Maybe it was asked before, however…
Backstab move. Can you choose the same option twice? So, +2d6 damage, or +1 advantage for two allies?
Thanks in advance, Adam Koebel and Sage LaTorra .
Maybe it was asked before, however…
Maybe it was asked before, however…
Backstab move. Can you choose the same option twice? So, +2d6 damage, or +1 advantage for two allies?
Thanks in advance, Adam Koebel and Sage LaTorra .
Ok, here’s a couple of doubt about “Take Watch” and ranger’s “A safe/safer place”.
Ok, here’s a couple of doubt about “Take Watch” and ranger’s “A safe/safer place”.
Here comes an example: party is on a mission, in a neutral/hostile territory. They make camp for the night, and they should “Take Watch”.
Question n.1: Does every character have to roll for the watch? Or, should I choose just one of them (randomly?) because I chose that in his watch turn “something approaches the camp” (that text seems the condition that triggers the move)? In the latter case, there’s a fair method in the rules to choose the one, and I can’t see it?
Question n.2: It’s fair to say “There are no enemies around, so this night passes quietly”, or I HAVE to roll for watch, ’cause it’s in the Make Camp move?
Question n.3, about the Ranger move: is this the meaning of the move?: “when the ranger choose the place for the night and manage his friends and their watch turns, then everybody will get a +1 if they have to roll for the move Take Watch”.
… Or I’m wrong about all that!? 😀
I’d love to get the official words of Mr. Sage LaTorra and his fellow Mr. Adam Koebel . Arigatou
Rule question, about Blot Out the Sun. The part “Roll once and apply damage to all targets.” means:
Rule question, about Blot Out the Sun. The part “Roll once and apply damage to all targets.” means:
– you roll once for the move, then you roll the damage as many time as the targets are.
OR
– you roll once for the move, then you roll the damage once and do that damage to every target.
Gimme you opinion. Had I mastered well/fair those situations (some are hypotetical, but they could come up soon)?
Gimme you opinion. Had I mastered well/fair those situations (some are hypotetical, but they could come up soon)?
1) Ranger with a wolf near him. An enemy at near (almost far) distance. The ranger want to attack with his bow. He wants to get the wolf ferocity bonus.
My answer: not with the first volley roll, ’cause the wolf have to run to the target and make some “melee fighting” to be useful.
2) Ranger attacks a poisonous blooded creature with his sword. He wants to get the wolf ferocity bonus. If he tells me the wolf is biting the enemy, is it fair to poison his wolf (follow the fiction)?
3) Wolf has no HPs. So, I think it’s a simple resource. Am I fair if I follow a failed roll (ie. a defy danger to avoid a death aura swarming) hitting the wolf with a “the aura make the wolf cry and bend on the floor: what do you do?”
I’m using up his resource.
4) In a melee situation, I follow a 7-9 Hack’n’Slash doing not the enemy’s base damage, instead I describe how “the enemy is really near to you, and he’s raising high his claw for a devastating attack. What do you do?”
Now the player says “I attack again”, and in my mind I was hoping for something more “defensive”, like “I roll away” or “I stay sharp in guard” or “I call for help” etc. The player want “attack again” instead. Ok well. Then, is it unfair hit him REALLY hard, if he misses with this second attack (I see it as a sort of counterblow)? On a 6-, can I do a hard move (using a powerful monster tag), or simply deal more damage (maximum damage without rolling?) to demonstrate the dangerousness of the move that the player chose?
Quick curiosity about choice of words for the weaknesses of the ranger’s animal companion (related to my…
Quick curiosity about choice of words for the weaknesses of the ranger’s animal companion (related to my translaction of the booklet):
>>Choose as many weaknesses as its instinct: Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame.
With broken, you mean “shattered mind”?
With frightening, you mean “it makes people poo in their pants (but not the enemies, that find it a sort of freak, on the contrary this would be treated like a strength…)”?
With lame, you mean “crippled body”?
Thanks in advance, Adam Koebel and Sage LaTorra
Quick question about Thief’s Heist move.
Quick question about Thief’s Heist move.
At the end, it says… “When acting on the answers you and your allies take +1 forward.”.
So, every involved PC get a single +1 while “on the plan”, for every answer they can work on?
Example: we have a Thief, a Warrior and a Mage. Thief discover that “Powerful defense is the big reinforced door”, and “The king will notice the treasure is missing”.
Now they have to pass the door. Thief try to lockpick, he gets +1, but he fails. Warrior want to destroy the door, he gets +1, but fail. They want to retry, maybe they can, but this time they get no more “+1”, right?
They are in. While the Mage and the Warrior take the treasure, the Thief want to speak with the king, creating a hoax about the treasure being moved for security issues, so the king will not be suspicious, at least for a while… 😀
Here the Thief is getting another “+1” ’cause he’s using another answer, or he gets no “+1” ’cause he used before, with the door, and the move says “+1 foward”?
Thanks in advance, Sage LaTorra and Adam Koebel
This is a quick question.
This is a quick question.
CLOUDKILL magic shouldn’t be an “evocation”, as Magic Missile or Fireball? It’s stated as “summoning”…
Finally, another rules question 😀
Finally, another rules question 😀
Does Protective Counter wizard move require a number of spells as stakes equal to the number of targets affected by the enemy’s spell?
Or do you need a single stake spell, while you have to make separate rolls for each target??
Here’s another rules question (I make a copy/paste of another guy asking the same doubt I have, in the A.W.
Here’s another rules question (I make a copy/paste of another guy asking the same doubt I have, in the A.W. forum, unanswered):
The Cleric advanced moves Empower and Greater Empower and the Wizard advanced move Greater Empowered Magic all give the same options to choose between:
– The spell’s effects are doubled
– The spell’s targets are doubled
However, the Wizard advanced move Empowered Magic (which Greater Empowered Magic replaces) has a slightly different set of options:
– The spell’s effects are maximised
– The spell’s targets are doubled
Is that difference intentional, or did something not get updated from an earlier revision or something?
Actually, I just went back and checked in my Dungeon World Red Book pdf – Empowered Magic was doubled/doubled back then.
(final note of mine: I think that is a typo, I can’t justify that difference, am I wrong?)
Rule question. By the “basic” wording:
Rule question. By the “basic” wording:
– can a wizard shut down many ongoing spells to cumulate their levels, to shrug off lot of damage?
– can he do this thing before the player knows the damage, or he has to do it before?