I loved the handling that Dungeon World established in the advice guide which was found here on ENWorld, recently.
Before a halfling rogue can ENGAGE a giant dragon, what must it overcome?
GENIUS - Many of the dragons are considered "genius" level, and even when not, they are considered the most skilled alpha-hunters atop the food chain - which means their location, security, and escape methods (terrain advantage) is paramount
MINIONS - None more easily can acquire the allegiance, following, and morale-spooked fire of humanoids, monsters, and even divine wielders
FEAR - the overwhelming nature and nurture that hardwires you to RUN in the opposite direction, enhanced by their magical might and leveraging all their amazing talents
FLIGHT - the ability to even approach "on foot" the types of fatastic locations a sword and sorcery dragon would rest, and lord over it's hordes of gold and minions.
SENSES - as documented, their amazing senses, and lightning reflexes - combined with -
SIZE - more enormous than any other creature in the world (akin to our dinosaurs) - in conjunction with their senses and superior might, makes even APPROACHING the creature a deadly proposition, in which you expose yourself to untold threat
MIGHT - their superior strength and reach - tail slap, wing buffett, reaching bite, claws, and immense body - too many to overcome, and too powerful to human means to defend
-scariest of all-
BREATH - perhaps the single most powerful ranged destructive delivery of energy known in the world of medieval swoard and sorcery
How exactly will you contend with these things BEFORE you even attempt to ENGAGE in a melee or ranged strike to the mighty beast? In Dungeon World you have many skill checks with soft (or hard) move reactions for failure, before the battle ensues. I believe these effects could be translated to D&D of any edition, certainly?
Before a halfling rogue can ENGAGE a giant dragon, what must it overcome?
GENIUS - Many of the dragons are considered "genius" level, and even when not, they are considered the most skilled alpha-hunters atop the food chain - which means their location, security, and escape methods (terrain advantage) is paramount
MINIONS - None more easily can acquire the allegiance, following, and morale-spooked fire of humanoids, monsters, and even divine wielders
FEAR - the overwhelming nature and nurture that hardwires you to RUN in the opposite direction, enhanced by their magical might and leveraging all their amazing talents
FLIGHT - the ability to even approach "on foot" the types of fatastic locations a sword and sorcery dragon would rest, and lord over it's hordes of gold and minions.
SENSES - as documented, their amazing senses, and lightning reflexes - combined with -
SIZE - more enormous than any other creature in the world (akin to our dinosaurs) - in conjunction with their senses and superior might, makes even APPROACHING the creature a deadly proposition, in which you expose yourself to untold threat
MIGHT - their superior strength and reach - tail slap, wing buffett, reaching bite, claws, and immense body - too many to overcome, and too powerful to human means to defend
-scariest of all-
BREATH - perhaps the single most powerful ranged destructive delivery of energy known in the world of medieval swoard and sorcery
How exactly will you contend with these things BEFORE you even attempt to ENGAGE in a melee or ranged strike to the mighty beast? In Dungeon World you have many skill checks with soft (or hard) move reactions for failure, before the battle ensues. I believe these effects could be translated to D&D of any edition, certainly?