So, I have a player that when being rushed by wolf minions, kept wanting to mainly dodge and only do damage if an opportunity presented itself. Now, I could just rule that as Act Under Pressure or Kick Ass, but I like the idea of making a custom move available to my players.
What do people think of the balance of the following?
Dodge, Parry, Thrust.
If you see a non-ranged attack coming and you mostly want to dodge rather than fight back, explain how you’re dodging and roll +Cool.
* If you get a 10+, you don’t take any damage, In addition, you can either hold 2 or harm your opponent if you have a weapon at hand.
* If you get a 7-9, you have a choice. Either you don’t take damage, no other effect, or else hold 1 and you take a blow from your opponent that does one less harm than normal.
* On a miss, you take at least one harm more than usual, and your opponent takes none.
Spend one hold to do one of the following:
* You put you opponent off-balance. Next time it is hit, an additional harm is done to it, unless it is given time to recover.
* You sense a weakness in the way your opponent attacks. Take +1 forward the next time you try to hurt it or dodge.
* You get a good feel for what part of you it tends to go for, and can move to protect it better. Take one less harm the next time it hits you.
* As any one of the above, but the advantage is given to one of your friends. You need to narrate how that works.
Looks like it will work okay. I like that you’ve got plenty of options that move things forward, instead of just avoiding danger.