These are excellent additions to my DW game! Just like it says, it steps away from some of the D&D baggage and gives, in my opinion, much better options than the stock wizard, cleric and paladin classes. No more spell lists. It gives many new and useful moves with thematic ways to limit, or extract a cost from, them.
The Mage is great because he wields great power with thematic and possibly catastrophic costs and limitations.
The Priest draws aid directly from her deity, the GM says how.
The Templar is a riot! With moves like "It's Not Them You Should Be Afraid Of" and "Who Told You To Stop" this class is part knight and part inquisitor! Heretics beware!
The Artificer, while not really a good fit for every campaign, should not be dismissed. I'm looking forward to playing one as a Battle Alchemist of sorts. Also, it allows for the introduction of a gnome into your story!
@ Matthew K.
You'll probably never see this, but the tags are explained on the page with "The Arttificer's Gadgets" at the top.
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