House Rules

These House Rules take priority over rules from Perilous Wilds (PW) which takes priority over rules from Dungeon World (RAW), which is the same text as in the Truncheon World (TW) truncated rulebook.

Equipment and Supplies

Extended Abstract Equipment

As well as “Adventuring Gear” there are limitless other types of extended generic “stuff” e.g. “stuff an Orc might carry on their person”; “earth-working equipment”.

Consumables – Usage dice

Some consumable items have “usage dice” instead of a pre-defined number of uses, shown as “ud4”, “ud6” etc. Each time you want to use that item, roll the usage die shown. If the roll is a 1 or a 2 then the usage die is downgraded to the next smallest die size i.e. d12 > d10 > d8 > d6 > d4). When you roll a 1 or a 2 on a d4 usage die you do not get that use as you had hoped, and you have no more of it left.

Helping Moves

Bonuses and Advantage

If the player can explain a possible and novel technique or use of equipment to solve a problem, the GM is at liberty to grant +1 to the roll or even to give “advantage” to the roll (roll 3d6 and choose 2).

Aid or Interfere (RAW70/TW53)

As written, but instead of rolling “+Bond” the aiding player can choose to roll “+relevant stat” instead.

Getting Hurt

Injuries

Loss of hitpoints represent getting tired, loss of stamina, morale, minor scrapes, cuts and bruises. In parallel to hitpoint loss you may incur up to three injuries, one of each category.
(Note: This is similar to incurring Consequences in the Fate RGP system.)

Sometimes the GM will apply an injury as a GM move, in that case you have no choice.
Otherwise, whenever you take HP damage you can ask the GM to describe an appropriate injury (and any associated debilities) and then you can choose to take that injury and reduce the hitpoint damage by 2 points.

1. Minor injury: e.g. nasty open wound, sprain, broken toe or rib, debilitating pain, loss of ear, reduced hearing or sight. This has an effect on the fiction but not usually cause a Debility.
2. Moderate injury: e.g. chunk of flesh missing, broken finger or toe, minor concussion, total deafness. This has an effect on the fiction and will usually cause a Debility.
3. Severe injury: e.g. extremity removed, hole in head, floppy break, loss of an eye, total blindness. This has an effect on the fiction and will usually cause one or more Debilities.

You can only have one of each type of injury. The GM may agree that you can incur more than one injury at a time, in order to reduce hitpoint damage by up to 6 points.

Fictionally, most wounds will be exacerbated by vigorous exertion such as being in combat or escaping from it. Such actions may require you to Defy Danger with Constitution, with possible dangers: being shocked into inaction, additional HP damage, further injury or debilities etc.

Debilities

Debilities (RAW26) are penalties to a specific ability modifier. As a house rule, debilities can stack onto the same ability to cause -2 or worse.

Recovery and healing

Short Rest (replaces Make Camp)

You must be sufficiently fed and watered in order to regain HP through non-magical means.
A Short Rest is at least half an hour of relaxation spent in non-physically and non-mentally taxing conditions. A stroll in a park counts, a hike carrying equipment through a dangerous dungeon does not. In some circumstances keeping watch will allow a Short Rest (except for those on watch).

Parties can typical take between 1 and 3 short rests, spaced throughout the day.
The conditions of your rest area determine the amount of HP regained. Roll once for the entire party, each PC regains that amount of HP, up to their maximum.

  • Uncomfortable – d6: e.g. in a nasty dungeon, outdoors in bad weather with little shelter, etc.
  • Alright – 2d6: sheltered from weather, pleasant temperature, something to sit on.
  • Quite Nice – 3d6: e.g. idyllic woodland glade, basic furniture, campfire for cooking, a basic tavern etc.
  • Luxurious – 4d6: e.g. a professional establishment or as a guest in a nice house.

You can take action to improve the rest area conditions (and therefore number of dice rolled for HP regained), but this will take more time, may require equipment, and may attract attention.
Doing other activities such as looting, medical care, fixing weapons, spell preparation, praying, tending animals, patrolling or scouting, directing followers etc. is not resting.

Long Rest (replaces Make Camp)

You must be sufficiently fed and watered in order to regain HP through non-magical means.
A Long Rest is at least 6 hours of relaxation spent in non-physically and non-mentally taxing conditions, that usually means sleep.
Parties can take only 1 long rest in any 24 hour period.
The conditions of your rest area determine the amount of HP regained. Roll once for the entire party, each PC regains all their HP, minus the number rolled (except if this would decrease your current HP).

  • Uncomfortable – 3d6
  • Alright – 2d6
  • Quite Nice – 1d6
  • Luxurious – regain all HP

Healing

Unless otherwise stated (e.g. healed magically), Debilities and Injuries are healed at a rate of 1 Debility and 1 Injury per 3 days full rest in comfort and safety (1 per 2 days in presence of a healer), as per Recover RAW77.

Weapons and Armour

Unsuitable weapons

Weapons with the #awkward tag do the worst of two rolls of your character’s damage dice.
Makeshift weapons i.e. things that are not designed to be a weapon, are usually #awkward.
Weapons that have been #notched are usually also made #awkward.
If you are unarmed you might still be able to cause damage if allowed in the fiction, but this will be capped at the worst of two of your class’s damage dice as with makeshift weapons. Martial classes (e.g. Fighter, Paladin etc.) are more likely to be able to fictionally cause damage with their bare hands.

Weapon notches

When you roll snake-eyes on a action using your weapon (e.g. Hack n Slash, but possibly others) your weapon becomes #notched i.e. slightly damaged, gaining the #awkward tag and therefore doing the worst of two damage rolls henceforth. If your weapon is already #notched it becomes broken and unusable. Notching and breaking weapons will also be used as a GM move (Use up their resources).

Armour notches

As a GM move when your armour (or shield) takes a hit it can be broken, reducing its armour value by 1 or more points. This may mean it becomes useless until fixed. Note: encumbrance still applies to worn broken armour as does the #clumsy tag if already #clumsy.

Fixing equipment

Notched and broken equipment can be fixed when fictionally possible, either by the PC having the skills, tools and supplied required or by gaining services from someone who does.

House Rules

The Wild New World Walkertg