68 lines
3.4 KiB
Plaintext
68 lines
3.4 KiB
Plaintext
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# Encounters and You
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Monster encounters are more about the story than the actual numbers of the fight. Keep this in mind when creating responses to moves. Here are some important guidelines to keep in mind.
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## Accuracy In Battle
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Remember the basic move from earlier:
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> When you do something risky or dangerous, roll 2d6 and add a relevant attribute score.
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>
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> * On a 12+, you do it perfectly, with some additional benefit.
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> * On a 10-11, you do it perfectly.
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> * On a 7-9, you do it, but with some cost or complication.
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> * On a 6-, you fail to do it, with some additional negative consequence.
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In battle, a 6 or less doesn't mean that the attack has to miss completely. Is the attacker close to another enemy? Why not have the attack connect there?
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## Leveling Up
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In The Source, players level up after gaining 1000 times their current level experience points. Players may pick an advancement while leveling up. Experience points can be gained in battle. This means that a player could concieveably level up during a fight, pick an advancement that could turn the battle around completely and then perform some glorious move to save the party.
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The level cap is normally 20. If players get more experience and want to level up past that, you will need to create more advancements.
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## Adapting Enemies From Other Games
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This is a bit of a tricky situation. Monsters from other games are typically balanced for that game and its battle logic. The Source (and by extension 6E) follows different rules. At a high level, monsters should follow at least the following archetype:
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```
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# Sand Lizard
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Horde, Dim, Quick
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Tongue-lash (d4), 15hp, 0 armor
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Challenge: 2
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Moves:
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* Attack (QUI) - uses their tongue as a ranged weapon
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* Bow (QUI) - uses their bow (d6 damage) to hit enemies
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* Flee (QUI) - runs around a corner or away
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Stats:
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TOU: -2
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QUI: +2
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CLE: -2
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PER: -2
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LEA: -2
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CHA: -2
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```
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To calculate a challenge level, estimate the number of turns it would take for a player to defeat that monster assuming perfect rolls. To get the number of experience points players should get, multiply that challenge level by 25.
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More monsters will be added in future supplements like Miau. Dungeon World can function as a good source of monster data, but you will need to balance it as makes sense for your party. This is less of a science and more of an art.
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## Initiative
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Rolling for initiative is done by having every player roll a d20 and then ordering by the the results. If two players tie, have them roll a second d20 and that establishes their order within the tie order.
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For example, if Divae rolls a 10, Gassas rolls a 3, Aruna also rolls a 3 and Vesryn rolls a 1, Gassas and Aruna would then roll another d20 to figure out if Aruna or Gassas performs actions first.
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## Bosses
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Boss encounters should offer a challenge to players. Make them think out of the box. Don't have bosses just be a "whack this guy with your sword until they run out of HP" fest. Experiment. Make the boss activate traps or something. Dungeons and Dragons supplements can help you come up with ideas for this. Tales from the Yawning Portal or other beginner campaign material can also help.
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## You Don't Always Have To Fight
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Sometimes diplomacy can be used instead of straight up battle tactics. Maybe you can convince the enemies you are not a threat. High charm rolls can function as Jedi mind tricks in a pinch. Be creative! Also, avoid torturing people if you can help it.
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