**∘₊✧──────────────────────────────────────────────────✧₊∘**
Heroes prove themselves in the heat of battle! When facing terrible beasts and impossible odds, it’s handy to have a few skills at your disposal. Combat will often take place as a mix of traditional roleplay and ttrpg elements. Major storyline and event battles will have maps to help illustrate battle conditions, and may be hosted on a VTT like Roll20. Minor roleplays, most quests, and minor bounties will only require dice rolls and can be done solely through roleplay.
Having a combat sheet will help you navigate combat and guide you to victory. Below is an in-depth look at all things related to combat and rolling. Check out the Character Creation Guidelines for a guide on creating the characters themselves!
<aside> 💡
This system uses Dungeon World as its base, with a few tweaks. The system is a little different from most TTRPG’s! It relies most heavily on roleplaying your actions and rolling a dice to decide if that action is successful, partially successful, or a failure.
Unlike D&D and Pathfinder, DW is a PbtA system. That means there’s no d20 (sad, but true), and you don’t have to roll to determine each given action before it’s taken. Instead, refer to the Moves list below and on your character class! The moves can also be easily referenced on your character sheet.
Class specific moves can be viewed on the Character Sheet!
This system relies on the fiction- or events happening in the roleplay- more than it does on dice. It’s a hard habit to break, but the idea is that instead of interrupting RP to activate combat, it’s a smooth transition that relies more on your actions. There’s a lot of freedom in the system, where you can choose what to do rather than react to what’s happening to you.
It seems like a lot when you’re first starting out, but once you get the hang of it, it allows for a good deal of amazing character moments and opportunities!
</aside>
Rolling is how your character interacts with the world, and whether they’ll be successful or not in their endeavors.
∘₊✧──────────────────────────────────────────────────✧₊∘
As you play, you will encounter obstacles or want to achieve certain things that will require a roll of the dice. Different things need different rolls. Climbing a tree might require dexterity, while grappling with a large foe would require strength.
Every roll is made by rolling 2d6.
After you roll, you will add (or subtract) the modifier of the stat you are using. From that result, you either:
───
10+────
Fully Succeed
───
7-9────
Partially Succeed
───
6-───
Miss
<aside>
For example, imagine you are attempting to attack a bandit...
On a success, you hit the bandit while avoiding most of the consequences.
On a partial success, you may hit the bandit, but there’s a cost, consequence, or the effect is reduced or different from what was intended.
On a miss, things don't go well, and you don't quite get what you want, or you get it if you pay an extreme cost or suffer a terrible consequence.
</aside>
On a 6-, you also gain a Hope Token, which allows you to add +1 to a future result. You may only have three Hope Tokens at a time.