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In a game of Dungeon World, how do you handle different difficulties at the same task?

A few examples:

  • climbing a wall with easier handholds vs. climbing a smoother wall
  • pushing a heavy cabinet out of the way vs. pushing it while enemies are pushing back
  • lifting a heavy beam with debris on it vs. lifting the beam after the debris has been removed

Each of these examples gets at the players' approach to the problem. They have a difficult (not impossible) task in front of them. If they deal with something else, the task becomes easier. So it would be really helpful to have some way of adjusting the difficulty of a task to reflect this.

In other roleplaying games, I'd just (as the GM) change the target difficulty, or give some bonus/negative to the die roll. What's the Dungeon World way of handling this?


There's another questionanother question about how to pile on more problems before you can even try the underlying task. I'm not looking to just pile on more stuff, I'm looking to make the underlying task possible, but more difficult.

In a game of Dungeon World, how do you handle different difficulties at the same task?

A few examples:

  • climbing a wall with easier handholds vs. climbing a smoother wall
  • pushing a heavy cabinet out of the way vs. pushing it while enemies are pushing back
  • lifting a heavy beam with debris on it vs. lifting the beam after the debris has been removed

Each of these examples gets at the players' approach to the problem. They have a difficult (not impossible) task in front of them. If they deal with something else, the task becomes easier. So it would be really helpful to have some way of adjusting the difficulty of a task to reflect this.

In other roleplaying games, I'd just (as the GM) change the target difficulty, or give some bonus/negative to the die roll. What's the Dungeon World way of handling this?


There's another question about how to pile on more problems before you can even try the underlying task. I'm not looking to just pile on more stuff, I'm looking to make the underlying task possible, but more difficult.

In a game of Dungeon World, how do you handle different difficulties at the same task?

A few examples:

  • climbing a wall with easier handholds vs. climbing a smoother wall
  • pushing a heavy cabinet out of the way vs. pushing it while enemies are pushing back
  • lifting a heavy beam with debris on it vs. lifting the beam after the debris has been removed

Each of these examples gets at the players' approach to the problem. They have a difficult (not impossible) task in front of them. If they deal with something else, the task becomes easier. So it would be really helpful to have some way of adjusting the difficulty of a task to reflect this.

In other roleplaying games, I'd just (as the GM) change the target difficulty, or give some bonus/negative to the die roll. What's the Dungeon World way of handling this?


There's another question about how to pile on more problems before you can even try the underlying task. I'm not looking to just pile on more stuff, I'm looking to make the underlying task possible, but more difficult.

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Joe
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In a game of Dungeon World, how do you handle different difficulties at the same task?

A few examples:

  • climbing a wall with easier handholds vs. climbing a smoother wall
  • pushing a heavy cabinet out of the way vs. pushing it while enemies are pushing back
  • lifting a heavy beam with debris on it vs. lifting the beam after the debris has been removed

Each of these examples gets at the players' approach to the problem. They have a difficult (not impossible) task in front of them. If they deal with something else, the task becomes easier. So it would be really helpful to have some way of adjusting the difficulty of a task to reflect this.

In other roleplaying games, I'd just (as the GM) change the target difficulty, or give some bonus/negative to the die roll. What's the Dungeon World way of handling this?


There's another question about how to pile on more problems before you can even try the underlying task. I'm not looking to just pile on more stuff, I'm looking to make the underlying task possible, but more difficult.

In a game of Dungeon World, how do you handle different difficulties at the same task?

A few examples:

  • climbing a wall with easier handholds vs. climbing a smoother wall
  • pushing a heavy cabinet out of the way vs. pushing it while enemies are pushing back
  • lifting a heavy beam with debris on it vs. lifting the beam after the debris has been removed

Each of these examples gets at the players' approach to the problem. They have a difficult (not impossible) task in front of them. If they deal with something else, the task becomes easier. So it would be really helpful to have some way of adjusting the difficulty of a task to reflect this.

In other roleplaying games, I'd just (as the GM) change the target difficulty, or give some bonus/negative to the die roll. What's the Dungeon World way of handling this?

In a game of Dungeon World, how do you handle different difficulties at the same task?

A few examples:

  • climbing a wall with easier handholds vs. climbing a smoother wall
  • pushing a heavy cabinet out of the way vs. pushing it while enemies are pushing back
  • lifting a heavy beam with debris on it vs. lifting the beam after the debris has been removed

Each of these examples gets at the players' approach to the problem. They have a difficult (not impossible) task in front of them. If they deal with something else, the task becomes easier. So it would be really helpful to have some way of adjusting the difficulty of a task to reflect this.

In other roleplaying games, I'd just (as the GM) change the target difficulty, or give some bonus/negative to the die roll. What's the Dungeon World way of handling this?


There's another question about how to pile on more problems before you can even try the underlying task. I'm not looking to just pile on more stuff, I'm looking to make the underlying task possible, but more difficult.

Source Link
Joe
  • 17.2k
  • 7
  • 69
  • 126

How do you handle different difficulties at the same task?

In a game of Dungeon World, how do you handle different difficulties at the same task?

A few examples:

  • climbing a wall with easier handholds vs. climbing a smoother wall
  • pushing a heavy cabinet out of the way vs. pushing it while enemies are pushing back
  • lifting a heavy beam with debris on it vs. lifting the beam after the debris has been removed

Each of these examples gets at the players' approach to the problem. They have a difficult (not impossible) task in front of them. If they deal with something else, the task becomes easier. So it would be really helpful to have some way of adjusting the difficulty of a task to reflect this.

In other roleplaying games, I'd just (as the GM) change the target difficulty, or give some bonus/negative to the die roll. What's the Dungeon World way of handling this?