Single Roll Damage Hack For DW

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A Single-roll Damage Hack for Dungeon World

Playbooks
Playbooks would each need static damage bonuses in place of variable dice (1d4, 1d6, etc):
playbook damage dice bonus
Barbarian d10 +4
Bard d6 +2
Cleric d6 +2
Druid d6 +2
Fighter d10 +4
Immolator d8 +3
Paladin d10 +4
Ranger d8 +3
Thief d8 +3
Wizard d4 +1

Then, whenever a player triggers a move that would deal damage (and rolls 2d6 in the process),
they take the lower of the two dice rolled for that move, then add their relevant damage bonus,
as well as any weapon bonus.

For example, if a Ranger with a damage bonus of +3 triggers Hack & Slash and then rolls 6+2,
dealing 5 damage to their opponent (2+3). If they had a weapon with +1 damage, they’d add
that to the total as well.

Monsters
You can always continue to have monsters roll damage as before, but if you’d like to also have a
single roll for determining monster damage, the following two options should work.

The simpler method:


To calculate the monster’s damage bonus, look at the monster’s damage dice, and convert it
according to the following table:
damage dice bonus
1d4 +1
1d6 +2
1d8 +3
1d10 +4
1d12 +5

Then, add any existing bonus (e.g. 1d4+1) from the monster’s damage stat. Finally, take the
lowest d6 from the player’s roll and add it to the damage tally.

For example, a monster that does 1d8+1 damage would deal 4 (3+1) damage, plus the lowest
d6 from the player’s roll.
A Centaur does damage thusly: Bow (d6+2 damage, 1 piercing). With this system, they would
do w[2d6] from the players roll, then +3 damage. The piercing tag would still be in effect!

If the monster stat has something like b[2d6], simply take the higher 1d6 of the player’s result
when calculating the roll.

Alternatively, a more complicated (but perhaps more accurate) method:


First maximize the monster’s existing damage dice, then divide by 2 (rounding down).
Then, add any existing bonus (e.g. 1d4+1). Finally, take the lowest d6 from the player’s roll and
add it to the damage tally.

For example, a monster that does 1d8+1 damage, divided by 2, would equal 4 rounded down;
add +1 to that and they’d have a damage bonus of +5. Add this to the player’s 1d6 result.
If the monster stat has a “best of” stat like b[2d6], round up when dividing by 2.

Moves
Here are some adjusted moves, written by Addramyr Palinor.
DEALING DAMAGE DEFEND
Any time a move tells you to deal damage, take the When you stand in defense of a location, item, or
lower of the two dice rolled for that move and add person (including yourself), roll+CON.
your damage bonus, as well as any weapon bonus. In On a 10+, hold 3.
the rare instance that you are dealing damage On a 7-9, hold 1.
without a roll, simply roll 1d6 and add your bonus to As long as you stand in defense, when you or the
the result. thing you defend is attacked you may spend your
hold, 1-for-1, to choose an option from the list
HACK AND SLASH below:
When you attack an enemy in melee, roll +STR. ■ Redirect the attack to yourself.
On a 10+, choose 1: ■ Halve the attack’s effect or damage.
■ Deal your damage and avoid their attack. ■ Grant an ally +1 Forward against this enemy.
■ Use the highest dice to deal your damage, but ■ Deal only your damage bonus
expose yourself to their attack.
On a 7-9, you deal your damage to the enemy and HIRELINGS
the enemy makes an attack against you. When you have a hireling help you make a move
that calls for a roll, take +1 Forward to that roll,
VOLLEY but know that the hireling will be exposed to any
When you launch a ranged attack, roll +DEX. risk, cost, or consequences associated with the
On a 10+, you have a clear shot—deal your damage. move.
On a 7-9, deal your damage, but choose 1:
■ You have to move or hold your position to get the When you Hack and Slash or Volley with the
shot, placing you in danger as described by the GM. assistance of a hireling, deal damage by using the
■ You have to take what you can get: deal only your highest result of the 2 dice. Then, add 1 to the
damage bonus total for each hireling that is helping you.
■ Reduce your ammo by 1.
Most moves should plug right in; there is also the opportunity for rolling and taking the higher of
the two dice (when a Barbarian pursues an appetite, for example).

Moves that ask the PC to take -1d6 of damage (or similar) may still apply; simply tell the player
to only apply their bonus (drop the lowest d6 from the attack roll).

When adding extra damage from a move (like +1d4 or whatever) the PC can just take the higher
of the two dice, or double their bonus.

If you’re using an advantage/disadvantage system in your game (rolling 3d6, then taking the two
highest or lowest dice), you could have the player take the higher or lower dice, depending.

Notes
Averages
Here are the averages for variable dice & monster damage in stock Dungeon World, courtesy of
Addramyr Palinor. Basically, monsters are slightly weaker using the above methods, but you can
choose to make them slightly more deadly by using the higher of the 2d6 rolled, and convert
“best” or “worst” monster damage values by doubling the damage bonus.
Alternatively, you could give the playbooks +2 HP across the board to compensate.

This mechanic was 100% stolen from Vagabonds of Dyfed by Ben Dutter. BUY IT.

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