What do you think about moves that use options or questions about the fiction to determine the modifier for a roll…
What do you think about moves that use options or questions about the fiction to determine the modifier for a roll instead of a stat?
Here are two established examples…
One of the barter moves from Apocalypse World:
“When you make known that you want a thing and drop jingle to speed it on its way, roll+barter spent (max roll+3)…”
Recruit(Dungeon World):
“When you put out word that you’re looking to hire help, roll. If you make it known…
• …that your pay is generous, take +1
• …what you’re setting out to do, take +1
• …that they’ll get a share of whatever you find, take +1
If you have a useful reputation around these parts take an additional +1…”
Some pros of stat independent moves:
• They can be useful when differentiation is unnecessary, although it’s relatively easy to differentiate if you want to.
• More predictable and easier to tweak. No wacky +3’s.
• You can get rid of stats that only serve one move by making that move independent.
• Avoid advances that let you roll x move with y stat instead of z. I’m not a fan of those.
• Easier to design the relationship between moves and stats since there are less of them.
…some cons:
• With many independent moves, you can’t bump up one stat to get better across the board in a category. You have to address each move separately if you want to give playbooks an edge.
• If the options are vague it is easy to waste time on definitions and justifications. Look at the recruit move.
• Higher word count and complexity, although not necessarily. Look at the barter move example.
• Potentially lots of +1’s to keep track of.
I sketched out part of a theoretical combat move that makes the combat stat in my non-existent game unnecessary. I can imagine that a move like this would work well in a game where combat is all about using the fiction and your other moves to set up +1’s before the fight move is triggered or skip the fight completely. Keep in mind that it is just an example.
FIGHT!
You’re all here to defeat bad guys with speed, wit or brawn, so your stats don’t matter. When you fight, roll and take +1 if…
• …they are flanked or caught up in something else at the same time.
• …you have a longer sword or something.
• Etc. (Don’t make me come up with something intelligent on the fly)
Then each playbook can have their own little battle move extension.
• When you fight and smash everything around without consideration, take +1.
• When you fight from higher ground, take +1 and deal +1 harm on a hit.
• When you fight, you get to do x on a hit.
• When you fight, take -1 unless you blah, blah…
Is it worth considering moves that don’t use stats when designing a hack? Any thoughts?