Acoma wrote:
Quick question - as I'm playing this with vanilla DW, how do the standard professions fit into journeyman, disciple, etc.?
The stuff on my site is a bit of a mix of supplements for the canon rules and stuff for my own house rules. One of these days, I'll split the "official" stuff off into
www.dragonwarriors.uk and leave the custom stuff in the Cobwebbed Forest.
But that's another discussion about what should go where. For now, in answer to your question, I'd probably start with:
d10 - barbarian, knight, and thane
d8 - assassin and hunter
d6 - mystic, priest, and warlock
d4 - demonologist, elementalist, knave, and sorcerer
Assassins are interesting and I might conceive of a system whereby they start with a d4 damage die, but increase their die for each combat technique they possess (up to a maximum of a d10) but it's simpler just to keep them as a d8. The whole point of the system is to be simple.
If you fancy a slightly more nuanced system, I'd suggest that the non-magicker professions could increase their die by selecting one or more of their Skills of the Mighty. For example, as soon as the barbarian learns blood rage, at rank 8, their die increases to d12. A knight, too, with swordmaster or weaponskill (assuming he's wielding a sword or the correct weapon) would increase his die to d12. I'm sure there are equivalents for the other non-magicker professions, too.
The system is entirely malleable because it is so simple and is only designed to prevent combat sucking the life out of the adventure narrative so do whatever feels right
.
Enjoy!