Brawler's Arena
Be sure to read and follow the guidelines for our forums.
I can take the role of several PCs if we need.
- Paladin John
- Ranger Sarah
- Fighter Ann
I'm going to first do this how I would be doing it with my party. Even if it's wrong. If you feel like it could be done differently (read 'better' ;) ) could you take what I said and change it into how you would do it?
.....
You go down the hallway of this old abandoned castle and walk into a room. It seems to be a library, or at least it used to be. Bookshelves line the walls and scattered around are some writing tables, some of which still have all 4 legs. Most of the books have rotted away by now.
When you step into the room you hear a click and the door shuts behind you. You hear a high pitched giggling sound as 4 goblins, each with a dagger in hand, spring forth from behind some furniture in the back. They don't seem like they're up for having a chat and one of them jumps over a fallen over writing desk at Sarah.
What do you do?
Should I describe the room more? I usually let the players come up with what's in the room if they feel like they need something to be there. Within reason of course.
Too much set dressing can be a distraction in a fight. Remember Chekhov's Gun, but do so lightly, this is not a short-story, different rules apply.
How many details are characters likely to notice while being attacked? This is a balancing act, you want to give them enough to do interesting things with, but the more you describe the more it seems like you described everything and therefore that is all there is.
I would not break from the action of the goblin attack to ask for descriptions, but I don't think that is what you meant. :)
Some might also say you "buried the lead", but, again, this is not a book, once you mention the goblins no one is listening to the rest of the description, so you have to save mentioning 'the first thing they would see' till the end, else that is all they see.
Beware writing advice. It can contain a lot of good stuff, does not all apply to our discipline.
Aironfabio: Are you wanting to join this? If so, which PCs would you like, or do you want to chop and change?
We and make up stats and try all the Moves as they come up?
I'm all for making stuff up on the spot.
As Ann sees Sarah in peril, she runs up to the desk and swipes horizontally in a wide arc, trying to cut down the goblin at the knees.
Rolls
Hack n' slash - (2d6+2)
(43) + 2 = 9
Eventual dmg - (1d10+1)
(4) + 1 = 5
The goblin launches itself towards Sarah. Lucky for her, you jump out in front to counter the attack. You deal a nice blow to the goblin, hitting one of its legs, but you can't manage to stop its momentum and throw yourself in front of Sarah to take the hit in her stead. As the goblin tumbles from your strike, you feel its blade hitting your right arm. Then it falls down next to you and only just manages to get back onto his feet.
Sarah and John, what do you do?
I think the rules state that the players roll their own damage, but I'll add it to my post to speed that up a bit.
Since my party doesn't roll for initiative but they do like to each have a turn, I usually just pick the person closest to the action that just happened if nobody offers to go first.
Rolls
Ann's damage from the goblin - (1d6)
(5) = 5
In PbP telling the players to roll and then waiting... can be a pain. If it is not their actual action or decision, I would have the GM roll. So I tend to roll monster damage on PbP, or just use a flat damage (as almost all other PbtA games do).
Calling for who acts next in PbP can slow things down if you get the timing wrong (which is inevitable). Initiative order systems are the first rules to get tossed out in PbP.
Paladin John

John sees the goblin scum knock Sarah on her ass, hindering her ability to act... and hindering his path to his goal. This will not stand. He thinks as he turns to face the goblins.
"You will not stand in our way!" He calls in a strong voice that transcends language --all must recognise his authority. "Flee from this place lest we visit such torments upon you that your already-born children and their children's children will feel the pain!"
And... I AM the Law!
Rolls
I Am the Law! - (2d6+3)
(12) + 3 = 6
We are in the realm for Aid (as was the fighter's roll above', but we want to see the GM Moves, so let's assume no helping in most cases?
The 3 goblins in the back look at each other in confusion. They grip their daggers firmly and rush in to aid their buddy, focusing on getting to John while the others are preoccupied.
It looks like they have taken your loud voice as a taunt more so than a threat.
It's not the way I'd like to do it, to be honest. It makes more sense to me that John gets to react to this now unless another PC has a good idea to help the situation before John reacts. But my PCs felt like each should get an equal amount of actions. (mind you, not because they're selfish but because they are selfless. They would say "hang on, it's not my turn cause .... hasn't done anything yet")
I do get that, cause sometimes actions follow each other up in quick succession and the bad guy is taken care of before the others even had a chance to help. Or the player gets himself in trouble without the others being able to react. They probably could have easily prevented the trouble if everyone got a turn.
But, also often disruptive. Sometimes a cliffhanger is fun, but constantly interrupting the action to swap to another player can break the flow. In this case I would not swap away from the paladin (not without good cause (like needing to take a moment for the GM to think, for instance:)) as that is where the action is.
I also had Sarah fall prone to put her out of the action since (due to our unique situation here) she does not have a player that will have to wait, and the most obvious would be for her to Aid.
Shall I play her, as I offered to do? Do we want to see her do anything specific? That might define what her pet is and dictate her stats (the Pal is highish CON, and tends to Defend, so I don't know if the Ranger will also do that).
But, what is an 'action'? The Paladin just shouted at them, is that the same as actually attacking, or casting a spell?
It might serve you better to think in terms of goals achieved, let the PCs 'do a thing' rather than 'take an action' so we stay with them for a while while they do their thing to completion... within reason.
On character can also do more than just a few rolls, it can get tricky to balance though, so keeping it to one coherent set of actions is safest so the other players don't get bored. Give them each a chance to shine for a while and it should be OK, but pay attention to their attention-spans, and keep your cuts shorter than that.
Ranger Sarah

Sarah looks with distaste (or is that hatred) at the goblins. A snarl crosses her face and she utters words that are unfamiliar to the rest of the party, but don't sound like her normal voice.
She ends her utterance with hands on winged horns on her forehead and energy growls angrily there.
Rolls
Cast a Spell - (2d6+2)
(22) + 2 = 6
The goblins briefly look at your winged horns. One of them points at you and laughs. They are not impressed and keep charging towards John.
Once again I'm switching to the character who has not gotten a turn recently.
It really makes sense here with a character having fallen, and then used their hands to cast a spell (though be careful of 'punishing' players for using descriptions).
There is also more at play than "does Sarah leave John in a bit of a spot". There is also the possibility that that goblin is leaving the fight, and if we go after it, we need to fight it. However, this aspect is a little dampened by it being my weapon! There are small chances of players abandoning their weapons.
Ann is quickly growing tired of these goblins jumping all over the place, running around, impossible to hit.
She quickly runs up right next to them, as to invite them to an easy target. Then, before they can attack in bulk, she lodges the shaft of her spear between a large crumbling bookshelf. Then she pushes with her legs against the wall, handling the spear as if pulling an oar, leveraging all her strength to make the bookcase fall down and crush as many goblin as possible.
***
the Fighter has this move:
Bend Bars, Lift Gates
When you use pure strength to destroy an
inanimate obstacle, roll+STR. On a 10+,
choose 3. On a 7-9 choose 2.
• It doesn’t take a very long time
• Nothing of value is damaged
• It doesn’t make an inordinate amount
of noise
• You can fix the thing again without a lot
of effort
maybe it applies? Otherwise defy danger?
Don't quite know if this needs a Discern Realities before to find the right spot
Rolls
either "bend bars lift gates" or "defy danger" using STR - (2d6+2)
(66) + 2 = 14
I'd say Bend Bars, Lift Gates is a great way to crush some puny goblins.
Which 3 parts of the move would you like to use for this?
Discern Realities is more of an investigation kind of move. It requires taking time to look at something. So that wouldn't fit in this case. (no pun intended)
Seeing as you are using the highest possible strength, I'd like you to also roll a Defy Danger + DEX to see if you can manage to not damage your weapon at the same time.
What is your weapon made out of, by the way?
I have no intention of avoiding noise, nor to re-assemble the bookcase... I will pick the first 3and avoid the fourth.
BTW: my stats are
+2 str
+1 dex, cha
0 int, con
-1 wis
Rolls
Defy danger with dex - (2d6+1)
(65) + 1 = 12
You head with purpose towards the oncoming goblins. 2 of them are a bit confused and take a defensive stance in front of you when you reach the bookcase. They are caught totally unaware when you daftly lever the bookcase to topple on top of them, as if your spear is part crowbar.
The third goblin however manages to slip past while you're doing some remodeling. It lunges forward and tries to stab John.
John, what do you do?
EDIT: geez, this whole action has been blessed by the dice gods
Rolls
dmg to the 2 goblins - (1d10+1)
(10) + 1 = 11
I might just have gone with Hack and Slash, it directly achieves the goal you described and gives you more control over the outcome (which is why we don't use Defy Danger if we can avoid it:).
From the Book:
The need to topple it from the wall does fall a little outside the remit of Hack and Slash, so this works as well.
It feels a bit like a GM move, but without the requisite trigger. Are you seeing this as a Golden Opportunity?
Having high STR means they are GOOD at strength related things, they know how to control how much damage they do. Getting a high roll means they did an excellent job and things went exactly as they planned.
This might be more fair on a 6-, where misuse of strength could be the outcome. Calling for Moves at arbitrary times can undermine the players understanding of the mechanics of the world.
However, and worse: Breaking the Fighters Weapon is a big no-no. It is as much part of them as the Wizard's spellcasting is, and if you took away the Wizards book... how would they feel? You would have to fix both of those toot-sweet.
Paladin John

Rolls
Hack and Slash - (2d6+1)
(42) + 1 = 7
Sword Damage - (1d6+1)
(5) + 1 = 6
Goblin damage, and testing the -s in dice codes. - (1d6-3)
(6) - 3 = 3
That looks like a Dog, no?
Maybe: Keen senses; guard, fight monsters, lame.
Rolls
Pet's base statline - (1d4)
(3) = 3
One question about that; let's say that the Bend Bars, Lift Gates was a +3 roll for the player and an attack would have been a +1 roll. (I know that's not possible because they are both +STR, but for the sake of argument please ignore that ;) )
If the player asks "Can I use Bend Bars, Lift Gates here?". Would you allow that?
- You're putting all your strength on the weapon.
- It's an action that the weapon was probably not designed for.
That was my thought process. But you might be right about that being more of a -6 thing. However if the attack failed + the weapon got damaged, I'd feel like that may be too hard of a move.
If it helps in any way, I wasn't planning on outright breaking the weapon but either having it leave their hands or having it need repairs in the next town but still usable for now. :)
You thrust your weapon forward into the unarmored goblin. At that exact moment you're distracted by the crash of a bookcase not too far away. When you look back at the goblin it's not dead yet, but its shoulder is stuck on your blade. With your arm stretched out it uses some of its last strength to stab your armpit with a dagger.
-- Sarah --
What do you do?
They could always revert down to Defy Danger to get to use their preferred Stats, don't make them do that and take away the extra control the other Moves give. Also, change the Stats whenever you think another one would be better. Attacking with DEX is very common (but can be a problem, so beware).
If there is a Move that fits better it should be discussed. Often the GM will call for a Basic Move (that is what they have in front of them) and the players SHOULD speak up and point out that they have a more specialised Class Move that does it better, but which the GM did not know/remember they took.
I encourage all the players to call out when they think a Move applies. But this can get disruptive at some tables.
You can always reverse your decision. Either completely OOC "Sorry, I did not think about how bad that would be" or in the story "You stare at your broken weapon and then at the fire, 'how hard can it be'? You stoke the fire and heat the weapon, borrow a hammer from your sleeping dwarf friend reshape the blade. You can take the Blacksmith Advanced Move for now, and choose to pay for it with XP when the time comes, or have it be a one-time thing."
*** SNIP! ***
If it helps in any way, I wasn't planning on outright breaking the weapon but either having it leave their hands or having it need repairs in the next town but still usable for now. :)
1) Just breaking the Fighter weapon would probably feel bad, but this is basically an artifact. You have a description: an ancient spear, with snowy motifs and a mystic inside. You may describe a crack in the shaft and a freezing breeze leaving it, maybe whispering in the angered voice of the mystic. This is the reveal of an unwelcome truth or the showing a downside of equipment that "the weapon resents being used" in some way.
If I were the player and you described such a thing, it would be very cool. The weapon is still perfectly usable, but now you have questions and elements to build upon.
2) it did feel a bit weird that you asked an additional move as consequence for a "critical hit", but I am usually open to anything that furthers the narrative.
all in all, you must talk to your group and know what they like. Some groups like fair and clear rules, others are more willing to have the GM bend them to introudce fun plot points. For such players (and I am one of them) failing in a fun way is better than just succeeding. But PbtAs need very clear communication on this issue, because rules should be followed very strictly.
If you plan to have the players roll, they could get in the habit of adding all three rolls when they roll Hack and Slash, and we just ignore the ones that don't apply (PC's Damage on a 6-, or foes Damage on a 10+) but this does add the complication of knowing the Damage one would receive before choose whether to take the 10+ option. I would not roll the Enemies damage until we know they are doing damage, on a 10+ we have to add the extra outgoing Damage roll anyway, so may as well add the incoming cost at the same time.
Just add something like:
[npc="Paladin John"]https://gamersplane.com/characters/avatars/17779.jpg[/npc]
or
[npc="Ranger Sarah"]https://gamersplane.com/characters/avatars/17337.jpg[/npc]
Anywhere in the post. The image can come from anywhere, but keep it at the sizes the site uses, which is around 150x150 pixels.
If that makes sense :)
This is very insightful, by the way. Thank you for taking the time to explain everything in detail!
Just add something like:...
freezing breeze leaving it, maybe whispering in the angered voice
If they attempt something that does not seem feasible in the fiction then you chat about it.
It is is impossible, they have to try a different tack.
If it is possible but unlikely, then you roll for it.
If it is not hard, then it just happens.
The rolling decided in this case. But don't let them roll for things that are not possible. Get everyone on the same page BEFORE the dice come out, so there is not confusion about what is possible.
PbP can make us rush these things. Find a balance and accept that it is slow, especially at first while we all learn what the others things reality is.
"PLAYER: I leap across the chasm, do I need to roll Defy Danger DEX?"
"GM: Um.. the chasm is 60" across. It would be almost impossible for you to make it across, but you could, maybe, reach that ledge 20" below you on the other side. It will hurt unless you roll really well. Do you want to try?"
"PLAYER: Oh. I thought it was 16 feet, no I will, instead... push this enemy into the chasm. Defy Danger STR? Not my best stat, but it should be glorious!"
Ranger Sarah

'Boy' --her three legged dog-- leaps from the shadows, teeth bared at the surprised goblin.
Rolls
Volley - (1d6+3)
(5) + 3 = 8
Damage + Ferocity - (1d8+1)
(5) + 1 = 6
Is this the one that is already hurt?
A 2 or better will make this a 10+ and save me the ammo.
Rolls
second d6 for Volley - (1d6)
(3) = 3
Just like with arms coming off. :)
Sometimes the dice just don't cooperate.
The goblin seems to be running for a crack in the wall, trying to make an escape. Before it can reach the wall, your arrow strikes true and its body slumps to the ground.
I think that about ends the combat scene. The one goblin on John's sword can be swiftly dealt with if he so desires. Should we end things here?
Maybe we find that we don't have time to rest up and are assaulted by a new foe while unready and in a more desperate situation (one characer down a weapon (though within reach), one with dead weight skewered on their weapon, some with lowered HP).