Dungeon World Companion

Harm and Healing

Cuts, bruises, and mortal wounds are common dangers for adventurers to face in Dungeon World. In the course of play, characters will take damage, heal, and maybe even die. A character’s health is measured by their hit points (HP). Damage subtracts from HP. In the right conditions, or with medical or magical help, damage is healed and HP is restored.

HP

A character’s HP is a measure of their stamina, endurance, and health. More HP means the character can fight longer and endure more trauma before facing Death’s cold stare.

Your class tells your maximum HP. Your Constitution (the ability, not the modifier) comes into play as well, so more Constitution means more HP. If your Constitution permanently changes during play you adjust your HP to reflect your new Constitution score. Unless your Constitution changes your maximum HP stays the same.

Damage

When a character takes damage they subtract the damage dealt from their current HP. Armor mitigates damage; if a character has armor they subtract its value from the damage dealt. This might mean a blow is turned away completely—that’s fine, it’s what armor is for! Damage can never take a character below 0 HP.

Damage is determined by the attacker. Player characters deal damage according to their class, the weapon used, and the move they’ve made.

If a move just says “deal damage” the character rolls their class’s damage dice plus any bonuses or penalties from moves, weapons, or effects. If a move specifies an amount of damage, use that in place of the class’s damage roll.

Monsters roll damage as listed in their description. Use this damage any time the monster takes direct action to hurt someone, even if they use a method other than their normal attack.

Other sources of damage—like being struck by a chunk of a collapsing tower, or falling into a pit—are left to the GM based on these options:

Add the ignores armor tag if the source of the damage is particularly large or if the damage comes from magic or poison.

Temporary or circumstantial armor works the same way as armor that you wear: 1 armor for partial cover, 2 armor for major cover.

Damage is dealt based on the fiction. Moves that deal damage, like hack and slash, are just a special case of this: the move establishes that damage is being dealt in the fiction. Damage can be assigned even when no move is made, if it follows from the fiction.

HP loss is often only part of the effect. If the harm is generalized, like falling into a pit, losing the HP is probably all there is to it. When the harm is specific, like an orc pulling your arm from its socket, HP should be part of the effect but not the entirety of it. The bigger issue is dealing with the newly busted arm: how do you swing a sword or cast a spell? Likewise having your head chopped off is not HP damage, it’s just you being dead.

Damage From Multiple Creatures

It’s a brave monster that goes into battle alone. Most creatures fight with someone at their side, and maybe another at their back, and possibly an archer covering the rear, and so on. This can lead to multiple monsters dealing their damage at once.

If multiple creatures attack at once roll the highest damage among them and add +1 damage for each monster beyond the first.

A goblin orkaster (d10+1 damage ignores armor) and three goblins (d6 damage) all throw their respective weapons—a magical acid orb for the orkaster, spears for the rest—at Lux as she assaults their barricade. I roll the highest damage, d10+1 ignores armor, and add +3 damage for the three other goblins. Adding it all up I tell Lux she takes 9 damage ignoring armor as the acid leaks into the scratches left by the spears.

Stun Damage

Stun damage is non-lethal damage. A PC who takes stun damage is defying danger to do anything at all, the danger being “you’re stunned.” This lasts as long as makes sense in the fiction—you’re stunned until you can get a chance to clear your head or fix whatever stunned you. A GM character that takes stun damage doesn’t count it against their HP but will act accordingly, staggering around for a few seconds, fumbling blindly, etc.

Adding and Subtracting Damage

When a move tells you to add damage, you add that damage to the roll on the dice. If it tells you to add some dice (like “+1d4 damage”) you roll that extra dice and add its result to the total.

The same goes for subtracting damage: you subtract the number from the total rolled. If you subtract a dice (like “-1d6 damage”) you subtract the rolled amount from the original total. Damage never goes negative—0 damage is the minimum.

Best and Worst

Some monsters and moves have you roll damage multiple times and take the best or worst result. In this case roll as normal but only apply the best (or worst) result.

If a monster rolls its d6 damage twice and takes the best result it’s written b[2d6]. The b[] means “best.” Likewise, w[] means worst, so w[3d10] means “roll a d10 for damage three times and use the worst result.”

Healing

There are two sources of healing in Dungeon World: medical aid and the passage of time.

Medical aid, both magical and mundane, heals damage according to the move or item used. Some moves may fully replenish HP while others heal just enough to keep someone standing through a fight.

Whenever a character spends some time resting without doing anything to aggravate their wounds they heal. The amount of healing is described in the applicable moves: Make Camp for a night in a dangerous area, Recover for stays in civilization.

No matter the source of the healing a character’s HP can never increase above their maximum.

Death

Death stalks the edges of every battle. A character who is reduced to 0 HP immediately takes his Last Breath. Death comes for commoner and king alike—no stat is added to the Last Breath roll.

No one knows what lies beyond the Black Gates of Death, but it is said that many secrets of the mortal plane are laid bare in the land of Death’s dominion. When you die, you might just see them.

Death offers bargains to some, from the simple to the costly. Death is capricious and may ask a favor in the future or exact a toll. He may demand a sacrifice or ask for something strange and seemingly innocent. Death’s whim cannot be predicted.

Depending on the outcome of the Last Breath the character may become stable. A stable character stays at 0 HP but is alive and unconscious. If they receive healing they regain consciousness and may return to battle or seek safety. If a stable character takes damage again they draw their Last Breath once more and return to face Death.

After Death

Being an adventurer isn’t easy—it’s cold nights in the wild and sharp swords and monsters. Sooner or later, you’re going to make that long walk to the Black Gates and give up the ghost. That doesn’t mean you have to give it the satisfaction of sticking around. Death, in its way, is just another challenge to conquer. Even dead adventurers can rise again.

If your character dies you can ask the GM and the other players to try and resurrect you. The GM will tell them what it will cost to return your poor, dead character to life. If you fulfill the GM’s conditions the character is returned to life. The Resurrection spell is a special case of this: the magic of the spell gives you an easier way to get a companion back, but the GM still has a say.

No matter the prospects of resurrection for now you make a new character. Maybe a hireling becomes a full-fledged adventurer worthy of a whole share and a part in the real action. Maybe the characters in the party find a new friend in a steading, willing to join them. Maybe your character had a vengeful family member who now seeks to take up their blades and spells to make right what happened. In any case, make your new character as you normally would at level 1. If your original character returns to life you can play either character, switching between them as you please (so long as it makes sense).

GM, when you tell the players what needs to be done to bring their comrade back, don’t feel like it has to derail the flow of the current game. Weave it in to what you know of the world. This is a great opportunity to change focus or introduce an element you’ve been waiting to show off. Don’t feel, either, that it has to be some great and epic quest. If the character died at the end of a goblin pike, maybe all it takes is an awkward walk home and a few thousand gold pieces donated to a local temple. Think about the ramifications of such a charitable act and how it might affect the world. Remember: Death never forgets a soul stolen from his realm.

Debilities

Losing HP is a general thing, it’s getting tired, bruised, cut, and so on. Some wounds are deeper though. These are debilities.

Weak (STR): You can’t exert much force. Maybe it’s just fatigue and injury, or maybe your strength was drained by magic.

Shaky (DEX): You’re unsteady on your feet and you’ve got a shake in your hands.

Sick (CON): Something just isn’t right inside. Maybe you’ve got a disease or a wasting illness. Maybe you just drank too much ale last night and it’s coming back to haunt you.

Stunned (INT): That last knock to the head shook something loose. Brain not work so good.

Confused (WIS): Ears ringing. Vision blurred. You’re more than a little out of it.

Scarred (CHA): It may not be permanent, but for now you don’t look so good.

Not every attack inflicts a debility—they’re most often associated with magic, poison, or stranger things like a vampire sucking your blood. Each debility is tied to an ability and gives you -1 to that ability’s modifier. The ability’s score is unaffected so you don’t have to worry about changing your maximum HP when you’re sick.

You can only have each debility once. If you’re already Sick and something makes you Sick you just ignore it.

Debilities are harder to heal than HP. Some high level magic can do it, sure, but your best bet is getting somewhere safe and spending a few days in a soft, warm bed. Of course, debilities are both descriptive and prescriptive: if something happens that would remove a debility, that debility is gone.

Debilities don’t replace descriptions and using the established fiction. When someone loses an arm that doesn’t mean they’re Weak, it means they have one less arm. Don’t let debilities limit you. A specific disease can have whatever effects you can dream up. Sick is just a convenient shorthand for some anonymous fever picked up from a filthy rat.