Píše:
S rangerem je potíž že ne každá varianta D&D ho má a i pokud ano, ne každá skupina mezi sebou jednoho má. A vázat něco tak obecného jako cestování na jeden class je vždycky problematické.
Já za něj dávám bonus k rollu na bloudění a k rollu na překvapení. Zas tak velký vliv to není, ale docela se hodí.
DW se tomu věnuje relativně povrchně. Vzdáleností měří v jídlech jako já, ale encountery nebo dění na ceště moc neřeší.
Píše:
Undertake a Perilous Journey
When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster. Each character with a job to do rolls+Wis.
✴On a 10+:
the quartermaster reduces the number of rations required by one
the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much)
the scout will spot any trouble quick enough to let you get the drop on it
✴On a 7–9, each role performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.
You can’t assign more than one job to a character. If you don’t have enough party members, or choose not to assign a job, treat that job as if it had been assigned and the responsible player had rolled a 6.
Distances in Dungeon World are measured in rations. A ration is the amount of supplies used up in a day. Journeys take more rations when they are long or when travel is slow.
A perilous journey is the whole way between two locations. You don’t roll for one day’s journey and then make camp only to roll for the next day’s journey, too. Make one roll for the entire trip.
This move only applies when you know where you’re going. Setting off to explore is not a perilous journey. It’s wandering around looking for cool things to discover. Use up rations as you camp and the GM will give you details about the world as you discover them.
Píše:
Make Camp
When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.
You usually make camp so that you can do other things, like prepare spells or commune with your god. Or, you know, sleep soundly at night. Whenever you stop to catch your breath for more than an hour or so, you’ve probably made camp.
Staying a night in an inn or house is making camp, too. Regain your hit points as usual, but only mark off a ration if you’re eating from the food you carry, not paying for a meal or receiving hospitality.
Píše:
Take Watch
When you’re on watch and something approaches the camp roll+Wis. ✴On a 10+, you’re able to wake the camp and prepare a response, everyone in the camp takes +1 forward. ✴On a 7–9, you react just a moment too late; your companions in camp are awake but haven’t had time to prepare. They have weapons and armor but little else. ✴On a miss, whatever lurks outside the campfire’s light has the drop on you.