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You Roll Low, Nothing Happens. Can this/should this be changed?
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<blockquote data-quote="Rune" data-source="post: 6506805" data-attributes="member: 67"><p>Thanks, [MENTION=6688937]Ratskinner[/MENTION]. </p><p></p><p>I debated with myself whether or not to derail my post with a discussion about how DW is narrative-driven and what that means, so I'm glad you brought it up. </p><p></p><p>In DW, <em>every</em> single mechanical expression that happens in the game triggers off of narrative (this is one of the reasons it has no turn structure--and why it can function without it). There are broad mechanical expressions designed to catch most narrative expressions (and the GM is encouraged to make adventure/campaign-specific ones, as well). </p><p></p><p>These aren't necessary, though--they're an improv safety net, more or less. They <em>are</em> designed to provide the players some degree of agency in determining the type of result they will get, but all of this can be handled on the fly, if desired. </p><p></p><p>Taking clues from the narrative really makes that easy. </p><p></p><p>The 5e tweaks I posted upthread hint at how I would incorporate this in a 5e game. </p><p></p><p>To fully make it happen, I think you have to lose the round/turn structure completely. </p><p></p><p>•Opponents' available actions and reactions become specific complications for failure. </p><p></p><p>•Since you are no longer using attack rolls, you can modify the "complete failure" range of character attacks by the difference of the opponent's attack+10 minus the PC's AC. </p><p></p><p>•Because there are no longer turns, multiple attacks are meaningless. They would best be implemented as an attack routine that deals more damage, if landed. </p><p></p><p><em>For example, the PC makes a three-strike attack at +9 vs. a foe with AC 16. </em></p><p><em></em></p><p><em>Normally, anything less than 12 would be a complete failure. The DM decides that the foe will respond with an attack that has a +7 to hit vs. the PC's AC 18. Because 7+10-18 = -1, the "complete failure" range narrows by 1. If the PC's attack roll beats AC 16, damage for three attacks is dealt. </em></p><p><em></em></p><p><em>If the PC rolls less than 11, the PC suffers the results of the foe's attack. </em></p><p><em></em></p><p><em>Anything in between gives the player a choice: either they both get hit, or neither does. </em></p></blockquote><p></p>
[QUOTE="Rune, post: 6506805, member: 67"] Thanks, [MENTION=6688937]Ratskinner[/MENTION]. I debated with myself whether or not to derail my post with a discussion about how DW is narrative-driven and what that means, so I'm glad you brought it up. In DW, [i]every[/i] single mechanical expression that happens in the game triggers off of narrative (this is one of the reasons it has no turn structure--and why it can function without it). There are broad mechanical expressions designed to catch most narrative expressions (and the GM is encouraged to make adventure/campaign-specific ones, as well). These aren't necessary, though--they're an improv safety net, more or less. They [i]are[/i] designed to provide the players some degree of agency in determining the type of result they will get, but all of this can be handled on the fly, if desired. Taking clues from the narrative really makes that easy. The 5e tweaks I posted upthread hint at how I would incorporate this in a 5e game. To fully make it happen, I think you have to lose the round/turn structure completely. •Opponents' available actions and reactions become specific complications for failure. •Since you are no longer using attack rolls, you can modify the "complete failure" range of character attacks by the difference of the opponent's attack+10 minus the PC's AC. •Because there are no longer turns, multiple attacks are meaningless. They would best be implemented as an attack routine that deals more damage, if landed. [i]For example, the PC makes a three-strike attack at +9 vs. a foe with AC 16. Normally, anything less than 12 would be a complete failure. The DM decides that the foe will respond with an attack that has a +7 to hit vs. the PC's AC 18. Because 7+10-18 = -1, the "complete failure" range narrows by 1. If the PC's attack roll beats AC 16, damage for three attacks is dealt. If the PC rolls less than 11, the PC suffers the results of the foe's attack. Anything in between gives the player a choice: either they both get hit, or neither does. [/i] [/QUOTE]
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You Roll Low, Nothing Happens. Can this/should this be changed?
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