



The Novice classes start out as a basic fighter/thief/cleric/magic-user split, but everything from there goes into some flavorful spaces. By breaking the progression into Novice, Expert and Master classes, players aren’t locked into a direction for their character from the start. Multiclassing Done RightThe major systemic inspiration from Warhammer Fantasy Role Play are the three classes that each character picks up over the course of the campaign. Easy to judge on the fly to adjust a difficulty but not forcing a GM to seek out modifiers from several places in the book. In play, these feel like a slightly more granular version of advantage and disadvantage. If a multiple of one kind are assigned to a roll, the highest dice is kept for a max swing of six points. If both are applied to a roll, they cancel each other out. Boons provide a d6 that adds to a roll while banes are a d6 that subtracts. Rather than oodles of modifiers or different difficulty numbers, the GM adjusts the base difficulty of an action with boons and banes. If those prices don’t sway you, or if you come upon this article after the deal is done, here are five reasons to check out this dark chocolate masterpiece.īoons & Banes Shadow of the Demon Lord strips d20 mechanics down to the wiring and then builds it back up with new ideas. The Bundle of Holding currently has two bundles of the game available for grave dirt cheap. Designed by Robert Schwalb, this game takes the best elements of Dungeons & Dragons style fantasy and Warhammer Fantasy Roleplay world building and stitches them together as a powerful, unholy beast.

One of my favorite systems for dark fantasy is Shadow of the Demon Lord. Maybe I just like brooding while crouched on a gargoyle surveying my dark kingdom. Maybe I wanted to step away from my Tolkien loving dad but still have something to talk about in our shared nerd heritage. Maybe it’s because I fell hard for the World of Darkness in the 90s and just can’t shake it. I’m not sure why I like dark fantasy the way I do.
