Greetings Shield Wall.
I wanted to share with you a hack I’m running for my current table. It’s essentially ICRPG meets Dungeon World. Two things first: I love DW (and PbtA in general); second, the reason I bought DW was because of Hankerin’s review of it oh so long ago.
That said, one thing I think I’ll always have in my campaigns is a partial success mechanic because it makes everything more interesting. In my game I’ve re-written basic moves (not using class moves, currently) to govern partial successes in ICRPG. Here’s the two templates I’m using.
ROLL A CHECK
When the DM calls for a CHECK to see if you can do something quick roll 2d20+STATS. If both dice meet or beat the TARGET, success. If only one die, partial success. On a partial success you…
- achieve your goal, but at a cost.
- achieve your goal, but only partially.
ROLL AN ATTEMPT
When the DM calls for an ATTEMPT to see if you can do something roll 2d20+STATS. If both dice meet or beat the TARGET, success. If only one die, partial success. On a partial success you…
- achieve your goal, but at a cost.
- achieve your goal, but your EFFORT is rolled with DISADVANTAGE.
For anyone who’s played a PbtA game I hope your mind can see all the possibilities. For those who haven’t… I highly recommend you give one a … one shot. Here are some additional notes, though.
I am using GM moves as guidance as well, so if a player fails a roll something happens. Many times the monster they were attacking makes an attack against them right away. Other times I advance the timer. But on every roll, something happens.
I’ve added durability to all weapons and armor (even the hammer) and use DWs ammo system, so when the move costs them something many times that cost is mark an ammo or durability. When durability is depleted the weapon/armor breaks. Base durability for everything is 3. Armor, shields, and hammers have extra durability.
When monsters attack I have the players roll an attempt to defend using this template. I don’t roll vs their AC. So there armor is damage reducing instead of a target number. On a partial success the armor is what takes a hit to durability.
I haven’t finished rewriting all the moves from DW and essentially use this template for everything currently. I’m also going to be writing class moves that can be earned either via milestones or with an XP system.
Hope this inspires or intrigues you.
May your mugs never run dry.