Do you sometimes apply modifiers to a check for inherent difficulty?

Do you sometimes apply modifiers to a check for inherent difficulty?

Do you sometimes apply modifiers to a check for inherent difficulty?

For example, if a PC is actively searching for a hidden lookout that is well camouflaged, do you apply something like -1 or -2 Forward to the check?

I feel like you don’t, but I’m not sure how to handle this.

It seems to me that way too many questions of DR would imply that I must reveal the hidden creature :

What is about to happen? –> Alarm raised by lookout

What should I be on the lookout for? –> hidden lookout

What here is not what it appears to be? > hidden lookout

Mowlf

Mowlf

Mowlf

Group, Subterranean, Hunter, Stealthy, Small

Bite (d6+1 damage) 6 HP 1 Armor

Close

Special Qualities: Burrowing, Low-oxygen breathing

Instincts: To dig tunnels, To hunt

Moves:

• Burrow into dirt

• Use pack tactics

• Grab its prey into the ground

Mowlfs are a strange crossbreed between a mole and a wolf. They dig tunnels into dirt and create a small den for their pack to live in. This underground den has a lower concentration of oxygen which makes it difficult for other species to breathe. You’ll usually find around 2 to 8 adults in a pack and as many harmless pups. There’s always a single Alpha (+1 HP, +1 dmg, +1 Armor) in a pack. A hunting party is led by the Alpha accompanied by 2 to 6 other beasts. They rely on stalking on its prey, leaving a single vector of escape that leads to the Alpha who bursts out of the ground, grab the prey and try to bring it underground where darkness and low oxygen give them the advantage.

Low-oxygen environment

When you breathe while standing in a Mowlf underground den, roll+CON.

* 10+ : You are not incapacitated by the low-oxygen environment.

* 7-9: You can still breathe, but you gain -1 Ongoing to all checks while you are in the den.

Hmm, that seems cool. Is there an existing rune mage playbook/CC for DW?

Hmm, that seems cool. Is there an existing rune mage playbook/CC for DW?

Hmm, that seems cool. Is there an existing rune mage playbook/CC for DW?

Otherwise, dibs, that’ll be my next project! 😛

Originally shared by Commander Fiendfyre

Anyone want to help me make a rune-based magic system. So far, I have got the following ideas:

• runes themselves hold power

• the object in which the runes are inscribed is destroyed when the spell is cast

That seems sufficient to one side of my mind, The other side of my mind isn’t so sure.

I’m toying (again) with the idea of getting rid of HP.

I’m toying (again) with the idea of getting rid of HP.

I’m toying (again) with the idea of getting rid of HP.

So, I’ve analyzed some of the numbers (here for those interested):

https://docs.google.com/spreadsheets/d/1EUtOdGMsnn52M21uytpUOg0Mhhd5v1aIxbd2I9tZ5qA/edit?usp=sharing

Basically, the only thing HP allows is granularity (a 2 dmg hit VS a 12 dmg hit). The cost is a bit slower gameplay (you have to roll damage, subtract armor, then subtract the total to your remaining HP).

But that granularity really has not much incident if in the end it doesn’t allow you to survive at least 1 more hit. For e.g., if you have a character with 15 HP, there’s no difference between taking a 10 dmg hit followed by 9 dmg hit than a 8 dmg followed by 7 dmg. In both cases, you’re down with 2 hits. And your still down in 3 hits for 1, 7, 7 VS 2, 6, 7 or … well, you get the point.

The number of permutations is not that wide if you think about it, even more so when you consider that the average damage done by monsters is around 6 (all monsters considered). From there, you can safely say that, on average, a character with 24 hp will get dropped after 4 hits.

Maths gets funky with Armor and Piercing/Ignore Armor, but let’s pass for now.

Another point I’ve taken into consideration is with HP, really, the only 4 states that your characters goes through is: Full HP, But a Scratch, Need Healing, Down.

So I came up with the idea of “Hit Boxes”. While not novel, I think it covers for characters that can take more hits than others, while not fiddling with the details (at the cost of granularity).

Considering the average damage and average/most likely HP that a character gets, I’ve come up with these numbers:

Nb. of Hit boxes

Barbarian 4

Bard 3

Cleric 4

Druid 3

Fighter 5

Immolator 2

Paladin 5

Ranger 4

Thief 3

Wizard 2

So a barbarian can take an average of 3 hits, the 4th will drop it down.

If you have a bonus to CON, add 1 hit-box.

If you have -1 to CON, remove 1 hit-box

Most monsters will make 1 hit-box worth of damage.

Strong monsters like Earth Elemental, Goliath, Purple Worm, Sauropod, Treants and the like (they all do d10+5, d8+7 or B[2d10]+2 or more) will make 2 hit-boxes worth of damage.

Dragons do 3 hit-boxes worth of damage.

Now Armor is tricky. At average damage (6), Armor 1 would give you consistently 1 more hit-box, but at armor 4, you can take as much as 8 more hits! The more you increase average damage, the less effective armor gets. At low level of damage (goblins, bandits, worgs, and such that do ~d6 dmg), at Armor 4 they virtually can’t damage you, at Armor 2 it’s as much as 4 more hit-boxes.

For sake of simplicity, each pts of Armor gives you an additional hit-box. It works with the math for 2 hit-boxes worth of damage monsters (Armor 4 protects you vs 2 more hits from those monsters, which is consistent with the maths)

Piercing trait allows a monster to ignore that number of extra hit-boxes.

Ignore armor ignores all extra hit-boxes.

Now you have 2 options for PC damage.

1. Either you keep it (because let’s face it, rolling dice is fun!)

or

2. All characters do 1 hit-box of damage or 2 hit-boxes if they can manage to do d10+5/d8+6/d6+7/d4+8.

Monsters have HP/6 in hit-boxes (round up).

Add 1 box for each pt of Armor (which are ignored same has explained above).

(it’s easy to remember, feeble creatures will have 1, most enemies will have 2, strong creatures will have 3, and the rare creatures with more than has 19+ HP have 4) + Armor.

Finally, to add gravitas to this, the GM can also attach a tag to any hit-box that you just checked off. A tag is a way to give narrative impact to the hit you received, much like the weapon and item tags. It is usually a single word, like “Bleeding”, “Blinded”, “Winded”, “Lame”, “Dazed” and such. Not all wounds warrant a tag, but the last 3 hit-boxes should most likely have one to represent increasingly serious hits.

For healing, when the game says you heal half your HP, you heal half your boxes (round up).

Poultices and Healing Potions heal 1 box.

Cure Light and Arcane Art heal 1 box.

Cure Mod heals 2 boxes

Cure Crit heals 3.

tl;dr

Instead of HP you have boxes that you check each time you’re hit and you can add a tag next to one for narrative effect.

Overly complicated, most probably. But it does work. Maths aren’t too much off from what you expect. People that are bad at math (me) appreciate the no-brainer (you’re hit, check off a box). Fans of Torchbearer, Fate or Indie Hack will surely feel at home.

I’m open to critique!

I need input on this custom move, please!

I need input on this custom move, please!

I need input on this custom move, please!

Undertake a Perilous Journey

When you travel through the wilderness, everyone consumes 1 ration per day of travel and each character picks a job. A character can’t pick more than one job at a time. You may assign Followers to these jobs. If a job remains unassigned, treat it as if it had rolled a 6-.

Describe how your physique helps keeping the party safe and ready, then roll+STR.

10+ Choose 2

7-9 Choose 1

* If the group is attacked, some enemies decide it’s not worth it.

* No one takes the Confused debility from being scared and edgy.

* Choose a character that you train personally. He marks XP.

Describe how you gain knowledge of the surroundings, then roll+DEX.

10+ Choose 2

7-9 Choose 1

* You make an interesting Discovery.

* You catch signs of a nearby Danger.

* You remain unnoticed.

Describe what gear you carry yourself to ease everyone’s journey, then roll+CON.

10+ Choose 2

7-9 Choose 1

* No one takes the Sick debility.

* One character heals a debility.

* Everyone heals damage equal to half its max HP.

Describe how you navigate through the easiest and fastest route, then roll+INT.

10+ Choose 2

7-9 Choose 1

* You reach your destination faster.

* No one takes the Weak debility.

* The group doesn’t draw unwanted attention.

Describe how you gather supplies as you travel, then roll+WIS.

10+ Chose 2

7-9 Choose 1

* You gain 1d4 rations.

* You gain another 1d4 rations.

* You produce or find an item worth 10 coins or less (choose which).

Describe how you help the group keeping a high morale, then roll+CHA

10+ Choose 2

7-9 Choose 1

* One other character gains +1 Forward on his job check.

* One unassigned job doesn’t allow the GM to make a move as if it had rolled 6-.

* One other character who rolled 7-9 is considered having rolled 10+.

When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you…

When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you…

When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you leave it for the GM/Players to justify the bonus narratively?

For example, I’m making this Undertake a Perilous Journey alternate move and one option is to act as a Pack Mule and carry extra gear (roll+CON). One of the option is “All PCs take +1 Forward” . My thinking is that the Pack Mule carries extra comfort items (sleeping mats, warm blankets, pots & pans for cooking, spices, ale, etc), which lift the spirits of his companions.

Would you say that or would you just say “All PCs take +1 Forward” and let the GM ask the player why and how?

I have a feeling that DW as written usually doesn’t go too deep in the explanations to keep the rule text light and also grant player’s agency in the fiction.

Dawit Thepchatree

Dawit Thepchatree

Dawit Thepchatree

I love you DM character sheet.

https://drive.google.com/open?id=0B_JdH0Si6SYcRnhiUk05SEhicE0

Is it possible to get my hands on the original file (not the PDF)?

I use some variants in my games and would like to modify the sheet to fit my needs.

Thanks!

https://drive.google.com/open?id=0B_JdH0Si6SYcRnhiUk05SEhicE0