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Dice, and Dungeon World-Simplification

 

When I use dice, this is the simplest method I've found; based on the difficulty of the task you are trying to complete? See the following tables.

 

10+: Success.

   - You hit your opponent, and are not hit in return.

 

7 - 9: Success with a cost.

   - You hit your opponent and are hit in return, taking a cumulative -1 to rolls.

   - You dodge the attack, but put yourself in a compromised position not allowing you to effectively attack back.

   - You hit your opponent, but stumble from a bad parry and drop your sword.

   - You cast the spell, but something goes wrong, preventing you from casting it again.

   - You cast the spell, but it backlashes, giving you a cumulative -1 to rolls.

 

6 or lower: Failure with a cost.

   - Your attack fails, and you get stabbed; taking a cumulative -1 to rolls.

   - Your attack fails, and your weapon is knocked from your hand.

   - You fail to cast a spell, and cannot cast that spell again until you find what went wrong.

 

NOTE for PvP and PvNPC:

  - In general? If someone has a +3 bonus against an untrained opponent, and they're ready for your attacks? You should increase the difficulty of attacking them by 3.

 

Two opponents of equal skill and readiness will - in general - always be a 'difficult' action until one of them becomes injured or distracted or other circumstances occur.

 

 

Impossible - Don't even roll. You just fail, and something bad happens.

   - Trying to hurt a dragon, demon, or other immortal with a non-magical weapon.

   - Attacking a ghost with a normal sword or arrows.

   - A child trying to knock down a strong oak door.

   - A crippled old man trying to defend himself against a master swordsman with a walking stick.

   - Trying to hurt a fire elemental with a fireball.

   - Trying to hurt a were-wolf without silver or magic.

 

Very Difficult - Roll 3d6, keep two lowest

   - A part-time militiaman trying to attack a trained Swordsman and Mercenary head-on.

   - The average person trying to kick open a heavy door.

   - Trying to block a skilled warrior's sword with shackle chains.

   - Struggling dodge an attack while hindered, ensnared, or held by someone else who is much stronger then you.

   - Attempting things you are not only unskilled in, but inept in due to obvious disadvantages.

    - A frail old sage trying to fight effectively with his fists against an untrained peasant.

 

Difficult - Roll 2d6

   - Attempting something you have no actual training in. A young man picking up a sword for the first time.

   - Trying to fight someone of equal skill whom is alert and ready to meet your attacks.

 

Average - Roll 3d6, keep two highest

   - Attempting something you have some knowledge, training, or education on, but little practical experience with.

   - An Apprentice Warrior fighting someone with absolutely no training.

   - A Trained Warrior fighting someone with little training.

 

Easy - Roll 4d6, keep two highest

   - An Apprentice Warrior trying to attack a feeble old sage or village elder.

   - A Trained Warrior fighting someone with absolutely no training.

   - A Master Swordsman fighting someone with little training.

   - A Master Swordsman fighting untrained opponents while injured.

 

Very Easy - Roll 5d6, keep two highest

   - A Master Swordsman fighting someone with absolutely no training.

   - A Trained Swordsman trying to attack a feeble old sage or village elder.

 

Effortless - Don't even roll. You just succeed.

   - Trying to kill someone with a knife who is tied down and helpless, while nobody is trying to interfere.

   - Breaking a common glass window of large size, a few feet away with a large rock that is already in your possession.

 

Click picture for diagram.

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