What can and can Dougs improbability field do?
In the original game, Doug’s improbability field was in fact just the “special effect” for his Heightened Defense X 2. As such, it was simply a defense, subtracting 8 from attackers’ “to hit” rolls (made on a d20, so it’s a signifcant effect). It’s been called an improbability field for almost as long as I’ve played him, but only in writing DW2 did I begin to explore what living with it would really entail. Most of what I thought up would be a major pain, and that’s what I wrote — transmuting food and clothing, random unwelcome weirdness, stuff along those lines. To allow him to function day-to-day without his food poisoning him or his clothes spontaneously falling apart, I came up with the idea of him being able to “nudge” effects away from things he wanted left alone (with a concomittant rise in weirdness somewhere and somewhen else). Yes, he can try this “nudging” for other purposes (like making a pair of handcuffs spontaneously open), and sometimes it works. But since since the od