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Cake day: June 11th, 2023

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  • Apocalypse World, the PbtA origin, uses harm.

    However, in the “message from the designers” it says “moving away from HP and damage dice in favor of conditions”. Both the designers used “conditions” in their previous games (Chasing Adventure, Against the Odds), so I would assume they plan to reuse that.

    From Chasing Adventure:

    Conditions represent wounds, exhaustion, frustration, curses, and more negative effects that afflict a PC as they adventure. They often occur when Moves mention ‘harm’ or ‘blows’, or similar.

    When a PC receives a condition, they choose one of their stats and write down the fictional reason for the condition (the PC chooses both of these). Some especially formidable dangers can inflict multiple conditions at once.

    When a PC makes a roll using a stat that has a condition, that roll has Disadvantage, but also gives them 1 XP after the roll is resolved (see the Level Up Move on Page 16).

    When a PC’s last stat gains a condition, they Crumble. Conditions can be healed when you Settle In, when you use items like Supplies, or through special Moves or abilities. See the Peripheral Moves on Page 16 for more details.

    Example Conditions

    • STR - Weakened, Nauseous
    • DEX - Dizzy, Shaky, Stunned
    • WIS - Confused, Exhausted, Blinded
    • INT - Dazed, Forgetful, Concussed
    • CHA - Scarred, Grumpy





















  • I looked up the rules. According to my understanding, here is roughly what happens in a pistol duel:

    There are three checks, quite similar to D&D. Who goes first (initiative), hit determination, and wounds. I can see the shared heritage.

    For each of these, you have a base number from your stats. Then various modifiers are applied depending on range, movement of shooter, movement of target, wounds, weapon type, and more (e.g. hipshooting is +5 for first shot but -10 for hitting). Collecting and adding all the modifiers is what makes it complicated.

    Initiative does not require a roll. Hit determination takes one percentage die roll (d100). The wound takes two d100. Example from the rules: “A first roll of 49 would indicate a wound in the left shoulder, and a second roll of 72 would mean that the wound there was a serious one.” A serious wound means -7 to your strength attribute and shows up in later bonus calculations.

    Such a serious wound will take seven weeks to heal assuming proper medical treatment.

    Fun fact: The rules contain more than five pages of stats for historical figures like Billy the Kid. :)