A roll20 macro that uses the modifiers from the Dungeon World charchar sheet. It’s not the most elegant thing in the world, but it’s a start.
Select your token, follow the prompts, and it will roll 2d6+ the relevant modifier. Then, it will show the text from the basic moves for the 10+ and 7-9 bands. Note: The Aid or Interfere move is not included because I ran out of time/i can’t find a start for it on the character sheet. I made a separate macro for it to keep it simple until I can spend some time with it.
If anyone else has some good nachos/prettier ones/more efficient ones, I’d love to see them.
Here it is… Just copy and paste it into a new macro and you’re good to go. 🙂 ***See comment below for a buggy bug.
?{Which move are you triggering?|Hack and Slash, **@{selected|token_name}** rolls [[2d6+@{selected|strmod}]] for their *Hack and Slash.*
*Damage: * [[@{selected|dtype}]]
*On a 10+:*
You deal your damage to the enemy and avoid their attack.
At your option: You may choose to do +1d6 damage but expose yourself to the enemy’s attack.
*On a 7–9:*
You deal your damage to the enemy and the enemy makes an attack against you.|Volley, **@{selected|token_name}** rolls [[2d6+@{selected|dexmod}]] for their *Volley.*
*Damage: * [[@{selected|dtype}]]
*On a 10+:*
You have a clear shot—deal your damage.
*On a 7–9:*
Choose *one* (whichever you choose you deal your damage):
* You have to move to get the shot placing you in danger as described by the GM
* You have to take what you can get: -1d6 damage
* You have to take several shots: reducing your ammo by one|Defy Danger,?{Defy Danger by…|…powering through (STR),
**@{selected|token_name}** rolls [[2d6+@{selected|strmod}]] to *Defy Danger* by *powering through (STR)*
*On a 10+:*
You do what you set out to. The threat doesn’t come to bear.
*On a 7–9:*
You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…getting out of the way or acting fast (DEX), **@{selected|token_name}** rolls [[2d6+@{selected|dexmod}]] to *Defy Danger* by *getting out of the way or acting fast (DEX)*
*On a 10+:*
You do what you set out to. The threat doesn’t come to bear.
*On a 7–9:*
You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…endure physically (CON), **@{selected|token_name}** rolls [[2d6+@{selected|conmod}]] to *Defy Danger* by *enduring physically (CON)*
*On a 10+:*
You do what you set out to. The threat doesn’t come to bear.
*On a 7–9:*
You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…thinking quickly (INT), **@{selected|token_name}** rolls [[2d6+@{selected|intmod}]] to *Defy Danger* by *thinking quickly (INT)*
*On a 10+:*
You do what you set out to. The threat doesn’t come to bear.
*On a 7–9:*
You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…using foresight or mental fortitude (WIS), **@{selected|token_name}** rolls [[2d6+@{selected|wismod}]] to *Defy Danger* by *using foresight or mental fortitude (WIS)*
*On a 10+:*
You do what you set out to. The threat doesn’t come to bear.
*On a 7–9:*
You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…fascinating or beguiling or charming (CHA), **@{selected|token_name}** rolls [[2d6+@{selected|chamod}]] to *Defy Danger* by *fascinating or beguiling or charming (CHA)*
*On a 10+:*
You do what you set out to. The threat doesn’t come to bear.
*On a 7–9:*
You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|}|Defend, **@{selected|token_name}** rolls [[2d6+@{selected|conmod}]] for their *Defend.*
*On a 10+:*
Hold 3.
*On a 7–9:*
Hold 1.
As long as you stand in defense…when you or the thing you defend is attacked you may spend hold: 1 for 1.
*Choose an option:*
* Redirect an attack from the thing you defend to yourself
* Halve the attack’s effect or damage
* Open up the attacker to an ally giving that ally +1 forward against the attacker
* Deal damage to the attacker equal to your level|Spout Lore, **@{selected|token_name}** rolls [[2d6+@{selected|intmod}]] for their *Spout Lore.*
*On a 10+:*
The GM will tell you something interesting and useful about the subject relevant to your situation.
*On a 7–9:*
The GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?”
Tell them the truth.|Discern Realities, **@{selected|token_name}** rolls [[2d6+@{selected|wismod}]] for their *Discern Realities.*
*On a 10+:*
Ask the GM 3 questions from the list below.
*On a 7–9:*
Ask 1.
Either way…Take +1 forward when acting on the answers.
* What happened here recently?
* What is about to happen?
* What should I be on the lookout for?
* What here is useful or valuable to me?
* Who’s really in control here?
* What here is not what it appears to be?| Parley, **@{selected|token_name}** rolls [[2d6+@{selected|chamod}]] for their *Parley.*
*On a 10+:*
They do what you ask if you first promise what they ask of you.
*On a 7–9:*
They will do what you ask…but need some concrete assurance of your promise. Right now!|}