The Gallant is an alternate take on the Dungeon World paladin. Drawing more heavily on the Arthurian knight by way of T.H. White, the Gallant is at heart an idealist. The Gallants’ moves encourage bravery, decency, and compassion in the face of temptation to an easier path.
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Can you give an example or two of what you’ve changed? I’d love to see this, as I like the idea of a less divine Paladin.
Well, it’s still somewhat divine, but the biggest change is the mechanic that replaced quest. I’ll paste the move in full:
VALIANCE (VALOR)
When you enter a dangerous situation, lose all previous Valor, and then answer the following
questions:
• Am I acting to protect another?
• Are the odds greatly against me?
• Am I acting without the expectation of a reward?
For each “yes,” gain 1 Valor. Spend 1 Valor to take any of the following actions:
• An obvious and intimidating display of divine authority
• When you would deal damage, deal your damage +1d6
• Take no damage from a single blow
• Ignore any penalties you would take on a single action
• Gain a flash of divine insight
Wow, that’s a really cool way of doing that. I dig it!
Is it only the Grim World format and the change of Quest to Valor, or are their other significant changes as well?
The class is almost totally rewritten, with the exception of a few advanced moves where there was no point in reinventing the wheel.
Do advanced moves give you more questions to ask for Valiance?
Yep, “Idealist” gives you two more questions to ask. Once you’ve taken Idealist, “True Faith” gives you access to some more impressive effects you can activate for 3-5 valor.
Cool. 🙂 Valiance seems like a really good alternative to quest.