this post was submitted on 25 Jun 2023
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Dungeon World
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You know how 5e has its skill checks handled mostly by asking around and the DM decides when a skill is appropriate? Dungeon World operates like that for every kind of interaction. You also don't have the uncertainty of having to pull a DC for the check out of thin air - it's always 2d6+relevant stat, where 6- is a failure, 7-9 is a partial success and 10+ is a full success. It's a bit open-ended what that means for many skill-like moves but others directly spell out the results.
Additionally, it's always the players who roll. Any attack or skill of the monster is defended against with an appropriate Defy Danger check. On that note, there's also no definite initiative system, but you should try and keep an even amount of chances to attack and pressure to defend (even in a system as simple as this, action economy is still very powerful).
One thing that always makes me balk at PBTA games is that trying to remember the Move List always feels a bit overwhelming. Is it fair to say you can boil most DW checks down to the failure/partial success/success paradigm if you don't want to stress about making sure you're executing the correct move or implementing the correct consequence?