A few people might remember that I was working on a Fighter variant a while ago (the Peerless Fighter/Armsmaster Fighter). After stalling on it for a few months, I finally figured out what I wanted to do with it, so here it is.
The point of the Peerless Fighter was to come up with a Fighter variant that was more about knowing how to use your gear than about being strong or having a special sword, and that had a few more things to do outside of combat. It’s not a completely radical departure from the core Fighter, but there’s more of a focus on the Fighter as a weapon/armour master (Armor Mastery is starting and BBLG and advance, for example, that way the Fighter gets the ability to spend armor points to negate damage as a unique shtick).
Major changes compared to the previous version (if anyone remembers it) include ditching Signature Weapon for a weapon style mechanic (which makes a lot more sense re: the “best use of your gear” angle) and tweaking Armor Mastery/getting rid of the +armor moves to try to make him less tough (ran a playtest where the Fighter had 5 armor and was basically invulnerable).
I’d love some feedback on the weapon style options (since I feel they’re a bit boring), and if anyone wants to use the class in their game and let me know how Armor Mastery works out for them without the extra +armor moves, that’d be great, thanks!
I’m playing one in a game right now, and I love it!
the changes you’ve made, while not super drastic, have increased the playability of the class in my opinion.
It also allowed me to put together a concept (in DW) I’ve been wanting to play for about 6 months, so kudos for that as well.
.
sub
Regarding making the style “less boring,” you could have them pick 3 options but only use 2 at a time. So your style might allow you to be deadly, defensive, and overwhelming but at any given time it can only two (for example, deadly and overwhelming). If you want to use defensive, you have to give up one of the other options.
Other options:
– Specialized – choose a type of foe (orcs, goblins, dragons, etc.). Against that foe you roll damage twice & take the best roll.
– Fluid – when you roll 12+ to H&S, you may reposition yourself on the battlefield
– Focussed – when you H&S, do +1d4 damage forward against that foe.
– Mystic – get +magic (if you use my “pick 2 of 3” approach, maybe this counts as both?)
I like the feel of the signature style, and Death by Teacup is brilliant
Stephan Terre: thanks! I hope the name on Death by Teacup is enough to clue people in as to the intent of the move (it’s to let you do Vin Diesel’s “Death By Tea Cup” rather than to let you H&S against dragons).
Jeremy Strandberg: there’s an advance that lets you have an extra enhancement, and the “boring” for me doesn’t come from not having enough choices but from the choices being minor statistical upgrades with very little flavour. Short of making the enhancements mini-moves (that maybe trigger on 12+?) there isn’t much I can do about that, though.
Alex Norris , I find myself inevitably also thinking of Val Kilmer as Doc Holliday, twirling his teacup in Tombstone.
Doc Holliday vs Johnny Ringo