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It actually doesn't matter how you do this, because it works either way. Your ensuing narration just becomes different, because the preceding narration is different and you're building on slightly different fiction. If you tell the player the damage before narrating what it looks like, you can wait until after resolving the Last Breath to describe the ...


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This is a hard question to answer, as it primarily depends on the GM's opinion on how death should be reflected in the current game. However, as usual, the GM is not the only one building the ficiton in Dungeon World. The players have just as much inpact on the fiction as the GM, and are even more involved in how things develop than the GM. Now how does ...


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First, remember the trigger of Last breath is when you're dying and not when an attack would hit you and you cheat Death. On a miss, Death is inevitable. That's really important. I usually don't bother making their character live for a week before dying suddenly. When an arrow pierces the skull, you're dead. Maybe that's just me, but it heavily depends on ...


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If they fail the Last Breath roll, now treat the character as having an impending epic death (assuming it's warranted in the fiction). The character can keep being awesome, but they (and likely everyone else) know that last hit was fatal and that they're a dead character walking. Save the death for an appropriate moment. An especially good one would be ...


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It would not level like the multiclass advanced moves would Multiclass advanced moves give you a spell-casting level in that class that levels up everytime you levelup, increasing in power. However Anything you can do... has no text leading it in that direction at all. Thus you would always just be casting a spell at level 1. From a narrative perspective ...


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On page 29 of the rulebook it is stated, that for the purpose of multiclass moves, any starting class moves that depend on each other count as one move. As your question regards a custom class, it is up to interpretation if the author intended such use. However, as some moves would be rendered useless then, I suppose that the same logic as to multiclass ...


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Yep, the Druid can heal herself using this move. There is no concern about balance (there almost never is in Dungeon World, because of the 6− possibility can always scale up what is risked to match the magnitude of the advantage sought), and it's certainly flavourful for the Druid to ask the spirits to help her. I haven't seen official word on this ...


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Everything boils down to narrative control It all goes to narrative control. But, class moves are made to JUMP narrative control (relatively). You want to throw a door down? Ok, explain me how. But in the end you are the fighter. So you can easily trigger 'bend bars lift gates' and the consequences of that move are pretty clear on the move itself. You can ...


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As stated by Serpentine Cougar it makes the druid automatically succed, but it has to be narratively consequent. Don't let the druid do whatever they want, it has to be consequent. The fact they don't have to roll for it means it must be "easy". If he is gonna hack and slash he should do it in human form. Going to animal form means there's some clear ...


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In DW failure means consequences, even DEATH When a character rolls 6- you make a hard move. That means a move that has immediate and irrevocable consequences. In my opinion (I'm unsure on the exact rules) a hard move always comes after a soft move, and the soft moves shapes the hard move. Soft moves cause danger and prompts players to act and therefore ...


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Dungeon World performs excellently with conflict in the open, either visible only to the players/audience, or also visible to the characters. (In Dungeon World, metagaming is often OK or even encouraged, since acting on metagame information must still go through the fiction and moves, which adds to the dynamism of the game; and often metagaming will spark ...


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New answer for a renewed question. The old one is here I'd say that a hidden move is quite against the grain of *World games'idea of moves. It robs the players of their agency in determining their characters' story. And in your case, the intra-party conflict that may occur if the infiltrator is exposed seems to be more important than whether the ...


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Dungeon World puts difficult after the roll, not before. There are two misunderstandings combining when someone wants to start fiddling with the mechanics to make Dungeon World harder (or easier). These two assumptions that are true in many other games are false in Dungeon World: The roll is to determine success or failure. Mechanical difficulty is ...


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Dungeon World isn't D&D (or any other RPG) It's just supposed to have a classic fantasy "feel" to it. I think everyone else covered things pretty well, but I think the critic thing you're missing in thinking about this is that Dungeon World rather explicitly wants failure to be interesting. Not only is that when GM moves happen, but it's also when you ...


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The Apocalypse World engine basically isn't concerned with difficulty on a short term basis. Generally, the math slightly favors player characters at all levels - a 7 gets you a decent result, and 7 is the natural result you're looking at as the average of 2D6 if you have no negative modifiers. So where does the difficulty come in? In the shorter term, ...


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Well, if you really want, and it fits the story, you can apply some modifiers. That being +/- Forward, or +/- Ongoing. That being said, Dungeon World is more general than specific. You can use the conditions to explain a "Failure" or "Partial Success." For example, Roy the Awesome Ranger, decides he's going to fire an arrow, through a dark tunnel, at the ...


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Players do not announce the move they do. They say what their character is doing. Is the fighter trying to sneak up on someone? He's trying to avoid some danger by being stealthy - I'd roll a Dexterity-based defy danger, but of course this changes from table to table. He sure does not get the mechanical advantages the rogue has, because the fighter has no ...



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