So my players are going to be fighting against a type of collosal earth elemental, and I wanted the fight to end up…
So my players are going to be fighting against a type of collosal earth elemental, and I wanted the fight to end up feeling somewhat like a Shadow of the Collosus style fight where the players will have to climb, jump, hang on, etc to the actual creature they are fighting, all while looking for its weak spots. My questions become, firstly, how do I not have the fight turn into them having to make defy danger rolls with every action? And secondly would it be better to have the creature ignore them entirely (attack wise) and simply be trying to shake them off, therefore the danger being falling damage as opposed to being hit by a fist the size of a van? Or does a mixture of both seem good? Finally for reference, this is going to be one of the big bads of their campaign, so feel free to go all out with any other crazy ideas u can think of.
Was just wondering, is there any special rules about rolling a natural 12?
Was just wondering, is there any special rules about rolling a natural 12? I know some class abilities have certain 12+ effects, but is there anything for the rest of the players? Or is that kind of left up to the GM and the fiction? I had seen a GM on Youtube (Steven Lumpkin) allow his players to deal (i believe) an extra d6 damage on attack rolls if they were willing to also treat the attack as a 7-9. I’m 99% sure this was a house rule, but I thought it was kind of fun (kept the action flowing from both sides). Thoughts?!
Two questions for the tavern today…
Two questions for the tavern today…
Is there a set damage for fire, and the being set on thereof? I was thinking something in the realm of 1d6, but ongoing damage is difficult to know how to do (at least for me) when there isn’t a turn order.
Secondly, is there a system for climbing, swimming, holding your breath, etc? Is it all done with Defy Danger via STR/CON/DEX?
I’ve been DM’ing now for a few sessions and Ive run into a dilemma.
I’ve been DM’ing now for a few sessions and Ive run into a dilemma. Having been a DM before in other games such as 4th edition DND, I am used to making my players have to roll for damn near everything. As such I am two sessions into Dungeon World and already have one of my players at lvl 3 due to various failed rolls. I feel like my biggest downfall is not knowing ahead of time how various NPC’s will react to my players, and as such I feel the need to have them roll +CHA alot for their various interactions. What can I do to fix this issue, besides obviously have them roll less, and what constitutes a need to roll vs. “being a fan of your players”? Is it ok to have them roll for things, but if they fail NOT give them xp? Am I only supposed to be giving out xp in a dangerous/combat situation? Or am I totally missing something? Ultimately I just want to make sure Im doing things right, and characters leveling that fast (level 3 in maybe 10hrs of game time total, and maybe a third of that had some combat in it) doesnt seem right to me. Thanks in advance.
Hey all, new to Dungeon World, DM’ing, and the community!
Hey all, new to Dungeon World, DM’ing, and the community! Had a question about monsters taking debilities during combat. Several of my players (on in particular) seems very intent on trying to debilitate the monsters they fight in combat through the fiction. Given that certain classes (ex: the ranger) have abilities that specifically say the target takes a debility of some kind (through called shot in the case of the ranger), how do I go about handling this? For example, if my player says “I want to stab the monster in the foot to slow down its movement” “Ok, roll hack-and-slash” and he gets a 10+… is the monster now slowed? If so how is this different from the rangers called shot? My first thought was to allow targeted shots, but at the loss of dealing damage, giving the ranger the bonus of dealing damage on a 10+, as opposed to a non-ranger character. Thoughts? And thank you in advance.