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<blockquote data-quote="Ovinomancer" data-source="post: 7907884" data-attributes="member: 16814"><p>What do you think a breath weapon does? Describe it. That's what it does. Don't be stuck expecting Dungeon World to be like D&D -- it's a different game, you need different expectations. If you're going to be stuck on breath weapons not being defined in DW the same way as in D&D, then there's indeed a problem here, but it's not DM fiat. It's you trying to force a square peg into a round hole and finding out that the rules don't support it.</p><p></p><p>Monsters with breath weapons in D&D exist so you, the DM, can use the monster's turn to attack multiple PCs. In DW. That's not necessary to have in DW as a codified thing. A breath weapon in DW is a threat, not necessarily a follow through. Here's a great example: your Barbarian PC rushes up to a Dragon, trying to dodge inside it's fearsome guard while the Ranger peppers it with arrows and the Cleric prepares a spell. You roll your Defy Danger and get a partial success! You've closed inside the Dragons reach, threatening it with your blade! The dragon, however, pulls back it's head, opens it's huge jaws and inhales deeply, the cavern of it's mouth glowing red with building fire! It's sure to engulf everyone in front of it in hellfire and death! What do you do?</p><p></p><p>If you don't do something, then the dragon sets you on fire. Probably does a good chunk of damage to everyone, too. I'd use the dragon's normal damage. After all, you all had something you could have done about it before it engulfed you.</p><p></p><p>That's one example of how you could do breath weapons in DW. It's not something that needs clear design rules, because it's not going to be used on a monster than has it's turn and needs to be mechanically balanced against the PCs like in D&D. And, if you're thinking that way, it indicates that you've missed the bus a bit and are still back at the D&D station. It's a nice station, the D&D station. I like it, and go there often. But, it's not where you can play DW.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7907884, member: 16814"] What do you think a breath weapon does? Describe it. That's what it does. Don't be stuck expecting Dungeon World to be like D&D -- it's a different game, you need different expectations. If you're going to be stuck on breath weapons not being defined in DW the same way as in D&D, then there's indeed a problem here, but it's not DM fiat. It's you trying to force a square peg into a round hole and finding out that the rules don't support it. Monsters with breath weapons in D&D exist so you, the DM, can use the monster's turn to attack multiple PCs. In DW. That's not necessary to have in DW as a codified thing. A breath weapon in DW is a threat, not necessarily a follow through. Here's a great example: your Barbarian PC rushes up to a Dragon, trying to dodge inside it's fearsome guard while the Ranger peppers it with arrows and the Cleric prepares a spell. You roll your Defy Danger and get a partial success! You've closed inside the Dragons reach, threatening it with your blade! The dragon, however, pulls back it's head, opens it's huge jaws and inhales deeply, the cavern of it's mouth glowing red with building fire! It's sure to engulf everyone in front of it in hellfire and death! What do you do? If you don't do something, then the dragon sets you on fire. Probably does a good chunk of damage to everyone, too. I'd use the dragon's normal damage. After all, you all had something you could have done about it before it engulfed you. That's one example of how you could do breath weapons in DW. It's not something that needs clear design rules, because it's not going to be used on a monster than has it's turn and needs to be mechanically balanced against the PCs like in D&D. And, if you're thinking that way, it indicates that you've missed the bus a bit and are still back at the D&D station. It's a nice station, the D&D station. I like it, and go there often. But, it's not where you can play DW. [/QUOTE]
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