Something we have in Apocalypse World but not Dungeon World is advanced versions of our basic moves. The idea is that when you unlock the advanced version of a move you have a chance for a critical success by rolling 12+. If you want to add these to your game make these options open as advancement to all characters at level 6-10. Most of these are inspired by AW (and one is completely ripped off) so credit goes to those guys.
When you gain a level from 6–10, choose from these moves (and your class moves) or the level 2–5 moves.
- Advance 3 of the basic moves
- Advance the other 4 basic moves
Advanced Basic Moves
Advanced Hack and Slash
On a 12+ you hit with devastating affect. You deal an extra 1d6 damage with no reprisal.
On a 12+ your shot hits true and pierces armor and flesh. You deal an extra 1d6 damage.
Advanced Defy Danger
On a 12+ you transcend the danger, the pressure, and the possibility of harm. You do what you set out to do and the GM will offer you a better outcome, true beauty, or a moment of grace.
On a 12+ hold 3 and heal 1d6 damage.
Advanced Spout Lore
On a 12+ you can declare something about the subject of the roll, it is now true. (God be with you GMs if your group is like mine.)
Advanced Discern Realities
On a 12+ ask the GM any 3 questions you want, not bound to the list.
On a 12+ you don’t need to promise them anything, and they are happy to do it for you.
So what do you think? Would you let this into your game? Do you have any suggestions for making these better?
Thanks for reading!