I have to admit MASKS has been taken up most of my time so I just am getting to reading MotW. Am I right in reading that Hunters take Hurt every time in Kicking Some Ass?
I have to admit MASKS has been taken up most of my time so I just am getting to reading MotW.
I have to admit MASKS has been taken up most of my time so I just am getting to reading MotW.
You won’t necessarily take harm, though by default there is an exchange of blows. The player might have armor that mitigates any harm. If the player rolls a 10+, they can reduce the harm they take. And the effects of being hit aren’t only taking harm. It could be that as a result of the exchange you’re forced to drop something or some other narrative thing happens.
I’m thinking about a house rule where if the Hunter roll totals over a 12 they don’t take Hurt.
You’re of course free to do what you will, but KSA rolls only happen in close range where mutual damage is possible. They’re supposed to be dangerous because it incentivizes the players to find ways of harming the monster without getting close enough to get hurt themselves. Page 122 explains how KSA is intended to function when sufficiently advanced on 12+ rolls.
#HangsHeadInShame… I haven’t read that part yet.
Aaron Dalton’s got you covered here but I wanted to add too that they don’t have to always take normal numerical harm (HP damage basically)–some attacks are 0 harm and no matter how much harm the attack inflicts, you can always use the harm moves (eg drop something, fall down, pass out, etc). These are detailed on pp 212-213; there’s also an example fight on 216-222 which should be illuminating.
Warren Shultzaberger the other thing I would say is just remember that the tone of MOTW and the kind of story its trying to tell is very different from Masks. Masks is Teen Titans where MOTW is Supernatural or Buffy. Monster hunting is meant to be incredibly dangerous, and the Hunter that lasts is the Hunter that doesn’t rely on brute strength alone.
Also, what you’re suggesting for 12+ is actually already an option if the Hunter decides to take it as an advanced move after they’ve levelled up five times:
On a 12+ instead pick an enhanced effect:
• You completely hold the advantage. All hunters involved in the fight get +1 forward.
• You suffer no harm at all.
• Your attack inflicts double the normal harm.
• Your attack drives the enemy away in a rout.
Thanks a bunch Arron and Jeb!!!! Reading the book continues!!