I am thinking about changing the core roll of Dungeon World (Apocalypse World) to 2d20 to suit a Lord of the Rings…

I am thinking about changing the core roll of Dungeon World (Apocalypse World) to 2d20 to suit a Lord of the Rings…

I am thinking about changing the core roll of Dungeon World (Apocalypse World) to 2d20 to suit a Lord of the Rings game I’m designing.

My design purpose for making this change is:

o More fine tuned attribute scores, allowing smaller increases to have an impact

o No addition required, by rolling under the attribute and using D&D 5e advantage dice instead of bonuses

o No ‘bell curve’ of results, meaning that the chance of a ‘7-9’ result drops away more slowly as attributes increases

o Give the characters a difficult choice before the roll to increase their chances of success, and increase the ‘7-9’ results

o Cut the damage roll and link it to the degree of success

o Allow complications even when you have a great success.

I’d love some feedback on:

o Is the description clear?

o Does it work as intended?

o Any consequences I haven’t thought of?

o Any cool alternatives that meets my design purpose?

The core roll

When you undertake any action roll two dice:

o A White Die (or any light coloured die) that embodies the hope White Tree of Gondor and determines how successful you are.

o A Red Die (or any dark coloured die) that embodies the compromise of the shadow and determines if there are any complications on the roll.

Once you roll, first check if either die result is a 20, as a 20 on either die will affect the results of both dice. If one die result is 20, then the action is a failure and there is a complication than makes it even worse than expected. If both die results are 20, then it is a catastrophic failure and the GM will make a move as hard as they like.

Check the White Die to determine if the action succeeded or not, and how well.

o If the White Die result is equal to your attribute or less, the action is a success and you achieved what you set out to do.

o If action is a success and the White Die is more than 10, it is a critical success and achieves an even better result.

o If the White Die result is more than your attribute, the action is a failure and you did not achieve what you set out to do.

Check the Red Die to determine if there are any complications.

o If the Red Die result is equal to your attribute or less, there is no complication.

o If the Red Die result is more than your attribute, there is a complication that makes the situation worse whether it succeeds or fails.

The roll is modified:

o If you have advantage on the roll (eg: because you are taking advantage forward), you can swap the numbers rolled on each die. This can turn a complicated failure into a

o If you have disadvantage on the roll, you must swap the numbers rolled on each die if it makes the result worse for you.

o Before you roll either you can choose or a move can make the roll controlled, where the lowest number rolled on the two dice will be used for both dice. If you choose a controlled roll, there is always a complication regardless of the result of the roll.

o Before you roll either you can choose or a move can make the roll risky, where the highest number rolled on the two dice will be used for both dice.

Sample Moves

Attack [vs Strength]

When you attack an enemy in melee, roll vs Strength.

o Success 11+: deal maximum weapon damage and choose either:

o plus 1 damage per White Die over 10; or

o create an opportunity for a comrade to attack the enemy.

o Success 1 to 10: deal damage to the enemy equal to the White Die, but no more than the maximum damage of the weapon.

o Failure or Complication: the enemy makes an attack against you (which potentially causes opportunity damage).

o Failure and Complication: the enemy makes a very successful attack against you (which potentially causes maximum damage).

Level 1-5: choose one of these moves:

o Finesse

When you Attack with a weapon with the precise tag, you can roll the White Die versus Dexterity instead of Strength. The Red Die is still rolled versus Strength.

Working on a verbal encounter move based on Jason Cordova Labyrinth move:

Working on a verbal encounter move based on Jason Cordova Labyrinth move:

Working on a verbal encounter move based on Jason Cordova Labyrinth move:

When you attempt to overcome someone through verbal means, roll +stat. Tell the GM your ultimate goal. You can roll +stat a number of times equal to your modifier of that stat until you have used all three stats in this way (scores of 0 or below must still be used once).

When you beg, schmooze, mask your true feelings, or flat out lie, roll +CHA

When you battle their wits, see the bigger picture, or engage in repartee, roll +WIS

When you interpret their real meaning, twist their words, or bark hard facts, roll +INT

On a 12+: You gain 2 hold

On a 10+: You gain 1 hold

On a 7-9: You gain 1 hold, the GM chooses one below

On a 4-6: You lose 1 hold or the GM makes a move

On a 3-: You have said exactly the wrong thing, lose all hold and the GM makes a move.

-You gain a debility based on the state you rolled

-A secret about yourself is outted

-The opposition reveals a truth that negatively impacts you

-You lose reputation with an important person; now or later

At any time you may spend 1 hold to learn a useful truth about this person or gain ancillary information in a minor slip up. Work with the GM for this information. You may spend 4 hold at any time to achieve your ultimate goal.

If you have no hold to lose, this encounter is over.

(Example: a character with +2 CHA, +0 WIS, and -1 INT would have to roll +charisma two times, +wisdom one time, and +intelligence one time before being able to roll +charisma again)

I cooked up some Keys For Dungeon World, as seen in Lady Blackbird and The Shadow of Yesterday.

I cooked up some Keys For Dungeon World, as seen in Lady Blackbird and The Shadow of Yesterday.

I cooked up some Keys For Dungeon World, as seen in Lady Blackbird and The Shadow of Yesterday.

Keys are goals, ties, beliefs, or vows a character has.

They are meant to replace Alignment or Drives completely.

Keys have two aspects: A Hit, and a Buyoff.

You Hit the Key when you do something appropriate to it; you hit the Buyoff when you forsake your Key and replace it with another.

I’d love some feedback! This was initially planned for Worlds of Adventure but I think they work just fine in Dungeon World as well. As you can probably tell, I cribbed a lot of the structure and style from existing sources (mostly from Jeremy Strandberg and Tam H).

Changes as of 2/10/2018:

Removed flavor text (sorry)

Combined 1XP/2XP keys into one single line, they are now 1XP each

Removed “elevating keys” (basically keys that get more intense) in lieu of divergent ways to hit a Key

Tried to make the Buyoff a bigger deal

Wrote instructions for how to use

Changed font size to have more Key groups per table (fewer pages)

I’ve made this move few weeks ago because I’m running a kinda-hex-crawlish campaign so that I can still have random…

I’ve made this move few weeks ago because I’m running a kinda-hex-crawlish campaign so that I can still have random…

I’ve made this move few weeks ago because I’m running a kinda-hex-crawlish campaign so that I can still have random encounters but not necessarily play the fight scene everytime. Just realized this would work great when you start to notice a fight scene drags on and you don’t want to play to find out how the PCs massacre the remaining 8 goblins.

NARRATE A FIGHT

When everyone agrees to resolve a combat scene in a single roll, say on which tactic you rely and roll…the GM wants to resolve a combat scene with a single roll*, say on which tactic you rely and roll…

■ … + STR if you fight in melee

■ … + DEX if you use ranged attacks

■ … + CON if you rely on the Balboa tactic

■ … + INT if you cast INT-based spells

■ … + WIS if you cast WIS-based spells

■ … + CHA if you bolster your allies

On a 10+, Choose 1.

On a 7-9, Choose 2.

■ Take damage, ask the GM which dice to roll.

■ Take a debility and describe how you got it.

■ Lose something important to you (ammo, spell, follower, weapon, etc)

A Defiling move for Dark Sun:

A Defiling move for Dark Sun:

A Defiling move for Dark Sun:

Add up to half the spell’s level to your Cast a Spell roll. Defile an area, in a radius equal to the level of the spell, of plants and small creatures (insects, small lizards and birds, etc).

Double this area to defile only plant matter if present.

Halve this area to defile only higher order creatures and people if present; the latter, including you, take total damage equal to your adjusted roll (allocated as you desire). You may choose to take no damage from this move but each other creature or person that takes damage in this way must suffer at least 1 point.

Thoughts?

Still toying around with alternate HP rules and related stuff.

Still toying around with alternate HP rules and related stuff.

Still toying around with alternate HP rules and related stuff.

What does Hive Mind has to say about this:

Suffer Harm

When you lose ⅓ of your maximum HP in a single attack, roll+CON.

* On a 10+, it hurts like hell but you grit your teeth and keep going.

* On a 7-9, you’re incapacitated and can’t fight anymore until you receive help.

* On a 6-, as above plus you get the worst out of the injury as set by the narrative (you lose an arm, your guts are open, an artery is cut, your kneecap is busted, you’re stunned, etc).

The trigger is super mechanical, but it could be reworded as “When you suffer a bad injury…” and leave it to the /Players/GM to decide when a wound is bad based on the narrative.

When you GM Dungeon World and a player triggers a custom move, do you read the custom move to the player before…

When you GM Dungeon World and a player triggers a custom move, do you read the custom move to the player before…

When you GM Dungeon World and a player triggers a custom move, do you read the custom move to the player before rolling (or otherwise clue the player in to what is coming if/when they trigger(ed) the move)?

Looking for some feedback on this custom move for a magical door.

Looking for some feedback on this custom move for a magical door.

Looking for some feedback on this custom move for a magical door. Especially the 7-9 result. I’m frankly not sure if the door should open, or if they need to find a another way in. (They lost the magical amulet that opens all the doors in the complex the last time they entered, and they need to stop the ritual that’s going on inside.)

The Main door to the underground cathedral of the Eirablodkult

A massive door of petrified wood, carved with intricate patterns of dragons and linnorms crushing and devouring people, all pouring forth from a massive dragon swallowing her own tail.

In the center of the door are two large dragon maws. Inside their gullet you can see a bronze bar. To open the door you evidently have to reach past their needle sharp teeth to turn the bars.

When you reach both your hands inside the dragon maws to grip one bronze bar in each hand a jolt of electricity shoots through you, the jaws clamp shut, and the hollow teeth of the dragons drink of your blood. Roll +CON

10+ The door drinks it’s fill and opens. Take 1d8+3 damage.

7-9 As above, but you also take the weak debility.

6- The door is thirsty, and won’t let you go. If you can’t get loose fast, it’ll bleed you dry.

Image: Urnes Stave Church by Nina Aldin Thune. CC-BY-SA, source: wikimedia.

Last session I made a custom move when the characters needed to cross quite a bit of terrain fast.

Last session I made a custom move when the characters needed to cross quite a bit of terrain fast.

Last session I made a custom move when the characters needed to cross quite a bit of terrain fast. It is a tweak on the undertake perilous journey move. It created a lot of drama when two of four players failed their rolls, and that was fun (I think). Give me feedback on the move! (Thank you!) Negative or positive, hack it to pieces if need be. It’s all good.

When time is of the essence and you ride through a perilous area/wilderness at full speed, come hell or high water; you ride from some threats and problems, but risk greater problems.

On the following UPJ roll you take +10 for Trailblazer, but everybody rolls+(apropriate stat). On a 10+ you and your horse are fine. On a 7-9, choose one consequence. On a 6- the gm chooses two consequences.

Consequences

* Your horse is injured or becomes lame. You get to where you are going, but your horse can’t carry you any further before it has had about a week to recover or receive proper healing.

* You attract attention from something dangerous that you can’t outride.

* Ta -1 to Scout for UPJ.

* It takes a toll, take a debility in strenght, dexterity, or constitution.

* You loose or brake something valuable along the way, tell us what.

As usual with any DW stuff I post, I saw something I didn’t like as is, and I tweaked it to something that worked…

As usual with any DW stuff I post, I saw something I didn’t like as is, and I tweaked it to something that worked…

As usual with any DW stuff I post, I saw something I didn’t like as is, and I tweaked it to something that worked for me. Maybe it doesn’t work for you, maybe it does. Works for me either way.