<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=239804.msg11826112#msg11826112">Quote from: Sessha on 17-11-2015, 20:21:03</a></div></div><blockquote class="bbc_standard_quote"> So using the Dungeon World system is totally new for me. So you are going to have to walk me through it.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Sessha, it really is pretty simple. As stated before, all rolls are done by us, the players and use 2d6. No matter the kind of move done, whether an attack roll or a spot roll, or whatever... If you roll 10+ it's a success, 7-9 is a success but something occurs to make it interesting, then 6 or less is a fail, but you get 1xp from learning from your mistake... And that's it. :)<br/><br/>Str and Dex modify melee and ranged attacks respectively, Int helps with lore rolls, Wis is your spot check and Cha is for facing when you have leverage on someone. The modifier you use in a defence roll depends on your narrative on how you decide to defend, though there's enough of us here that know the system to help out in that case.<br/><br/>Back when I didn't own the book yet though I was playing in a game, the GM gave me this advice... If I do something and I think it needs a roll, to roll the 2d6 anyway and if it's applicable, they'd plop the correct modifier on it and say what happens... The GM's job is to let us players know how things roll in reaction to what we do, so an extra roll when it's not needed here and there helps more than hinders. :)