Does anyone have home brewed rules for getting critical roles or natural 12 on character moves?
Does anyone have home brewed rules for getting critical roles or natural 12 on character moves?
Does anyone have home brewed rules for getting critical roles or natural 12 on character moves?
I just had this happen last night, critical success on a defy danger whilst being swallowed by a giant snake lol. We also had at least one critical success in hack and slash. I don’t want a huge impact from crits, this ain’t D&D, but I think at times when the fiction supports it, there should be some additional benefit.
it’s rarer than a nat 20 so sure, why not something fun
AW had an “Advance a Move” option, which gave Basic Moves a 12+ effect. I’ve done it on the fly with my DW games. No reason not to codify it.
House rules, no. I have had players try something stupid/awesome where I was prepared to say “hand me your character sheet”, but then they roll a natural 12 and you just have to respect that.
The situation I’m thinking of was “They’re holed up in the security center ? Cool. We’re going up one floor and cutting a circle in the floor to drop in on them unexpectedly.” That’s an unqualified bad idea, but if you roll a 12 doing it…
You could take inspiration from the Thief’s move
Evasion
When you defy danger on a 12+, you transcend the danger. You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace.
And do something like
Critical Success
When you roll for a move and get all sixes, ask the GM for one of the following:
a. A show of true mastery
b. An unbelievable stroke of luck
c. Divine, or mundane, intervention
Evasion is still relevant because the trigger of the latter is all sixes instead of 12+. AnyDice says that respective chances are:
12+ on 2d6+3: 27.78%
12 on 2d6: 2.78%
Also notice that if you use one of the Advantage variants of Aid you would need to roll three sixes to get a critical (0.46%), which I find appropriate.
Michael Llaneza if you allow for a move to trigger, the action will succeed on a 10+. Crits have nothing to do with it because as a DW GM you aren’t allowed to set a Difficulty Rating off-screen.
If something has no chance of succeding, like wounding a magic dragon with a mundane weapon, you shouldn’t allow the roll in the first place.
Seems to me like the kind of thing that should be handled by instinct, rather than mechanics.
If the situation is dramatically interesting, and a perfect roll occurs, roll with it.
Our group will do some box cars or snake eye specials. It’s up to the GM but they are usually just steroided hard moves.
I like a simple XP on boxcars and a hardest move and extra XP on snake eyes.
Hey thanks for all the great responses. I definitely never intended to bring crit rolls into the game, but the players demand it! I like the idea of handing out a surprisingly good success on 12 rolls, and maybe xp. Also taking the rogue move and making it a move that players can select as a special move would be cool. I’ll have to experiment, and get back to you guys after my next session, if anyone rolls 12’s.