Dungeons & Delvers: Red Book Fighter Preview

The current iteration of the Red Book fighter has been added to Dungeons & Delvers: Black Book (check the red book class previews zip file).

In addition to a bunch of new talents (including a tree for ranged weapons, a few more Exploits, and some extras for the existing trees), they've also received a few new class features: Armor Specialization and Weapon Specialization.

Armor Specialization just makes them better in armor in general, to account for a few ways we've tweaked armor so that if you really want to, say, play a wizard in plate, you can, it's just going to take a bit to build up to it and fighters (and paladins) will still get more out of it in the end.

Weapon Specialization is completely optional, but gives you an opportunity to focus on a single category of weapons to get more out of them, at the cost of performing slightly worse with others. It's spread out across the class, so you gradually gain increased benefits as you go.

As with the other previews, we're interesting in hearing what you guys think, whether it's good, bad, or stuff we overlooked that you'd like to see. Let us know in the comments, via email, or whatever social media platform you prefer!

Announcements
You can now get a physical copy of Dungeons & Delvers: Black Book in whatever format you want (the PDF is also on sale on DriveThru)! We've also released the first big supplement for it, Appendix D, so pick that up if you want more of everything.

The first issue of The Delver, a magazine featuring fungal-themed content for both players and GMs (including an adventure in which myconids find religion), is available!

Our latest Dungeon World class, The Ranger, is now available.

Dwarven Vault is our sixth 10+ Treasures volume. If you're interested in thirty dwarven magic items (including an eye that lets you shoot lasers) and nearly a dozen new bits of dungeon gear, check it out!

By fan demand, we've mashed all of our 10+ Treasure volumes into one big magic item book, making it cheaper and more convenient to buy in print (which you can now do).

2 comments:

  1. Was thumbing through 13th Age a bit this week...made me think of exploits, of course, I'm guessing you were inspired by how they did their fighter (might be others, too?)... but some options:

    GUARDED ATTACK (15+)
    Raise your AC by 1 until end of next turn.

    CARVE AN OPENING (17+)
    Increase your critical range by 1 on this foe for this battle. Is cumulative...triggers when you crit or foe drops.

    PRECISE ATTACK (19+)
    Reroll any 1s on the damage die.

    A DOZEN DEADLY CUTS (20+)
    The target takes ongoing damage X.

    INVIGORATING BLOW (20+)
    Allies regain stamina equal to the damage you just dealt.

    --These are obviously shorthand and off the top of my head (based on 13th Age fighter, again). None have been playtested or thought out besides 'cool'...heck, you might actually already have these/similar in the latest Fighter update...

    Overall, I was thinking about what I liked about 4e, or, more accurately, what my players liked. It wasn't just options each level, it was a certain degree of tactical decisions within combat. Exploits allow that without resorting to the A-W, E, D power structure of 4e (and thus without that level of drag on the game).

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    1. @It's a Me, the DM:

      “Was thumbing through 13th Age a bit this week...made me think of exploits, of course, I'm guessing you were inspired by how they did their fighter (might be others, too?)... but some options:”

      Not directly, but I know others have brought up the comparison before! I’ve also seen a comparison with a fighter mechanic from Dungeon Crawl Classics, though you roll another die (I forgot the mechanic).

      Guarded Attack: Nice!

      Carve an Opening: Does this crit mod remain even if you do something else (or attack something else)? Does it stack? I don’t have 13th Age anymore so I can’t check. :-(

      Precise Attack: Also nice!

      A Dozen Deadly Cuts: I added a Bleeding condition with the rogue, and needed something for the fighter, so thanks! :-D

      Invigorating Blow: Oh my god we’ve been looking for something warlord-y to add to the fighter that wasn’t based on a per-encounter or daily basis! :-O

      “Overall, I was thinking about what I liked about 4e, or, more accurately, what my players liked. It wasn't just options each level, it was a certain degree of tactical decisions within combat. Exploits allow that without resorting to the A-W, E, D power structure of 4e (and thus without that level of drag on the game).”

      Yep, yep. I like options every level, just not ALL the options 4E dumps on you at the stop. And the complexity. That’s another goal, so if you wanna just hit things, you can: exploits are purely optional!

      Thanks man for the suggestions! :-D

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