Hello fellow dungeon divers!
Thanks again for joining us for our Monday blog! This one is a big one, so settle in. Firstly, we’re updating to V0.4, and all versions on all platforms will either be running this version, or are being updated to match. Check the rulebook front pages to see which version you’re looking at.
Version 0.4 brings all the wording across all the cards into line, and has a lot of wording updates across a lot of different cards. A few major points:
1) The wording on all the cards has been aligned around save vs defence. Save and defence are fully interchangeable, but there was some confusion about what was what. So now everything just says Defence. So if you needed to save (i.e against a trap) you just roll a defence roll as if you were being attacked (roll 1D6+modifiers, you have to roll higher than the ATK of the thing).
B) Like 1 above, we’ve updated the wording on all the monsters to reflect this as well. For instance, the Mummy now says “must defend against” instead of “must save against”.
c) Lots of little wording and clarifications on cards like the Skeletons, Zombies, and Ogres. Things are a bit wordier now, but they make sense!
For the full list of updates, make sure you click on “download the play test” and then look at the Updates List PDF. Bust out a pen, write on your cards!
Now, with that out of the way, let’s talk some more about the Paladin.
Last week we gave an overview on the lore behind the Paladin: The mailed fist that dispense the Silent King’s justice across the three holy orders. This week we’re going to look more into the mechanics of the Paladin, and the role they fill in the party.
The Paladin was actually the last class added to the game. Originally, they were some form of a Battle Mage, which took one or two spells, and mixed it with a bit of martial strength. Think of the Elf in Hero Quest as a good example. It created an interesting problem during the prototype playtests that the Paladin was outclassing the Wizard in almost every field – they had more hit points, less weapon and armour restrictions, and could use the Wizard’s spells, the only thing making the Wizard viable. The option was basically nerf the, at the time, Battle Mage, or boost the Wizard. Neither really were satisfactory. So the decision was made to swap the spells. Stop taking magic from the wizard, put a bit of healing in, and the Paladin, nee Warrior Priest, emerged.
Essentially, the Paladin is a jack of all trades class. They start the game with a little bit of everything on hand, but they fill no specialized role. They can use any weapon or armour you find, making them formidable opponents in a brawl, making them more versatile than the Barbarian, but less of a direct bonus than the Fighter, despite sharing a hit point total. Additionally, they get that healing spell that in a pinch can bring a character back from the edge. Finally, they get that little boost bashing down Undead.
In Endless Dungeons, of the 48 monsters, about 1 in 4 monsters are undead, so that’s not an insignificant boost.
In my party, when I draw a Paladin, their position tends to sit first or second in the party, depending on the other party members. Often, if I have a Fighter or Barbarian, they’ll take front row and soak damage until it’s time to pop the heal spell, then swap them around with the Paladin, to maximize life expectancy. If there is no Fighter or Barbarian in the party, they’ll take front row and have their healing spell on hand for an emergency extra few hit points.
Enjoy the Paladin. Knowing they were the class that kept me staring and my notebook at 2am might give you some real pleasure watching them sword the face off a zombie! Also, Leah’s incredible artwork is so far my favourite!