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The Initiate - A Dungeon World compatible class $1.99
Average Rating:4.3 / 5
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The Initiate - A Dungeon World compatible class
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The Initiate - A Dungeon World compatible class
Publisher: Fünhaver Industries
by Alexander N. [Verified Purchaser]
Date Added: 04/26/2013 02:40:46

Montgomery A Box seems to have confused this Initiate with someone else's Cultist, so let me just review this properly.

The Initiate is a martial artist base class for Dungeon World - a little bit like the D&D Monk, but less overtly supernatural. The starting moves give you a signature combat style that you get to pick tags for much like the fighter's signature weapon move, the ability to run across water or walls like a wire-fu character, and a move that lets you attack the enemy's pressure points to disorient them or disable their weapon arm rather than doing damage.

The advanced moves are a mixture of moves that add a supernatural angle (ki fireballs, absorbing the powers of magic items into your fists, having skin that is nearly impossible to pierce), moves that make use of the often-forgotten bolster/preparation mechanics, and more traditionally martial-arts-y moves (teaching others how to fight - appropriate called "Sweep the Leg" - or else being better at fighting foes who've previously defeated you, studying the enemy's fighting technique or using the environment as a weapon).

All in all, the Initiate is a good class - it's well-written, fits in with the core Dungeon World classes both in terms of how it's written and how powerful it is, and it offers a variety of original moves (apart from the multiclass move, none of the moves are taken from any other playbook - they're all specially written for this class). Whether you're specifically looking for a DW take on the D&D Monk or you just want an additional playbook for your DW campaign, this is a good buy.



Rating:
[5 of 5 Stars!]
The Initiate - A Dungeon World compatible class
Publisher: Fünhaver Industries
by Montgomery A B. [Verified Purchaser]
Date Added: 02/22/2013 15:52:33

While Normally I like the free-form style of Dungeon World, I think the Initiate went too far in that direction. The core of this class of a cult leader is, of course, his Chosen cultists, who follow him around and do his bidding. But there are no guidelines on how to adjucate what the Chosen Ones (as the cultists are called) can do. It's left entirely in the realm of GM call, which as a GM is a bit much. And as the Initiate himself, as cult leader, really has very little he can do at first level. I think they might have done better to use the Hireling rules in some manner, but as it stands, a 1st level initiate is as awesome or as pitiful as your negotiation skills with the GM dictate, and that's just too free-form for me.



Rating:
[3 of 5 Stars!]
Creator Reply:
Mr. Box, I think you may have the Initiate confused with another playbook. The Initiate is a martial artist, like the Monk class in many other RPGs, and does not generally associate with cults.
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