Combat, non-combat, and damage advice
Jan 10, 2015 10:26:03 GMT -8
Post by tomes on Jan 10, 2015 10:26:03 GMT -8
This seemed interesting (and cheap to support): www.patreon.com/DWGuides
I haven't really kept up on the DW forums, but given that I've been running a game of it for half a year, I think I can finally use some of this stuff, and see what advice people have to offer that I can steal... it's sometimes difficult figuring out how I want to deal with hit points and damage during combat. There isn't that attack-damage back-and-forth thing as in d20 (and other classics).
Should I feel comfortable handing out damage as side effects of random events? Sometimes they fail a move, and I have some consequences, however in the case where the consequence is light, can also assigning HP damage be ok? Or having them roll for damage?
Like in combat, there are 2 opponents around them, and they hack and slash against one specifically. They roll a 7-9. Normally that means deal damage, but be exposed. Is it standard to have both opponents roll damage against them? I mean, I know I can do storytelling shit, like have one of the guys grab his arm from behind, or whatever.
Or like I had a PC who was getting chomped by a Roper, that was holding him up near the ceiling with its tentacles. The Roper let go (due to another's action) and this PC failed a move to try and grab a tentacle to hold onto. He drops to the ground, 15 feet below, in full plate. I have him roll d10 damage and have the wind knocked out of him. I mean, distributing damage like that, is that normal?
I feel like if I don't do those things, combat damage just doesn't come up quite enough to get them to atrophy HP enough to make it feel like they are getting scraped and bruised along the way.
What do you guys do re combat, non-combat, and damage?
I haven't really kept up on the DW forums, but given that I've been running a game of it for half a year, I think I can finally use some of this stuff, and see what advice people have to offer that I can steal... it's sometimes difficult figuring out how I want to deal with hit points and damage during combat. There isn't that attack-damage back-and-forth thing as in d20 (and other classics).
Should I feel comfortable handing out damage as side effects of random events? Sometimes they fail a move, and I have some consequences, however in the case where the consequence is light, can also assigning HP damage be ok? Or having them roll for damage?
Like in combat, there are 2 opponents around them, and they hack and slash against one specifically. They roll a 7-9. Normally that means deal damage, but be exposed. Is it standard to have both opponents roll damage against them? I mean, I know I can do storytelling shit, like have one of the guys grab his arm from behind, or whatever.
Or like I had a PC who was getting chomped by a Roper, that was holding him up near the ceiling with its tentacles. The Roper let go (due to another's action) and this PC failed a move to try and grab a tentacle to hold onto. He drops to the ground, 15 feet below, in full plate. I have him roll d10 damage and have the wind knocked out of him. I mean, distributing damage like that, is that normal?
I feel like if I don't do those things, combat damage just doesn't come up quite enough to get them to atrophy HP enough to make it feel like they are getting scraped and bruised along the way.
What do you guys do re combat, non-combat, and damage?