I’ve often been frustrated with how damage works in Dungeon World (and D&D/OSR systems as well). The mechanic of rolling for success, then rolling separately for damage has never sat right with me. For example, a 12+ roll resulting in just 1 or 2 damage, presenting a mixed metaphor (as well as a let down for the player). I know you can make it work in the fiction; I usually describe the PC knocking the opponent out, or something. Nevertheless, I was interested in seeing how this mechanic, ripped right out of Vagabonds of Dyfed by Ben Dutter, might work in my favorite fantasy RPG.
I’m aware that folks like the way damage rolling works in DW; I’m not super keen on rehashing this argument for the millionth time. What I’d really love is some feedback on the mechanic itself, and whether it’s useful, fair to monsters & PCs, etc.
Thanks for your time & feedback, folks!