D&D General Hard Moves (in D&D)

So, I'm always looking to inject new ideas into our game whether they are there for a particular session or longer is not the main concern - it exposes us to new ideas and it brings something exciting and challenging for the table to engage with. What helps is I'm fortunate to have easy-going players.
Upon discussion with @pemerton and others in the forum who play many indie-games, their games somewhat have Soft and Hard Moves.

Now in my current game, the PCs were facing a really difficult challenge (the DCs were relatively high) which made sense in the fiction, and I opted to introduce a resource mechanic called a Narrative Fail (no thought really put into the name), whereby they get to succeed on a die outcome to allow me to introduce a Hard Move against them.

Two players engaged with it: Mills earned 2 and Dench 1 (character names)
After the session, I sent them a text of how the Hard Moves were played out and to get the table's input.
Background: Mills was in the recent past in Sigil for a series of Duet sessions (we partly played 2e's Doors to the Unknown)

My Original Text (warning long) and their follow up responses
Hey guys the Narrative Failure is a new mechanic I was trying out.

So Sigil is known as The Cage. Easier to get in, difficult to leave. Using that lore Scrying would be somewhat difficult too I imagine.

Mills proved himself quite capable having found and survived a mysterious Two Doors (portals) out of a known Four Doors that appear every 500 years or so.
And he unnecessarily (part of his M.O.) killed an accomplished hired help. In the process he lost his backpack which included a valuable item.
By the time he arrived at the perpetrator's abode who was a Merchant Lord of Sigil, an Ogre Magi named Estevan, had established which item was the most valuable (by far) and had placed an Arcane Mark on it. The intention was to spy on Mills as he wanted Mills to find the remaining Two Doors for him. He knew Mills was working with others.
Mills negotiated to provide him info on the Two Doors he had already found in exchange for an hour with the item, but that alas he was now looking for a way off Sigil.

The Ogre Magi agreed to Mill's proposal.
An Invisible Stalker was ever present with Mills while he studied the item with the Arcane Mark being the contingency in case he ran off with it.
Mills bonded to the halfling-sized rod using a class feature before returning it. Just before he used a portal to exit Sigil, he summoned the item to him.

This created a problem as 5e Scrying doesn't allow one scry for the item off plane (3.e Scrying does) AND you likely cannot Scry successfully from Sigil (presumably).
I use spells for NPCs from various editions all the time for storyline purposes but this one was icky as it was specifically against the PC so it felt wrong.

So,
I used the 1st Narrative Failure to find Mills.
The 2nd Narrative Failure to summon the item superseding the bond/possession that Mills had over the item. (Instant Summons)

The idea of this is to mechanise HARD MOVES done by the DM against the players.

You take a Narrative Fail to succeed on a saving throw, skill check or attack etc allowing me to use a Hard Move against you.

To be clear, the loss of Lenta Moore was not a Narrative Failure, that was a result of in-game consequences. One can argue (successfully) that Mills not having a lead to where she was and finding a dead end may count as a Narrative Failure but that was before the I had introduced the mechanic and I was using DM fiat to "(Bleep) with you".

This method now mechanises the above. It's created a currency.
You (as player) get what you want in the present and I (as DM) get the right to use a Hard Move against you.

What do you guys think about this?
Obviously, there'd be a hard limitation on how many Narrative Failures one can have. I'm not about to let you succeed on everything while racking up Hard Moves.

FIVIN: It's a useful mechanic for instant gratification. Something to consider is how you would play out those 2-3 narrative failures if the PC dies in that battle, and I'm guessing you would have an epilogue scene after Tiamat, so we could still rack up some failures during that fight.

ME: Good question. For such a scene (ending of an ACT) I guess we have 2 options.
1. (Bleep) with your Raise Dead/Reincarnation/Resurrection. Permanent Fail.
2. Use them against future characters (this feels wrong/undeserving)

FIVIN: Yeah, option 2 is (bleep). We could consider complications for the party because of that character? Still could feel a bit (bleep), but it means the PC better survive or their teammates will have to shovel their (bleep).

MACCATH THE CRIMSON: Personally I am against any player inference. Especially with character deaths, it just feels like save scamming just to mention one issue. I might be open to minor changes but even that brings in other concerns.
I always have the attitude that a DM is not out there to (bleep) you, well maybe a little , and should be allowed some narrative leeway to progress the story.
On a personally note I never think you want to kick my ass, yes I feel aggrieved occasionally but that's just the way of things.
What fun would there be if we just had a win button . . .

ME: Just thinking about this Hard Move, I'd always likely use it for perma-death. It's what your player most desires (to return), and therefore, any other Move I made besides perma-death, in that situation, would be a Soft Move IMO.
The Shard IS a primary concern for Mills hence the direction of the Hard Move.
Also, that's not to say the party cannot investigate as to why the Raise Dead/Reincarnation/Resurrection is not working.

MILLS: I can attest it was very disappointing for me as a player and my character. So I'll be super hesitant to use such a mechanic in the future, because the 'gain' was not commensurable with the loss, it was more like 1000pt loss vs 1pt gain.

ME: Thank you for that input. That's the point. It is meant to be on that level where you're desperate enough to sacrifice (anything)

MILLS: I probably would still have been willing to use one, had I known the outome. But never more... unless maybe another two party members dropped... Or similar extreme need.

ME: Fair. Now we have a better idea hence the discussion and the table's input.

The player of Dench did not comment. We will likely have a discussion about it next session, about whether
  • It was a once-off,
  • It should be used for situations I/we deem appropriate,
  • We create this currency going forward; and
  • It's limitations if we are to use it again.

How do you feel about such a mechanic in your D&D?
We are playing 5e but I feel you could incorporate this into any edition hence I did not give it the 5e thread tag.

EDIT: I've since been informed that the above is actually a Soft Move not a Hard Move.
 
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As I understand them, a soft move is a mixed success for a PC, because the PC didn't roll high enough. A hard move is what happens when a PC rolls too low, and it's unfortunate.

It looks to me like you're wanting to buy bad outcomes when the PCs roll successes, which seems to be something completely different. Maybe a Numenera mechanism?
 

As I understand them, a soft move is a mixed success for a PC, because the PC didn't roll high enough. A hard move is what happens when a PC rolls too low, and it's unfortunate.

It looks to me like you're wanting to buy bad outcomes when the PCs roll successes, which seems to be something completely different. Maybe a Numenera mechanism?
Perhaps I wasn't clear.
They gain a success on a die roll (after they have failed) to allow me to gain a bad outcome.

In game example, the fear DC against the ancient gold wyrm they face was crazy high, I allowed the PC to turn his failed die roll into a success which then earned me a Hard Move against him.

EDIT: I saw the confusion I created. I have now inserted the get to to help minimise the confusion for others! Thanks.
 
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I kind of like the idea as a once-per-tier type of thing. The point is to make the penalty against the PC almost not worth taking the reward of passing a die roll, but not that hard to never take it.

The only problem I see is a player vs. DM thing possibly if the players and/or the DM is not open or fair. I can see where one player feels like the other player got an easy revenge over him, or thinks the DM is targeting his PC over the others. Maybe this can be overcome with a chart and player rolling a d20 to see what bad thing happens. A bit like the Deck of Many Things.

"You save vs the dragon, but... now you fight death."
 

I would call what you're describing a soft move: the character succeeds, but there is a consequence. (This definition does not take severity into account for the "softness.") The thing you're doing that's different is allowing the player to chose when to apply it, as opposed to the DM. Unsolicited advice: this is hard to do. Many people have thought through how to make this work in practice, including me, and this forum is littered with our failures.

Regardless, these terms are associated in my mind with Apocalypse World games, which do an extremely good job with one of the weakest areas of D&D IMO: partial success / fail forward. Obviously any DM can adjust, but as-written the vast majority of outcomes in D&D are binary: complete success or total failure. Many other games work to address this, like AW, Numenera, Mouseguard, etc.

I'd love to see better support for less binary outcomes in D&D.

That said: I think part of the issue is that D&D rules are mostly focused on gamey combat, i.e. HP attrition. This makes it hard to have partial successes that are distinct, and more than additional bookkeeping. For example, the weapon mastery that does damage on a miss is a partial success: but it is very low stakes; it's just a slight number tweak in the HP attrition world - just one more thing you have to keep up with. It's easier to do with skill checks - you spring the trap but also pick the lock! - and even easier with social situations - the Duke agrees to your demands at double the price! - but there's nearly zero mechanical support for this.

If anyone is having trouble visualizing combat with soft and hard moves, please look up Dungeon World, which is the D&D version of AW. The most internet-famous example is the "16 HP dragon" fight (100% worth a search if you've not read it).
 

I kind of like the idea as a once-per-tier type of thing. The point is to make the penalty against the PC almost not worth taking the reward of passing a die roll, but not that hard to never take it.

The only problem I see is a player vs. DM thing possibly if the players and/or the DM is not open or fair. I can see where one player feels like the other player got an easy revenge over him, or thinks the DM is targeting his PC over the others.
This I get and there is a valid concern and likely the types of Hard Moves allowed need to be defined.

Maybe this can be overcome with a chart and player rolling a d20 to see what bad thing happens. A bit like the Deck of Many Things.

"You save vs the dragon, but... now you fight death."
This is not what I had in mind and not at all what played out in the fiction.

The TLDR answer is for what I posted
1st Hard Move was used whereby a Sigil-based NPC tracked the location of the PC to the Sword Coast (they had history).
2nd Hard Move was used whereby NPC used Instant Summons to steal an Arcane Marked object from the PC's possession, overcoming the PC's class featured bond to the object. To be clear the PC has opted not to attune to the object and relied on his class feature instead.

The Hard Move need not be immediate or in relation to what is happening in the present.
I used it to give an NPC from the PCs past the ability to cause the PC a complication, a setback.
It is intended to be a currency for DM fiat to mess with the characters that is authorised by the players for their characters to get a benefit in the present.

Normal fictional consequences can flow, I have no issue with that, but stuff that messes with the PCs beyond, where one could say the DM is taking liberties, that is what something like this is for.
 
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In game example, the fear DC against the ancient gold wyrm they face was crazy high, I allowed the PC to turn his failed die roll into a success which then earned me a Hard Move against him.
I am not really familiar with soft and hard moves, but this just seems to adversarial for my tastes. I am never trying to go against my PCs and would not like feeling I had to do that to justify giving them a success. It gets back to the idea of: don't lend money to a friend unless you truly are OK with never getting that money back.
 

I am not really familiar with soft and hard moves, but this just seems to adversarial for my tastes. I am never trying to go against my PCs and would not like feeling I had to do that to justify giving them a success. It gets back to the idea of: don't lend money to a friend unless you truly are OK with never getting that money back.
Bold emphasis mine.
I'm assuming NPCs in your setting have goals/plans and PCs mess with those regularly enough. Do you not engage with reprisals?
In the Tyranny of Dragon storyline, there is an entire chapter dedicated to the Cult striking back on the PCs - I think as much as 3 times.

In this scenario the NPC wanted the PC to do something for him. The NPC suspected the PC would not and so took something he presumed was valuable and prepped it for the Scrying and the Instant Summon spell should he need to.

In the past I would just do it, the NPC would get their way by tracking him, scrying and summoning because it made sense in the fiction. The idea was to make a currency of that so moves such as the above can only be done where currency of that exists.

EDIT: This isn't to be solely used for reprisals it could be used for unwelcome truths...the adventuring guild is built on an old burial site, the NPC person you're interested in is already married, the duke has had a change of mind in honouring you with a knight title...etc
 
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Bold emphasis mine.
I'm assuming NPCs in your setting have goals/plans and PCs mess with those regularly enough. Do you not engage with reprisals?
In the Tyranny of Dragon storyline, there is an entire chapter dedicated to the Cult striking back on the PCs - I think as much as 3 times.

In this scenario the NPC wanted the PC to do something for him. The NPC suspected the PC would not and so took something he presumed was valuable and prepped it for the Scrying and the Instant Summon spell should he need to.

In the past I would just do it, the NPC would get their way by tracking him, scrying and summoning because it made sense in the fiction. The idea was to make a currency of that so moves such as the above can only be done where currency of that exists.
Monsters and NPC obviously target the PCs all the time. But, from my perspective, that is not "me" it is the natural flow of the game world and the PCs actions. The issue I have with your soft/hard move is that it is, IMO, a meta currency (player vs DM)* and not a game consequence (PC vs NPC). I don't want to be involved with that. It doesn't feel right to me.

*At least that is how I understood it. A player fails a roll and offers to pay for their PC to get a success at the cost of getting a "hard move" penalty applied to them somehow.
 

Monsters and NPC obviously target the PCs all the time. But, from my perspective, that is not "me" it is the natural flow of the game world and the PCs actions. The issue I have with your soft/hard move is that it is, IMO, a meta currency (player vs DM)* and not a game consequence (PC vs NPC). I don't want to be involved with that. It doesn't feel right to me.

*At least that is how I understood it. A player fails a roll and offers to pay for their PC to get a success at the cost of getting a "hard move" penalty applied to them somehow.
I added an edit - we cross posted.

You've understood it correctly.
I feel my example was of a game/fictional consequence but I'm not always comfortable making some of those background steps, even with the authority given to me. I can see your point in that it can be used without necessarily taking fiction already established into account. That perhaps could be one of the limitations. I think you make a worthwhile point.

Interesting how that would work with something like an unwelcome truth.
 

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