So, I have a player that when being rushed by wolf minions, kept wanting to mainly dodge and only do damage if an…

So, I have a player that when being rushed by wolf minions, kept wanting to mainly dodge and only do damage if an…

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.

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