## FotF question;

FotF question;

FotF question;

The answer is probably obvious, but I just can’t see it. In the Thief playbook the starting move ‘Tricks of the Trade’  says that the move may be taken multiple times. Is there a limit on how many times it may be taken?

## I posed this question over at the Tavern, but I should have asked it here.

I posed this question over at the Tavern, but I should have asked it here.

I posed this question over at the Tavern, but I should have asked it here.

I have a question concerning ‘Freebooters of the Frontier’ . In the rules it talks about ‘Duration’ as a tag for how long things last, for example a Torch has a duration of 3, this ‘duration’ is classified as being short (1 being brief and 5 long lasting). But how exactly do you specify the length of this ‘duration’? Does the Judge simply announce “Oh by the way your torch gutters and goes out plunging you into complete blackness”?

## I have a question concerning ‘Freebooters of the Frontier’

I have a question concerning ‘Freebooters of the Frontier’

I have a question concerning ‘Freebooters of the Frontier’ . In the rules it talks about ‘Duration’ as a tag for how long things last, for example a Torch has a duration of 3, this ‘duration’ is classified as being short (1 being brief and 5 long lasting). But how exactly do you specify the length of this ‘duration’? Does the Judge simply announce “Oh by the way your torch gutters and goes out plunging you into complete blackness”?

## Does the following Move idea work?

Does the following Move idea work?

Does the following Move idea work?

Characters have to sross a ricketty looking bridge above a deep, dark chasm.

Roll+dex

On a 10+ choose 3 of the following, on a 7-9 choose two;

You cross successfully.

The bridge does not collapse behind you

You do not drop 1 hand held item.

## Picture this, the party arrives at a door that looks unopened for years.

Picture this, the party arrives at a door that looks unopened for years.

Picture this, the party arrives at a door that looks unopened for years. The thief steps forward, does his thing and opens the door. Beyond, the room is deep in shadows, at least part of it is, however at the far end it rises in a series of curved steps to a dais, on which a large ornate chair has been set up with its back to a huge painted image, its colours faded with age that seems to depict a naked female writhing amidst numerous coiled serpents. This dais is brightly lit, in direct contrast to the doorway through which the party now peers.

Lounging within this chair is a brightly dressed Goblin, who from the shining band worn askance on his head, must be some kind of king. Beside him obviously in deep conversation stand two more Goblins, who from the bizarreness of their dress, must be advisors of some kind. The ‘king’ looks a picture of boredom, even over the distance he can easily be seen yawning.

Other than this group of three the room close to the ‘king’ has several, you count ten or fifteen, guards. All armoured, equipped with spear and shield, and all as bored and inattentive as the ‘king’. A flash of light on metal draw your eyes to a small balcony above his majesties throne, you notice two archers patrolling above, these look as if they might be more alert.

There are two other entrances to this room, to the left and right of the dais, both of which have two guards posted to each side

Before the door and the dais lies a large chest, half ruined and covered in dust, this side of that chest all in in shadows on the other the area of brightness begins.

With a grin the thief squeezes through the doorway and hugging the shadows moves up to the chest. Once there he slides over the chest towards an unsuspecting guard, knife in hand. Because he is suddenly noticeable to the patrolling archers a Defy Danger (Roll+DEX) is called for. He rolls an eight, whoops! He slides over the chest but alas is spotted by one of the archers. The archer is now in a quandary does he ring the alarm bell, or does he fire a volley of arrows and shout a warning? He fires an arrow, it skitters off the wall near the thief’s head and the guard , up till now unaware of his impending doom, looks around. The thief now announces a Hack and Slash (Roll+STR), rolls 11 skewers the unlucky Goblin and finishes by throwing his knife (Volley) at the next Goblin guard.

Meanwhile, as the knife is launched, I return to the rest of the party….

Question: Does this sound right? I see it as a flowing event, from his sipping over the chest to the killing thrust and the following knife throw. Would you make the thief roll for moving through the shadows, or just allow that for take? When the archer fires his arrow at the thief does that get a separate roll or are the circumstances covered in the previous Defy Danger roll, and the arrow is simply a consequence of that roll of 8?

## In a recent test of the rules, my group indulged in a small skirmish with some Goblins.

In a recent test of the rules, my group indulged in a small skirmish with some Goblins.

In a recent test of the rules, my group indulged in a small skirmish with some Goblins. And a couple of questions were raised.

1)      How do you duck or dodge? The thief had slipped and fallen to the floor and the fighter was running towards the Goblins. One of the goblins threw a glass ball of acid at the thief. The thief’s player said “I roll to one side” while the fighter announced she would dodge the acid spray as the ball shattered between her and the thief. So how would you handle rolling or dodging?

2)      Movement.  Another question that raised its head was, how far can a character move? Without specific movement rates, or turns, how do you stop a character simply running up to an enemy immediately?

## Sorry if this is something that has previously been answered but, in my defence, I’m new to DW and still a little…

Sorry if this is something that has previously been answered but, in my defence, I’m new to DW and still a little…

Sorry if this is something that has previously been answered but, in my defence, I’m new to DW and still a little confused.

Races. There are no rules, none that I can find, which allow for the creation of different classes. Other than those specified by class in the playbooks.

So if you wanted to play an Elf thief for instance, how do you go about it when the thief playbook gives you the choice between Human and Halfling only?

Also what about racial specialities, Elven vision, or Dwarven knowledge of underground structures etc?

From what I can see you get very little advantage for playing any race other than human.

If I’m missing something obvious then I apolgise.

## I don’t get this;

I don’t get this;

I don’t get this;

“Choose one precept of your religion: