Some questions:

Some questions:

Some questions:

(1) What’s the mindset behind having the GM not make any die rolls?

(2) Has anyone run or played in a DW game with only two PCs? The book says 2-5, and if I do this thing I’d like to do, I’d only have two PCs, the minimum. Any tips for such a small party?

(3) This is going to sound like a very D&D-ish question, but when it comes time for combat, is there a rule of thumb for “balancing” the number of monsters against the size and/or average level of the party?

Heard something cool from John last night: he’s planning on updating World of Dungeons and making it creative…

Heard something cool from John last night: he’s planning on updating World of Dungeons and making it creative…

Heard something cool from John last night: he’s planning on updating World of Dungeons and making it creative commons!

Just purchased the pdf from drivethrurpg and I have to say, I like what I have read.

Just purchased the pdf from drivethrurpg and I have to say, I like what I have read.

Just purchased the pdf from drivethrurpg and I have to say, I like what I have read. Not 100% I “get” how to play the game yet though.

I intend on running a game of this for my brothers when we are together on Christmas, any tips for the first session? I have already printed the character sheets, made copies of the basic moves sheet and read through the guide.

Question: how do you model a monster that is particularly agile and dodges in combat?

Question: how do you model a monster that is particularly agile and dodges in combat?

Question: how do you model a monster that is particularly agile and dodges in combat? extra hp? extra armor? how can it be a move? 

I worked these tables out for personal use, cause I love random character generation. And figured I’d share!

I worked these tables out for personal use, cause I love random character generation. And figured I’d share!

I worked these tables out for personal use, cause I love random character generation. And figured I’d share!

Roll a d6 for your highest stat (16):

1 – Strength

2 – Constitution

3 – Dexterity

4 – Intelligence

5 – Wisdom

6 – Charisma

You now have five unassigned attributes: Roll a d20 and assign your 15 and 13, respectively, to:

1 – 1, 2

2 – 1, 3

3 – 1, 4

4 – 1, 5

5 – 2, 1

6 – 2, 3

7 – 2, 4

8 – 2, 5

9 – 3, 1

10 – 3, 2

11 – 3, 4

12 – 3, 5

13 – 4, 1

14 – 4, 2

15 – 4, 3

16 – 4, 5

17 – 5, 1

18 – 5, 2

19 – 5, 3

20 – 5, 4

You now have three unassigned stats. Roll a d6 and fill them in as follows:

1 – 8, 9, 12

2 – 8, 12, 9

3 – 9, 8, 12

4 – 9, 12, 8

5 – 12, 8, 9

6 – 12, 9, 8

For bonus points, also considering choosing your class (and/or race, name, look, alignment, gear, and bonds) at random as well.

Splitting Armor into Armor and Dodge

Splitting Armor into Armor and Dodge

Splitting Armor into Armor and Dodge

Adam recently posted a move which gave you Armor equal to your CHA under certain circumstances (https://plus.google.com/112484087750169360510/posts/HkSBdGiJzHf). It got me thinking about the awkward double role that Armor plays as representing both your chances of being hit and your protection when hit.

This dual role would be fine except that there are chunks of the rules that interact oddly depending on the source of your Armor. For example, the Angel’s ability to bypass Armor with its burning sword doesn’t make much sense if the Armor comes from your winning personality.

You could adjudicate this on a case-by-case basis, but (1) that’s an interruption that we don’t need and (2) sometimes that stuff is obscured (for example, a monster entry won’t tell you what share of the Armor comes from protection and what share from dodging).

The change I’d suggest is to split Armor into Armor and Dodge. Both stack and reduce damage. Weapons that pierce or ignore Armor do not bypass Dodge. Area weapons could then bypass Dodge. Moves like Underdog would give additional Dodge rather than additional Armor.

You could even create a third type, ‘Deflect’, which would reflect force fields and so on that aren’t vulnerable to piercing or to area effects, but that’s probably a step too complicated.

What do you think?

So, at tonight’s game, the fighter wanted to take his huge, brutal club and beat down two ‘horde’ creatures at one…

So, at tonight’s game, the fighter wanted to take his huge, brutal club and beat down two ‘horde’ creatures at one…

So, at tonight’s game, the fighter wanted to take his huge, brutal club and beat down two ‘horde’ creatures at one go.  This seems like a plausible move, but I drew a blank at the table at how to adjudicate it.  And I can’t find any guidance in the rules.  Hack and Slash says “an enemy”, singular.  The Fighter has no Cleave move.  The Harm and Healing section has rules for damage from multiple creatures, but not attacks against multiple creatures.

Is the idea to try to keep horde creatures challenging by limiting how fast they can be cut down, or is there some variation of a standard move I’m not seeing that should just handle it?

Dungeon World continues to be the awesomesauce.

Dungeon World continues to be the awesomesauce.

Dungeon World continues to be the awesomesauce. Here’s a question that came up last night, though: when you have hirelings and you use one as a warrior/man-at-arms, then roll a partial success or failure on your hack and slash, and the man-at-arms takes the brunt of the monster attack, what happens to the hireling? I assume it’s just the GM deciding what’s appropriate, but being that they don’t have HP, I just wanted to make sure. Or should it be like the protector/sentry ability that reduces the hireling’s skill  until they can heal up? 

For the record, the ruling I made in the moment was just to kill the hireling outright. He was just a thug (1 skill, 1 other skill, 0 loyalty), and one of a dozen, so no love lost there. 

This may be a dumb question, but am playing this for the first in a long time.

This may be a dumb question, but am playing this for the first in a long time.

This may be a dumb question, but am playing this for the first in a long time. Is there any type of stealth move for rogues? I see on defy danger it says I can “get out of the way or by acting fast”.