Let-Fly
What counts as an “easy” shot varies based on the character and the situation. A deadeye Ranger can just roll damage to shoot a clueless foe from cover. But a Seeker who’s never killed would be “under pressure” and need to roll +DEX.
Like Clash, Let Fly triggers only if there’s a real chance of harming the target. If there isn’t, and they shoot anyway, then reveal an unwelcome truth, tell them the consequences, or put them in a spot.
If a shot is feasible but really hard, then tell them the requirements (“you’ll need time to line it up”) and/or the consequences (“and on a 6-, you’ll hit the hostage”).
Should a PC manage to attack multiple foes at once, they roll to Let Fly one time but roll damage separately for each target.
The roll +DEX tells us whether the PC gets a clear shot or what’s required to get one. The damage roll (and the foe’s armor and HP) tells us how effective the shot is. If the damage is negligible, it’s just a graze. If the damage is negated, then it bounces off armor or the target evades it.
Regardless of the damage dealt, say how the foe reacts. Do they howl in pain? Dive for cover? Often, you’ll offer an opportunity to the PC(s) as a result. Some foes, though, are too tough to flinch (even when they take a solid hit), and that’s a nice, scary twist.
On a 7-9, figure out what their choice looks like in the fiction. If you can’t make it make sense, ask them to pick a different option.
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Deplete your ammo: They take a few shots, or just find that they’re running low. The ammo can’t be easily recovered.
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Hold steady and wait: Move the spotlight and resolve the actions of one or more other PCs. When it feels right, cut back to this player with something like “he steps clear, deal your damage!” But if things change and the shot no longer makes sense, that’s the risk of waiting!
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Move to get a clear shot: Say where they need to go, and make it matter. Follow up with a soft GM move that highlights the danger they’re now in or the positions they just gave up.
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Rush the shot: Make a GM move that flows from their attack. Use up their resources (the spear breaks), announce trouble (the target drops a torch, fires start), put someone in a spot (the shot startles an ally, a foe attacks them), show a downside of rushing (they roll damage with disadvantage), etc.
Warn the player if you think that their choice would involve them Defying Danger before they deal damage (for example, because they’d need to dodge past foes or hold steady while under fire), or if their choice would lead to unavoidable consequences (a hard GM move). Give them a chance to change their mind.
On a 6-, you get to decide what happens and it’s almost certainly bad. Don’t assume that their shot misses! They might get interrupted before taking the shot, or they might take the shot (and even hit) but something bad happens as a result. If an ally or bystander was nearby, they might get hit instead.
Example
Rhianna rolls to her knees and sees that the feathered drake has just sliced Garet open. “I nock, draw, and shoot it,” she says.
“Vahid’s right there,” I say. “You miss, you’ll hit him. You still take the shot?” I’m telling the consequences and asking. She shoots, and gets a 10, but does only 2 damage. With the drake’s 1 armor, it’s just a scratch. “But the good news is that you got its attention. It looks up from Garet and hisses. Vahid, you’re right there, what do you do?”
Example
The nailadd is about to pounce on Vahid, but Caradoc asks if he can throw his spear at it. “Sure,” I say. “But it’s a tricky shot, you’ll have to roll to Let Fly.”
Caradoc rolls a 7. “I can’t use up ammo. I don’t have time to wait. Can I move to get the shot?” Sure he can, but the thing will have pounced on Vahid by then.“I guess I’ll rush it, then.” He rolls 4 damage, enough to hurt the spider but not drop it.
“Okay, cool, your spear knocks it out of the air. Vahid, it lands in a tumble to your right, the spear sticking out of it, and it’s struggling to right itself. But I think when Caradoc threw his spear, it went right in front of Eira as she was running and she, like, skidded, stumbled, and fell. And oh crap, here comes another one bounding after her. Vahid, what do you do?”
Example
Blodwen fishes out a broken road-stone. “These things can hurt evil spirits, right? I huck it!” Her target is a flitting, intangible shadow in bad lighting, so I tell her the requirements: she’ll need to get closer to even have a chance. “Sure,” she says. She moves in and gets an 8 to Let Fly. “Hmm.. Guess I’ll hold steady and wait for my shot. Maybe it like darts away as I’m about to throw?”
“Totally! Your eyes are darting around, looking for it, when Caradoc, it lunges out of the darkness at you, what do you do?” He scambles back, Defying Danger and getting a 10. “Blodwen, there it is, take your shot!”
“Okay! Do I need to roll +DEX again?” Nope, she already did that. Her shot is now clear, so she can just throw the stone and roll her damage.
Example
Rhianna and her crew have snuck up on the dig site. The three crinwin haven’t noticed them, and she signals her crew to shoot. “Cool, since there’s like six of you, you can get all three of them for sure. Roll to Let Fly once for the whole volley.”
“Do we even need to roll?” she asks. “We’re professional hunters, and they don’t know we’re here. Seems like easy shooting to me.”
“Huh. I suppose. Yeah, just roll your crew’s damage then, once per crinwin. And add +1 for outnumbering them.”