Originally Posted by Ancalagon
... maybe combat is the part that needs mechanics the most?
That is a very good question when a contention is made that a game is about exploration and interaction as much as it is about combat. Especially when the tangible evidence points fairly dramatically in the opposite direction.
Bringing it back to
Dungeon World again:
8 Basic Moves. Of those 8, only 3 are about combat. And 1 of those 3 can apply to noncombat as well.
Of the 13 general Special Moves, precisely 0 are about combat.
Rarely if ever will a GM create a World Move that isn't exploration or interaction centered.
Let us take a look at a level 9 Ranger from my current game right quick:
[sblock]Saerie Woodwalker
Level 9 Elven Ranger
Animal Eyes, Wild Hair, Cape, Lithe
Str: 9 (+0)
Dex: 18 (+3)
Con: 15 (+1)
Int: 13 (+1)
Wis: 18 (+3)
Cha: 8 (-1)
HP: 23/23
Armor: 2
Damage: 1d8
Gear (Load 10/20)
Dungeon Rations (21 uses, 4 wt)
Hunter's Bow (near, far, 1 wt)
Bundle of Ammo (3 Ammo, 1 wt)
Covenant of Winter staff (1 wt)
Elven Shortsword (close, precise, 1 wt)
Elven Longknife (hand, precise, 1 wt)
Elven Chainmail (ignores clumsy, 2 armor, 1 wt)
Alignment (Chaotic): Defeat a Tyrant.
Bonds
Otthor is the finest warrior I have ever been graced to fight alongside. His skill inspires me.
The long, hateful memory of the Winter Fey will trouble us in the future, I am sure of it.
Rawr’s stubbornness is going to get us in trouble someday!
I am bound by solemn oath to protect Sadia.
Moves
Elf: When you undertake a perilous journey through the wilderness and you scout ahead, you succeed as if you rolled a 10+.
Bestial Tattoo: Upon graduation into the Summer Court's rank of elite rangers, a magical tattoo laden with primal magic, is inscribed onto the back of the few newly graduated. I was the only member of my class to survive the trials. I can now speak with and understand animals.
Amulet of Sun’s Protection: The cold don’t hurt. Much. Take + 1 to Defy cold-related Danger.
Hunt and Track (Wis): When you follow a trail of clues left behind by passing creatures, roll+WIS.
✴ 7-9: you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
✴ 10+: you also choose one of the following: a) Gain a useful bit of information about your quarry or b) determine what caused the trail to end
Called Shot: When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
Head
✴ 7-9: They do nothing but stand and drool for a few moments.
✴ 10+: As 7–9, plus your damage
Arms
✴ 7-9: They drop anything they’re holding.
✴ 10+: As 7-9, plus your damage
Legs
✴ 7-9: They’re hobbled and slow moving.
✴ 10+: As 7-9, plus your damage
Camouflage: When you keep still in natural surroundings, enemies never spot you until you make a movement.
Blot Out the Sun: When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.
Decades of Experience: Being decades old, you have a wealth of experience. When a character comes to you for advice and you tell them what you think is best, they take +1 forward when following your advice and you mark xp if they do.
Constant Vigilance: You can always roll to stay sharp, even if you are asleep, distracted, or someone else is on watch. If someone else is on watch, you both roll. Only the better result applies.
Animal Companion: You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:
Rawr
Large Grizzly Bear
Quality +2, Loyalty +3
Damage d8+1 (forceful, messy), HP 16, Armor 1, Load 4
Tags:
* Vicious (+1 damage and messy)
* Warrior (increase damage die)
Moves:
* Threaten and intimidate
* Trample, break, and wreck stuff
Instinct: Make mischief
Cost: Comfort (cozy quarters, warmth, plenty of food)
Animal Spirit (Lucky): Name and describe the special animal spirit to whom you have bonded; Lucky. When you summon this animal spirit in the wilderness, roll +Wis. On a 10+, choose three. On a 7-9, choose one.
* Your spirit is cunning and adds +1 when you discern realities.
* Your spirit is your hunting partner and adds +1 when you Hunt and Track.
* Your spirit moralizes you; add + 1d4 when you are healed.
* Your spirit protects you; it adds +1 armor.
* Your spirit loves a good game of fetch. Following combat, your animal spirit always locates 1 expended ammo (add this back to your total).
Magnificent Specimen * 2: Each time you take this move (up to twice), either increase your animal companion’s Quality by +1 (max +3) or increase both its armor by +1 and its max HP by +4.
Special Trick (Elemental Mastery – Druid): Choose a move from another class. So long as you are working with your animal companion you have access to that move:
Elemental Mastery: When you call on the primal spirits of fire, water, earth or air to perform a task for you roll +Wis.
✴ On a 10+ choose two.
✴ On a 7–9 choose one.
✴ On a miss, some catastrophe occurs as a result of your calling.
- The effect you desire comes to pass
- You avoid paying nature’s price
- You retain control
Dire Wolf Pack
3 Large Wolves
Quality +1, Loyalty +1
Damage d6 (forceful), HP 12, Armor 1, Load 7
Tags:
* Hunt-wise: They know all about hunting. Roll +Quality to Spout Lore about it on your behalf.
* Organized: They make and follow plans well, and work well in a group. Once they agree to a plan, you do not need to Order Followers as long as the plan doesn’t go south.
* Self-sufficient: They can live off the land and roll +Quality to Forage.
Moves:
* Follow quarry by tracks and spoor
* Encircle the prey
Instinct: Menace the weak
Cost: Dominance. Deference to the pack by those that come in contact with it. The higher their Quality, the more irrelevant the strength of the opposition becomes.
Covenant of Winter: When you call upon the elemental forces of winter, roll +Con. On a 10+, choose 2. On a 7-9, you pay winter's price and choose 1.
* Rend with ice and sleet.
* Repel with gale-force winds.
* Blot out the sun with snow.[/sblock]
I would hope that a brief perusal of that character reveals that the majority of its breadth is about noncombat resolution rather than combat.
And while Dungeon World combat is abstract, it isn't tactically shallow. So that isn't an answer to the rules text devotion to combat disparity.
An intersting way of breaking tings down, thanks
You're welcome
