or more units. Any player character in command of a unit has access to this move:”

    When you issue orders to a unit of soldiers you command, roll. If you give the orders in person, +CHA.

    âś´On a 10+ the orders are received intact and the unit follows them as best it can.

    ✴On a 7–9 something gets lost along the way: the GM will modify the orders in some way; the unit carries out the mangled orders as best they can.

    On a 6- something goes seriously wrong—the GM will either modify the orders dramatically, replace the order with whatever the unit desires, or have the unit hold its ground.

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