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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Ovinomancer" data-source="post: 8260446" data-attributes="member: 16814"><p>Okay, if I Push for any reason, I also get to remove Volatile? </p><p></p><p>This is costing stress, just in a more random way. I don't effectively see the difference, here, between Pushing at 2 stress to remove a volatile and Resisting at 0-5 stress to remove volatile. It's going to the same pool via different mechanics, and, ultimately, stress loss puts pressure on downtime activities due to the need to recover stress (which Wizards, I think, will be burning faster).</p><p></p><p>Which is up to the GM as for how they decide the automatic consequence of a non-Pushed spell, right? That's hardly where I want to be in skillfully risking my resources.</p><p></p><p>I get that you might run it differently, but the wording says Volatile Consequence or losing the spell occurs regardless of the result on the casting! If these are normal complications from die results (4-5 or 1-3) then I don't see why they need to be spelled out. They read, to me, as additional consequences for using Magics. Which, to me, seems to put a lot of pressure to Push if the Wizard wants to do the magic stuff.</p><p></p><p>As I see it, the Wizard has the following choice trees -- the usual position/effect negotiation occurs (this is all that's really needed to drive complication, in my opinion). After that, ie, after I've really had the question of "do you want to Push to get more effect or another die/take a Devil's Bargain for the same" I now have the question of "even if you succeed, there will be a consequence, unless you Push to remove it or you plan to Resist to do so (which doesn't remove a consequence, it lowers it's impact). The Wizard player, in using their core cool thing, has this secondary choice which is really "there's an automatic consequence to your cool thing, are you going to take it, in addition to whatever the dice create, or are you going to spend Stress to negate it." I don't think this is an interesting decision point, and it's just extra on top of the normal, for doing what a Wizard should be doing -- using magic to solve problems.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8260446, member: 16814"] Okay, if I Push for any reason, I also get to remove Volatile? This is costing stress, just in a more random way. I don't effectively see the difference, here, between Pushing at 2 stress to remove a volatile and Resisting at 0-5 stress to remove volatile. It's going to the same pool via different mechanics, and, ultimately, stress loss puts pressure on downtime activities due to the need to recover stress (which Wizards, I think, will be burning faster). Which is up to the GM as for how they decide the automatic consequence of a non-Pushed spell, right? That's hardly where I want to be in skillfully risking my resources. I get that you might run it differently, but the wording says Volatile Consequence or losing the spell occurs regardless of the result on the casting! If these are normal complications from die results (4-5 or 1-3) then I don't see why they need to be spelled out. They read, to me, as additional consequences for using Magics. Which, to me, seems to put a lot of pressure to Push if the Wizard wants to do the magic stuff. As I see it, the Wizard has the following choice trees -- the usual position/effect negotiation occurs (this is all that's really needed to drive complication, in my opinion). After that, ie, after I've really had the question of "do you want to Push to get more effect or another die/take a Devil's Bargain for the same" I now have the question of "even if you succeed, there will be a consequence, unless you Push to remove it or you plan to Resist to do so (which doesn't remove a consequence, it lowers it's impact). The Wizard player, in using their core cool thing, has this secondary choice which is really "there's an automatic consequence to your cool thing, are you going to take it, in addition to whatever the dice create, or are you going to spend Stress to negate it." I don't think this is an interesting decision point, and it's just extra on top of the normal, for doing what a Wizard should be doing -- using magic to solve problems. [/QUOTE]
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