Players roll to avoid being hit in my games, rather than me rolling for your enemies to hit. What this means is this: If a monster makes an attack on a player character, the player must roll over their AC + the monster's FA (fighting ability, usually the same as its Hit Dice) on a d20.
Any time you take damage in combat you can opt to sacrifice your shield
to avoid it.
Magic shields can absorb multiple blows (an extra one for each plus, subtracting the bonus accordingly), but will be destroyed once its limit is reached.
Adapted from Dungeon
World, ©2012, Sage LaTorra, Adam Koebel
When the PC consults their accumulated knowledge about something, the player makes a non-standard resolution check (a d6 roll). The referee will ask “How might you know this?” The credibility of the player's answer informs the chance-in-6 of succeeding (from 1:6 to 3:6).
If successful, the referee will reveal something interesting and useful about the subject relevant to the situation, even if they have to make it up on the spot. On a miss something bad might happen, often involving the time the PC takes thinking, but cannot be a lie, or misinformation (the player knows if they succeeded anyway).
A bard's "folklore" ability may operate on this mechanic, either receiving a bonus of +1/+2; or the ability to answer "because I'm a bard" to the referee's "how might you know this."
In addition to receiving XP for treasure recovered, characters can expend treasure for XP and additional rewards.
On a given week, a character can spend up to 1d8×100 gp on one of the following activities:
This costs 2,000 gp and takes 1 month. Each additional time, increase
2,000 gp to the power of the number of times that attribute has already
been raised. The second time characters raise a score it costs 4,000 gp,
the third, 8,000 gp, the fourth 16,000 gp, etc. This cannot raise an
attribute beyond 16.
A character can only raise a single attribute per level gain.
Spend 1d4×10 gp and make a reaction roll, modified by Charisma. This takes 1 full day per attempt.
|2||Failure, lose another 1d6×10 gp tracking a lead|
|3-5||Spend another 1d4×10 gp to hear one rumor|
|6-8||Hear one rumor|
|7-11||Pay another 2d10 gp to hear an extra rumor|
|12+||Hear two rumors|
Rumors have to be designed around the local area and events.
Adapted from Bloody Basic – Weird Fantasy Edition, ©2015, John M. Stater. Author: John M. Stater.
|Aketon, gambeson, ichcahuipilli||8||1||10||40
|Haubergeon, jazerant (chain shirt)||7||1||10||40
|Disk armor, mirror armor||6||0||15||40||25 gp|
|Rough hide, bone, shell (crocodile, rhino, giant tortoise, etc. )||5||2||30||30
|Jack of plate, breastplate||4||1||30||30
|Tusk Helmet||+1||0||1||1:6||20 gp|
|Aventail, sallet, mail coif, morion, or casque (helm)||+1||0||2||2:6
|Bascinet, heaume, or barbute (helm & visor or mask)||+2||0||3||3:6
||Mêlée AC||Missile AC||Weight
|Wicker shield (gerrha)||+2||+0||5||7 gp|
|Hourglass shield, figure-of-eight shield||+2||+2||7||10 gp|
|Cinquedea||1||1d4+2||2||15 gp||Short Sword|
|Cutlass||1||1d6+1||3||12 gp||Short Scimitar|
|Estoc (tuck)1||1||1d4+1||2||15 gp||Short Sword|
|Flambard||2||1d6+2 (1d8+2)||5||25 gp||Long sword|
|Holy water sprinkler2||2||1d8||4||10 gp||Horseman's Flail|
|Khopesh3||2||1d6+1 (1d8+1)||4||20 gp||Scimitar|
|Crescent axe||3||1d10 (2d6)||8||20 gp||Great Axe|
1 ignores 1 point of DR from worn armor.
2 Ignores AC bonus provided by opponent’s shield (if
3 disarms as flail, i.e. at -2 attack penalty.