A dagger in the hands of the wizard is not nearly so dangerous as one in the hands of a skilled fighter. It’s useful because it’s small and easy to strike with at close distance. A dagger is not useful because it does more or less damage than some other blade. A weapon is useful primarily for its tags which describe what the weapon is useful for. That’s why weapons in Dungeon World don’t have a listed damage. Worn : To use it, you have to be wearing it.The same value in gems or fine art may be lighter or heavier. 100 coins in standard denominations is 1 weight. Something with no listed weight isn’t designed to be carried. n weight : Count the listed amount against your load.Two-handed : It takes two hands to use it effectively.Touch : It’s used by touching it to the target’s skin.Slow : It takes minutes or more to use.If you don’t meet the requirements it works poorly, if at all. Requires : It’s only useful to certain people.If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions. Dangerous : It’s easy to get in trouble with it.If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price. n coins : How much it costs to buy, normally.It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.” +Bonus : It modifies your effectiveness in a specified situation.Awkward : It’s unwieldy and tough to use.Applied : It’s only useful when carefully applied to a person or to something they eat or drink.You’ll see them on armor, weapons or general adventuring tools. These are general tags that can apply to just about any piece of gear. If a weapon is awkward, it might mean that you’re more likely to drop it when you fail that hack and slash roll.īy no means is this an exhaustive list-feel free to create your own tags. Like everything else in Dungeon World, these guide the fiction you’re creating in play. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags). The fighter’s signature weapon is never mundane.Įach piece of equipment will have a number of tags. Any item that is magical or one-of-a-kind is not mundane for the purposes of moves. Most items are mundane-not magical or intrinsically unique in any way. The fighter can find a sharp new sword or the thief might stumble across a deadly poison. The musty tombs and forgotten treasure troves of the world are filled with useful items.
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