The extreme GM Fiat in games like DW is "create an ability that your monster has. If a character rolls a threat, you can enact that ability. If it's a stronger ability, the character has to roll a 'serious threat.'" In D&D you have abilities like a dragon's breath attack (for example). Depending on the edition, maybe the dragon can use it as an Encounter Ability, Every 1d4 rounds, or maybe it recharges when the dragon is bloodied. But it is codified. It does 8d6 fire damage in a cone, save for half. And you know that's what it does.
In DW, maybe that same dragon can do the fire breath every round. Maybe once per battle. How much damage does it do? It doesn't say. Does it melt the character's armor and root them to the spot, turning their longsword into worthless slag, roasting them alive in their mail? The book offers no guidelines at all what a breath weapon does.
@Ovinomancer did a great job with his last 3 posts to address your last few posts, but I'm going to throw some words at this.
1) You're using "quotes" here. Can you cite where your quoted text is in the rule-book because I can't parse that text your (seemingly?) quoting without context. Is that your own takeaway of some text or is that actual text? I can't find it in the monster section.
2) It seems likely that you're making a pretty hefty mistake here that is pretty common (and one I find myself regularly having to try to get people not to do). You're smuggling in a premise from another game (in this case classic D&D) as your mental framework while simultaneously failing to consider Dungeon World's integrated, holistic ruleset and play paradigm.
a) There are no rounds so you don't have to worry about rounds or scheduling of abilities based on rounds/encounters/days for your monsters. You present a soft move and ask the players "what do they do" about it? If they don't respond sufficiently (either via a move or by outright ignoring the soft move), you actualize the soft move and turn it into a hard move.
b) The question of slagging armor/weapons or roasting characters alive falls onto the combination of:
- Fictional description
- Tags/Special Qualities/Instinct/Descriptors
- Forms of Attack
Consider the following:
Xoldunath (The Inferno That Will Consume The World); Ancient Red Dragon
Solitary, Huge, Magical, Divine
Bite (b[2d10]+7 damage, 3 piercing); 24 HP; 4 Armor; Reach, Forceful, Messy
Special Qualities: Wreathed in supernatural flame, Tail that fells battlements, Wings that conjure fiery vortices
A fortress impenetrable on the top of Mount Grell
Survived an age, all sieges repelled
That age ended, the minstrels will tell
When a Red without equal decided it he would fell
Instinct: To lay low the legends of man
- Firestorm from the sky
- Steal the resolve of the mightiest heroes
- Leave nothing standing in its wake
That should provide more than enough information to place this creature in the world in the macro, to consider its behavior socially when confronted, and to consider its behavior and means when forced into combat. What do we know from this and the rules:
1) Its melee attacks are going to do the Bite damage with Forceful and Messy (Bite is just the most common...the rest of its attacks would do the same effect).
2) Its surrounded by a burning aura of flame. This surely isn't enough to ensure the incineration of a common person instantly but it definitely threatens more than scrapes and bruises. You'd probably do something like a 1d6 ignores armor after a soft move (reveal an unwelcome truth as they draw to Close range) has been ignored/hasn't dealt with (which triggers the hard move of deal damage.
3) It conjures fire tornadoes from its might wing buffets. Fire tornadoes? Yeah, that sounds lethal to a common person; 1d10 ignores armor. And it obviously requires a wind-up (so this would be a soft move from the air), would have the Forceful tag, and attack multiple people in an area.
So you have a creature that can fell stone battlements with its draconic fury. You mentioned that your Fighter is just going to power through a supernatural barrage of tail slaps and wing buffets and massive claws that turn a stone edifice to rubble...via a (Vibranium, I guess?) shield? Mechanically it ignores armor, burns in proximity, crushes things to pieces/rips them apart, and sends things infinitely more sturdy than your Fighter flying.
This moment, like all others, requires the GM to Begin and End With the Fiction and Think Dangerous but also Embrace the Fantastic. I'm thinking you want to Ask Questions and Use the Answers here.
GM: "Uhhh...he rips towers apart with his might. If you want to use your shield to attempt to just brunt force your way to close to melee, then have at it. You can Defy Danger Strength, but you're not going to be able to get a 10+; the max you can get is a 7-9 (same as when a Protector helps you Defy Danger). And your shield is likely to be involved in any cost/complication here!"
In my opinion, that is very charitable. The other two options when a player presents an action declaration with all the context involved (which, in my opinion and without knowing this person, comes off as a borderline degenerate attempt to skirt fictional positioning and just play "pressure the GM to let me use favorable maths"...given that you say they're
always Defying Danger Strength...color me skeptical that this is just someone hewing to genre coherency) is "sure, but you're losing that shield regardless of the outcome" or "just...no...come on, the force of the impact, and the Forceful tag, would throw you back to where you started, best case scenario, and the Messy tag would obliterate your shield!"