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<blockquote data-quote="Manbearcat" data-source="post: 6336280" data-attributes="member: 6696971"><p>[sblock]Hey mate. No that is all good. You'll get the hang of it as its very intuitive. Its basically driven by two things:</p><p></p><p>1) Fiction-First. Moves (player and hard and soft GM moves) follow the moves (and their action resolution) and the fictional positioning of those prior moves.</p><p></p><p>Also,</p><p></p><p>2) Surely inspired by 4e and Laws' Heroquest, the fiction and moves are meant to pay heed to the keywords embedded in the system. Take a look at this fantastic article: <a href="http://www.latorra.org/2012/05/15/a-16-hp-dragon/" target="_blank">http://www.latorra.org/2012/05/15/a-16-hp-dragon/</a></p><p></p><p>So you're going to need to Defy Danger (the game's catch-all for saving throws or generic resolution of certain efforts) if you want to close to melee with someone who has a crossbow (Near) trained on you. You may have to do it twice (dynamically...with a new situation after the first) in situations where you're under bow-fire (Far) in an open field. Otherwise, you might Defy Danger to cover and then do some other stuff to get to melee range. Similarly, you may have to Defy Danger to get beyond someone's polearm/spear (Reach) when you want to get to Close or Hand Range. You may also need to Defy Danger to get out of Hand range (like in a grappling/close skirmish) to get the fight back to Reach so you can use your spear. I hope that makes sense.[/sblock]</p><p></p><p>As to the above, everything is good. However, due to you rolling a 7-9 on H&S, I'm going to need you to Defy some Danger (Str or Con probably unless you have something else in mind). I'm not going to deal damage outright because the situation doesn't warrant it. You slew the guy outright but there is still going to be some form of counterattack due to the circumstances. I'm just going to go with the lowest environmental (1d4) + 1 (due to the extra guy involved), mitigated by your armor. If you get a 10 + on DD you're good. If you get a 7-9, your complication is that (1) you take that small environmental damage (1d4 + 1 mitigated by your armor) and (2) you're on the ground, in a heap with a dead guy and another guy trying to restrain and disarm you. See below for the rest.</p><p></p><p></p><p></p><p>So, to sum up. I need a Defy Danger (Str or Con probably), unless you have another trick up your sleeve. If you get a 10+, you're good. You disengage or whatever you wish and proceed with your next move. If you get a 7-9, roll 1d4 + 1 and subtract your armor. You'll be in a bloody, up-close and persnoal scrap, but you'll have your weapon and you can H&S because its a Hand weapon. If you get a 6-, up your damage taken to 1d6 + 1 (mitigated by armor), you're weapon is knocked free and a few feet away, and you're going to be on the bottom of a brutal grapple. You'll need to figure out what you want to do and make your move. And then you'd mark XP.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6336280, member: 6696971"] [sblock]Hey mate. No that is all good. You'll get the hang of it as its very intuitive. Its basically driven by two things: 1) Fiction-First. Moves (player and hard and soft GM moves) follow the moves (and their action resolution) and the fictional positioning of those prior moves. Also, 2) Surely inspired by 4e and Laws' Heroquest, the fiction and moves are meant to pay heed to the keywords embedded in the system. Take a look at this fantastic article: [URL]http://www.latorra.org/2012/05/15/a-16-hp-dragon/[/URL] So you're going to need to Defy Danger (the game's catch-all for saving throws or generic resolution of certain efforts) if you want to close to melee with someone who has a crossbow (Near) trained on you. You may have to do it twice (dynamically...with a new situation after the first) in situations where you're under bow-fire (Far) in an open field. Otherwise, you might Defy Danger to cover and then do some other stuff to get to melee range. Similarly, you may have to Defy Danger to get beyond someone's polearm/spear (Reach) when you want to get to Close or Hand Range. You may also need to Defy Danger to get out of Hand range (like in a grappling/close skirmish) to get the fight back to Reach so you can use your spear. I hope that makes sense.[/sblock] As to the above, everything is good. However, due to you rolling a 7-9 on H&S, I'm going to need you to Defy some Danger (Str or Con probably unless you have something else in mind). I'm not going to deal damage outright because the situation doesn't warrant it. You slew the guy outright but there is still going to be some form of counterattack due to the circumstances. I'm just going to go with the lowest environmental (1d4) + 1 (due to the extra guy involved), mitigated by your armor. If you get a 10 + on DD you're good. If you get a 7-9, your complication is that (1) you take that small environmental damage (1d4 + 1 mitigated by your armor) and (2) you're on the ground, in a heap with a dead guy and another guy trying to restrain and disarm you. See below for the rest. So, to sum up. I need a Defy Danger (Str or Con probably), unless you have another trick up your sleeve. If you get a 10+, you're good. You disengage or whatever you wish and proceed with your next move. If you get a 7-9, roll 1d4 + 1 and subtract your armor. You'll be in a bloody, up-close and persnoal scrap, but you'll have your weapon and you can H&S because its a Hand weapon. If you get a 6-, up your damage taken to 1d6 + 1 (mitigated by armor), you're weapon is knocked free and a few feet away, and you're going to be on the bottom of a brutal grapple. You'll need to figure out what you want to do and make your move. And then you'd mark XP. [/QUOTE]
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