D&D General [rant]The conservatism of D&D fans is exhausting.

How is that even a tweak? If an attack misses by an amount equal or less than the shield bonus, then the shield bonus is the reason the attack missed. The same would apply to a miss due to the disadvantage applied by dodging.
The argument may well be because the rules are silent on how to construct a "hit table" of this sort (this kind of thing is, ironically enough, almost exactly how WoW does it (or at least used to, years ago) behind the scenes).

So for a character with plate and a shield so an AC of 20, you could just as easily argue that a roll of 10-11 hits the shield and 12-19 hits the armour as a roll of 10-17 hits the armour and 18-19 hits the shield. I agree it doesn't actually matter in terms of final probabilities, but the translation of roll to narration is still arbitrary.
 

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It does and doesn't have it as a concept. Unarmored is AC 10. Hide is AC 12. 12-10=2, which is how much hide helps you over having no armor. Clearly that base 10 is included in the armor numbers on the chart.
In 5e that's not what the rules say

"The table’s Armor Class column tells you what your base AC is when you wear a type of armor."

No armor is base AC 10 (explicit in Rules Glossary), Hide is base AC 12 (explicit in armor rules.)
 

Base 10 for unarmored is a concept in 5e. (See the Rules Glossary.)
I am utterly confused? Are we talking about 2024 edition? I find no Rules Glossary un my good old PHB. The removal of 10 base AC for the concept of armor determined base AC was one of the most obvious cosmetic changes from 3ed when it came to basic concepts..
 

The argument may well be because the rules are silent on how to construct a "hit table" of this sort (this kind of thing is, ironically enough, almost exactly how WoW does it (or at least used to, years ago) behind the scenes).

So for a character with plate and a shield so an AC of 20, you could just as easily argue that a roll of 10-11 hits the shield and 12-19 hits the armour as a roll of 10-17 hits the armour and 18-19 hits the shield. I agree it doesn't actually matter in terms of final probabilities, but the translation of roll to narration is still arbitrary.
Given I hold that GM can do simulative work, and that in D&D DM explicitly has the job of narrating results, it's not super-important to me. But for those who care to discern causes to the detail of "what mitigated the blow" that's available. A criticism I could get on board with would be to say that it is not made accessible enough (requires a very high degree of rules knowledge to know exactly how the system lays it out.)

EDIT As I have laid out in various posts this and previous page, I do not agree that the ordering is ambiguous. It's explicit in the text.
 
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I am utterly confused? Are we talking about 2024 edition? I find no Rules Glossary un my good old PHB. The removal of 10 base AC for the concept of armor determined base AC was one of the most obvious cosmetic changes from 3ed when it came to basic concepts..
Is your copy digital or physical? I think in the physical book the Glossary comes after Appendix B, but I'm not at home right now and it's been awhile since I referenced the physical copy.

Oh, yes, this is also 2024 edition.
 

@Enrahim Checking the 2014 version, the rules are functionally identical. If wearing armor your base AC is determined by that armor.

From page 144 "The armor (and shield) you wear determines your base Armor Class." and see the text on page 7. Look also at the armor table itself.
 

@Enrahim Checking the 2014 version, the rules are functionally identical. If wearing armor your base AC is determined by that armor.

From page 144 "The armor (and shield) you wear determines your base Armor Class." and see the text on page 7. Look also at the armor table itself.
Looking at it now, and it seem like AC = Armor + dex is not presented as a rule at all. Rather it seem like the aproperiate rule is:
AC = (Tabulated formula based on armor/class/monster) + modifiers like shield. Some of the tabulated formulas include dex, others do not (heavy armor). 10 + dex is the "tabulated" value for unarmored. Why 2024 would refere to this 10 as a priveleged "base" i cannot understand though.
 

Does DW say anything about the MC having free reign to change the rules to better suit the game they want to run if they want and make the game their own?
Nes. Yo. Naybe.

The question cannot be directly answered with "yes" or "no" because it is in conflict with the fundamental assumptions and structure. It is somewhat like asking if the rules of chess say anything about the referee granting the players the ability to bring fairy chess pieces instead of standard ones. Or, just read what @Neonchameleon wrote. DW is a toolbox; D&D an instruction manual. Trying to reforge your wrenches isn't going to make your toolbox more useful, especially if you're doing it in an unfocused, pure-exploratory manner.

DW, like pretty much all PbtA games, has been tested extremely rigorously. That doesn't mean it's perfect (it's definitely not! I have had issues!), but the type of absolute "blow EVERYTHING up and do ANYTHING you want!!!" freedom you and others speak of just doesn't...work. If you try to do that, you are nearly guaranteed to have a Bad Time. You are nearly guaranteed to feel frustrated and denied, like you're trying to swim through the La Brea tar pits. Not to torture a metaphor, but if you constantly re-forge your own wrenches and screwdrivers, you're going to have a rough go of trying to disassemble anything that uses mm/fractional-inch bolts or Phillips-head screws...and the vast majority of the time you're not going to get that much use out of your custom-built pentagonal-edge wrench that you made so you could open fire hydrants when you wanted to.

But there are two very critical elements here that are the other reason why this question is essentially impossible to answer. First, the game specifically gives you both examples and advice on how to construct your own moves. The first like two thirds of the Advanced Delving section of the GM rules is all about this (and Classes, and similar). So...if you find you need a move and there isn't one for the purpose you want...just...make one? I've done it many times and I'm really not that experienced as a designer. (In fact, I can say with just a little bit of pride that I've only had to truly rewrite two moves, one of which was for a magic item, the other for a Compendium Class feature.) People put out variant playbooks (=classes) all the time, there's scads of the things. Heck, I even got one for the party Bard that was a full booklet worth of Rogue-aligned playbooks, at least half a dozen different takes on what it means to be "a Rogue" (e.g. the gentleperson-thief, the brutal enforcer, the silent assassin, etc.)

Second...the last third of the Advanced Delving section specifically discusses why changing the guts and bones of Dungeon World is risky and likely to cause issues, but doesn't tell you that you cannot do that. This is the start of that section (note its subheading is "The GM" because the previous subheadings were things like "Moves" and "Classes"):

The GM​

Changing the GM’s side of the rules is an entirely different beast from writing custom player moves. Writing GM moves is the easy part. Since a GM move is just a statement of something that fictionally happens, feel free to write new ones as you please. Most of the time you’ll find they’re just specific cases of one of the moves already established, but occasionally you’ll come across something new. Just keep in mind the spectrum of hard to soft moves, your principles, and your agenda, and you’ll be fine.​
Changing the GM’s agenda or principles is one of the biggest changes you can make to the game. Changing these areas will likely require changes throughout the rest of the game, plus playtesting to nail it all down.​

Many--indeed, nearly all--of the "change the rules to better suit" examples you could come up with are going to fall under what that first paragraph describes. Few of the mechanics that are binding on the GM are really going to be that offensive...unless you're genuinely committed to the need to just outright lie to your players about the world or the like.

E.g., I cannot fathom a reason why a GM would ever want to disobey the instruction to give an interesting and useful piece of information as a result of a 10+ Spout Lore roll, aka the DW equivalent of a Knowledge check. The whole point of a character getting a high result on a Knowledge check is that they will get information that is useful to them. To disobey that instruction is, in any non-contrived case, going to mean you're deceiving them simply because you want to deceive them. Much the same applies to Discern Realities (equivalent of Perception); the questions are restricted in part so that the GM isn't getting instantly asked the deep fundamental secrets, and separately, the player's actual actions and descriptions shape the kinds of answers they get. There is, for example, an NPC my party has met and knows reasonably well, which they don't know is actually a black dragon in disguise. They have heard many suspicious things about the fake identity the dragon hides behind, but they have never put two and two together yet. I haven't lied to them at any point; I have very rarely even needed a lie of omission, which is acceptable (albeit maybe skirting the boundaries) per the rules.

So...in one sense, the rules don't just allow, they explicitly instruct you to create rules. All the time, even! Monster moves, location moves, general moves, class moves, the works. But in another sense, they explain why the game's structure is what it is. That ripping out something as important as any of the Principles or (especially) the Agendas would mean you were, functionally, designing your own new PbtA game, with all of the effort that such a thing entails. Some discussion is given of which Principles are utterly essential to the function of DW (more or less, "these are what facilitate PbtA play; break these and the game probably won't work anymore, or will run aground a LOT"), which are essential to the setting-concept its creators intended (and thus very signfiicant to the feel of the game, but not to whether it will function per se), and which are important primarily because they're best-practices (such as "Draw Maps, Leave Blanks"). Finally, they also list one commonly-added additional principle ("Test their Bonds"), to show that the list needn't be only shortened, it's possible to add others.

If you really care enough, I can go over some of the "house rules" I've applied to DW. None of them change that much, but they are part of making an Arabian Nights-themed experience rather than the particular kinda-gritty, kinda-mercenary flavor the original creators were aiming for.
 
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Looking at it now, and it seem like AC = Armor + dex is not presented as a rule at all. Rather it seem like the aproperiate rule is:
AC = (Tabulated formula based on armor/class/monster) + modifiers like shield. Some of the tabulated formulas include dex, others do not (heavy armor). 10 + dex is the "tabulated" value for unarmored. Why 2024 would refere to this 10 as a priveleged "base" i cannot understand though.
It's clearer in 2024.

"Your base AC calculation is 10 plus your Dexterity modifier."

"base AC" is explicitly set by armor (including no armor, and optionally adding a shield for "+2")

These rules are all in 2014 IIRC, but they're not drawn together in as clear a way.
 

If I take a brick and a feather upstairs and drop them out the window over and over again, it's almost a dead-shot certainty the brick will hit the ground first every time, with the only exception being if the feather somehow got caught under the brick on release and dragged down with it. The "why" is of course because the feather meets more air resistance and thus has a much lower terminal velocity, but for these purposes that's irrelevant: what matters is what's actually observed by whoever watches those two things fall.

In-game, I think we universally assume our game settings come with breathable air, thus the brick-and-feather observation would hold true there as well; which for game-play and narration purposes is all we ever need unless there's suddenly no air - at which point everyone has far bigger things to worry about than how fast different things fall to the ground!
Thank you for doing exactly what I feared people would do, and which I thought, "Ah, no, I can trust that people will understand what I mean." It's incredibly tedious to be met with things that are obvious technicalities as though those things are somehow clear proven facts that my argument is just entirely wrong.

So, yes: ABSENT AERODYNAMIC DRAG, meaning, when things are JUST falling and not doing anything that isn't JUST FALLING, heavy objects fall at exactly the same speed as light objects. A one-inch cube of rubber falls at exactly the same speed as a one-inch cube of lead.

Are you happy now? It's stuff like this which is precisely why my posts get so horrifically long-winded. I have to cover every. single. possible. technicality. Because if I don't, someone WILL bring up whatever technicality I left out, and then act like they've completely disproven everything I had to say. It's frankly really crappy argumentation.
 

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