Okay, so my group has been pushing hard on non-lethal options in the game.

Okay, so my group has been pushing hard on non-lethal options in the game.

Okay, so my group has been pushing hard on non-lethal options in the game… and rather than just constantly going with Defy Danger I came up with this custom move… help me stress test it before my next session?

Punching and Wrestling

When you attempt to subdue or deal non-lethal damage to an opponent within hand range, roll +STR. On a 10+ the opponent is either Staggered or Held, your choice. Or you can choose to Knock Out your opponent, but they will make an attack on you before you succeed. On a 7-9, deal your normal damage to your opponent (but you can choose to roll two dice and take the lower if you wish) and your opponent deals damage to you.

If your opponent is armed they will always deal damage to you even if you roll a 10+ (if you choose to knock them out, they deal an extra +1d6 damage on their attack).

Staggered opponents are dazed and groggy. Any attacks against them are at a +1 ongoing and they cannot perform any special moves for a few moments.

Held opponents are pinned or grappled in some way. Both you and your opponent are unable to defend yourselves from outside attacks and your opponent is unable to do anything save for attempt to break free. If your opponent attempts to break free, roll +CON. On a 10+, choose both and on a 7-9, choose 1:

* Avoid damage from your opponent

* Maintain the hold

Having the Princess and the Paladin in the same group.

Having the Princess and the Paladin in the same group.

Having the Princess and the Paladin in the same group. They each can ‘lay on hands’, which on a 10+ heals, but on a 7+ transfers damage. The player playing the Paladin says ‘We can just keep doing it until we roll a 10+ and the damage goes away’. But a 6- causes something bad to happen. So I invented a new move.  What do you think?

 

Circular Lay on Hands (Princess and the Paladin healing each other over and over). Done when camped.

10+ You heal everyone.

7-9 You and the Paladin heal everyone, but the Princess and the Paladin are tired. -1 forward in the next scene.

6- Either the healing was interrupted by some evil GM plot, or the Princess and the Paladin had a spat and can’t bear to touch each other. A GM determined amount of healing was done.

The other day Kasper Brohus posted a move for navigating a labyrinth.

The other day Kasper Brohus posted a move for navigating a labyrinth.

The other day Kasper Brohus posted a move for navigating a labyrinth. I really liked the concept, but came at it in a slightly different way. Any thoughts on how this might work?

When you explore the labyrinth, choose one party member one as the trap expert, one as the rear guard and one as the cartographer (a character can only have one job). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6 . The trap expert roll+DEX, the rear guard roll+WIS and the cartographer roll+INT. On a 10+ all three. On a 7-9 choose one.

Cartographer

You clearly mark the correct path so you could get through the maze again easily.

It doesn’t cost each character 1 use of rations.

It doesn’t cost you 1 use of adventuring gear.

Trap Master

You don’t miss finding any of the traps.

You disable all of the traps you find before they can effect anyone in the party.

It doesn’t cost you 1 use of adventuring gear.

Rearguard

You aren’t surprised by any of the patrols you encounter.

You manage to avoid most of the patrols.

You get the drop on one of the patrols you do encounter.

I was thinking about making a very complex Labyrinth for an adventure, but Joshua Bailey had the incredibly cool…

I was thinking about making a very complex Labyrinth for an adventure, but Joshua Bailey had the incredibly cool…

I was thinking about making a very complex Labyrinth for an adventure, but Joshua Bailey had the incredibly cool (and incredibly simple) idea to make a custom move for exploring the labyrinth instead of actually drawing it.

I modeled it on the undertake a perilous journey move.

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Exploring the Labyrinth

When you explore the labyrinth, choose one party member one as the trap expert, one as the rear guard and one as the cartographer (the same character can only have one job). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6 . The trap expert roll+DEX, the rear guard roll+WIS and the cartographer roll+INT.

On a 10+, the trap expert can spot a trap before it goes off and disable it. On a 10+ the rear guard will spot any trouble quick enough to let you get the drop on it. On a 10+, the cartographer finds a very fast route to a new room in the labyrinth.

On a 7-9, each role perform their job as expected; you can spot a trap before it goes off but you still have to deal with it, no one gets the drop on you but you don’t get the drop on them either, and you find a new room though it takes some time and one of your torches burn out.

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I need some comments on this one. 🙂

My players have started to run amok with the game and I’m loving it, the only problem is I need help creating a move…

My players have started to run amok with the game and I’m loving it, the only problem is I need help creating a move…

My players have started to run amok with the game and I’m loving it, the only problem is I need help creating a move for a new magic item.

My one player is a Charlatan, he’s been using his cherry bombs almost exclusively in battle.  He wanted a way increase its distance and dmg output, so thanks to the help of the party Artificer and a LOT of gold he now has a Predator style  mounted cherry bomb launcher that’s magically tied to his monocle and can retract into a backpack with 3 weight.

.  We were using the volley rules at first but I think it deserves its own move, I just cant figure out what to do for 7-9 for failure it hits the nearest thing, probably an ally, on a 10 it hits no problem.  But I want a hard bargain for the 7-9.   I’m stumped and could really use the communities help.

So I’m thinking When you target lock an enemy Roll+INT on a 10+ you are successful and lock on to the enemy  roll dmg. on a 7-9 Choose 1or 2?.  On a 6- it backfires and aims at the nearest creature/ally( haven’t decided).

   Target lock takes longer to happen and you must put yourself in danger. ( I’d like a more concrete action)

  ????

From an IM with Jim DelRosso but definitely thinking about Richard Rogers and Bret Gillan.

From an IM with Jim DelRosso but definitely thinking about Richard Rogers and Bret Gillan.

From an IM with Jim DelRosso but definitely thinking about Richard Rogers and Bret Gillan.

“When an orc perishes, before Orcus takes them to hell to join his Eternal Horde, he commands their lifeless body to attack their murderer, in hopes that they can wait while the adventurer’s incarnation of death brings them to their afterlife’s reward, so the Orc God and the recently killed orc soul can scream orcish curses at them while the dead is marched to the Black Gates.”

Since playing the #GrimWorld   #Necromancer  on Saturday in David Reichgeld s game, I started thinking about my…

Since playing the #GrimWorld   #Necromancer  on Saturday in David Reichgeld s game, I started thinking about my…

Since playing the #GrimWorld   #Necromancer  on Saturday in David Reichgeld s game, I started thinking about my first custom moves:

Dead Duet

When you Raise the Dead, you can raise two corpses instead of one. These corpses have to be one size category smaller than the corpses you normally are able to raise and deal each one die category less damage (d4 instead of d6).

The Three Corpseteers

Requires: Dead Duet

You are able to raise three corpses under the same requirements as Dead Duet.

What do the senior #DungeonWorld  designers think?

Summon: Tim Franzke and Trenton Kennedy for feedback.

New Ranger Move Idea

New Ranger Move Idea

New Ranger Move Idea

Favourite Enemy (this is maybe better then familiar prey?) 

Choose 1 type of creature. They are now considered your Favourite Enemy. 

When you take a moment to study your favourite enemy in the flesh, ask the GM one of these questions, they will answer them truthfully

– Where is this things weak spot?

– How will this thing go about hunting me? 

– For what special trick should i be on the lookout for?

And then you can have other moves that interact with the favourite enemy tag. Like CCs about hunting special kinds of prey that give you extra moves to deal with them. 

For a Dragon Hunter could automatically know when a Dragon will use it’s mighty breath weapon and has a chance to react to that. 

What do you think?

Further to the discussion Patrick Joannisse started about group moves, here is a covenant move I’m working on for my…

Further to the discussion Patrick Joannisse started about group moves, here is a covenant move I’m working on for my…

Further to the discussion Patrick Joannisse started about group moves, here is a covenant move I’m working on for my Ars Magica hack:

When the covenant sends a group of the most sociable grogs to a suitably large population centre to look for additional members, roll+Social. On a 10+ they recruit enough people to grow the population a bit (GM’s call but usually about 10%). On a 7-9 the population grows and choose two:

They don’t attract the wrong kind of attention.

They don’t have to pay bribes costing 1 gold.

They don’t have to resort to press-ganging.

On a miss most of the recruiters wind up abandoning the covenant (the population decreases a bit).

For reference, 1 gold is about enough to feed a peasant family for a month.

Any thoughts/feedback?