shapeshade:
Ski-Bird:
Ignoring what makes folks different. What does a thief's 7-up look like? How about a wizard's 10-plus? What happens if the cleric rolls a 6-minus? These should absolutely be flavored to the character (they are after all, shaping the story).
... I don't understand your fix exactly.
I guess I meant that if an encounter was reduced to a single move (adjusted of course by some method of figuring out the party's modifier) ... then what happens to the playbook moves? Do they apply? If so, whose? Does each character get to add some cool tweak to the result?
Moreover, what about the other basic moves?
In this fictitious game, let's say that the generic combat move is as follows:
Combat!
Roll+Melee. On a hit, trade wounds with the enemy.
-On a 10+, pick two ...
-On a 7-up, pick one ...
- You do not mark a wound, but your enemy still does.
- You create an opportunity for your allies.
- You impress, surprise, or frighten the opposition.
Let's say we have a dwarf fighter with the move
All Goblins shall meet my AXE!. When this guy rolls a combat action ... on a 7-up, he trades wounds with the enemy as normal ... but against goblins he lands two wounds, or can assign one wound each to two separate goblins.
Now let's say that the ranger has some similarly flavored 'arrow move' on his playbook. The thief, and the cleric, etc. They all have some cool twist.
Which one applies?
Leaving combat alone for a moment, now let's say that at the generic Magic move is:
Magic!
Roll+Arcane, On a hit you spend one Mana and cause the effect you were after. (assign a wound, remove a source of opposition, create a source of opposition, etc)
-On a 10+, pick two ...
-On a 7-up, pick one ...
- You regain one Mana.
- You are not Fatigued.
- A Wild Surge occurs.
Now let's say that our handy-dandy mage has the playbook move:
Charmy McCharmerson!. When this guy rolls a Magic action, he gets to add the following to the text of the basic move,
Magic!
You are a master mesmerist. On a hit, you place the condition,
Entranced, the foe. In addition, add these results to the list of options you may select from:
- The target will not realize that he has been charmed, even after the spell fades.
- The target will blindly follow all orders ... even ones that may harm them.
If our fictitious party finds themselves in an encounter ... Does the party roll
Magic? Does the party roll
Combat? Which basic move does the group roll apply to?
It sounds like there might not be separate basic moves at all and there would be an all-encompassing basic move — perhaps called Encounter! — which would resolve the action. I think doing it this way would take away some of the flavor, though.
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Ok, these were certainly silly examples, and I just came up with them off the top of my head. But what I was getting at is this ...
If you take the basic moves and boil it down to a single roll and the result is a simple [Lose, Partial Success, Win], it sort of steals some of the shine from the playbooks. When would they get to bust out the cool stuff that makes them cool?
Secondly, if you make it a single action [i.e. roll the dice and I'll tell you if you (Lose/Hard Move, Partial Success, or Win)] then when does the mage use the basic move
Magic!, or when does the bard use the basic move
Interact! (of course, with the obligatory playbook move,
Silver-Tonged Devil)?
A single roll with a single modifier is ...
meh.
In other words, the different moves, and the tweaks that the individual playbooks add to them, are a large part of the game.
Reducing/eliminating them might come with an unwanted side order of the 'not-funs.'