Feats for the Dungeon! Boardgame

For people unfamiliar with the last few versions of the Dungeons & Dragons roleplaying game (and for that matter its stepchild the Pathfinder Roleplaying Game), feats are special abilities players can select to customize and improve their heroes. The Dungeon! boardgame doesn’t have anything like feats in its core rules – but there’s no reason they can’t be added! While there could easily be dozens of feats in the game, I started with a fairly basic set of eight.

Adding Feats

Prior to play, each player may select one of more feats to add to his heroes abilities. Feats are entirely optional, even in a game using feats a player is not required to add feats.  Each feat a character adds increases the amount of treasure that hero needs to escape with by 5,000 gp. Clerics and rogues may select a maximum of 2 feats, while fighters and wizards may select a maximum of 4.

The Feats

Cleric Spells
Only a cleric may take cleric spells. The cleric gets 1d6 spells. (You can use index cards to track a cleric’s spells). The cleric may choose any number of the following spells, up to the limit rolled. Like a wizard’s spells these can be used only once. Unlike a wizard, a cleric cannot replace spells by spending a round in the Great hall.
Cure Wounds: When the cleric is seriously wounded or wounded as a result of a Monster Strikes Back roll, he may use this spell to instead only be stunned (drop 1 treasure card).
Divine Might: The cleric may use the wizard’s attack number to fight a monster. (This is only a good option for one of the monsters that wizards have lower numbers against.)

Die Hard
Only a hero who has Toughness may take Die Hard. The hero beings with 1d6 Die Hard tokens (you can use anything to track these). When the hero suffers a Monster Strikes Back result, he may spend one Die Hard token to force the monster to reroll. The hero is stuck with the second result, even if it is worse.

The hero does not lose a turn when a trap says to lose a turn.

The hero may move up to 6 spaces, instead of the normal 5.

Spell Focus
Select one spell (fireball or lightning bolt if a wizard, divine might if a cleric with the Cleric Spells feat). When fighting a monster with this spell, add 1 to the die roll.

The hero does not drop a treasure if stunned by a Monster Strikes Back roll.

Weapon Focus
If the hero rolls doubles on a die roll to fight a monster, the hero may add +1 to the result. This does not apply to spells.

Weapon Specialization
Only a fighter may take Weapon Specialization, and the fighter must also have taken Weapon Focus. The fighter adds 1 to all die rolls to fight monsters.

Posted on October 22, 2012, in Boardgames and tagged . Bookmark the permalink. Leave a comment.

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