Hi guys,
The Quintessential Fighter is once again back in print - However, not content to simply reprint this tome, we have taken the opportunity to revise and expand the rules to add a great deal of new material, as well as respond to the comments we have received over the past year from gamers. If you already possess a copy of The Quintessential Fighter, worry not, as you will not have to buy it all over again - all the revised material will be featured on our web site later next month as a download.
Most of you will already be familiar with the Quintessential range of books, so I will just highlight some of the changes and additions we have made to this version (which can be easily spotted from the former print runs as it has a large 'Revised and Expanded' badge on the front cover).
New Character Concepts, such as the Marine, will give more options for starting players and, due to popular demand, this chapter is now in alphabetical order (I know, I know!).
Tricks of the Trade offers revised Armour and Weaponsmithing rules, as well as a complete revision of Duelling, which now takes into account the benefits of heavier armours. In addition, rules for Fighters wishing to use the Tumble skill in battle have been included, allowing for such manoeuvres as Distant Tumble, Regain Footing and Switch Opponents to be used by players who like to display a little flair in their battles. The chapter now wraps up with a few ideas on how to turn combats into dramatic roleplaying, taking them away from the simple you hit me, I strike you, deduct hit points-fest.
Fighter Feats adds a whole slew of new abilities to the class, including Massive, allowing you to become a size class larger than normal (at first level only!), and Killer Instinct, which will put foes down on the deck much quicker.
Blackpowder Weapons (tried using these in your campaign yet? Hell to get hold of or build, but great fun to use!) have been expanded with some magical options, such as Dragonsbreath, Neverloading and Silversmithing.
Fighting Styles have always been popular, though sometimes controversial - no doubt many of you will be pleased to hear they now require Experience Point expenditure to increase in level of ability and we have relaxed a few of the feat prerequisites, though other barriers to entry remain. We have also added a few more styles which should be of interest to more traditional Fighters - Hand of Valour (gauntlet & one-handed weapon), Ironstar (lance & shield) and Stormrazor (greatsword, a favourite of my own Paladin!).
Tournaments have been expanded to now include wrestling competitions, hunts, first blood duels (with rules to what first blood actually means in a hit point system) and more athletic pursuits such as throwing and endurance marathons. Plenty to do at the fair now!
High level Fighters will have plenty of new 'toys' to outfit their Strongholds, as magic is brought to the traditional castle. Guardian Gargoyles can now form an active defence of walls, though rich Fighters may prefer the Bastion Golem. Dragonbane Defences will keep a Stronghold free from aerial attack, while the valuable Trollstone can actually allow a fortress to regenerate itself.
The all new Quintessential Fighter will be available in your local stores within two weeks time.
The Quintessential Fighter is once again back in print - However, not content to simply reprint this tome, we have taken the opportunity to revise and expand the rules to add a great deal of new material, as well as respond to the comments we have received over the past year from gamers. If you already possess a copy of The Quintessential Fighter, worry not, as you will not have to buy it all over again - all the revised material will be featured on our web site later next month as a download.
Most of you will already be familiar with the Quintessential range of books, so I will just highlight some of the changes and additions we have made to this version (which can be easily spotted from the former print runs as it has a large 'Revised and Expanded' badge on the front cover).
New Character Concepts, such as the Marine, will give more options for starting players and, due to popular demand, this chapter is now in alphabetical order (I know, I know!).
Tricks of the Trade offers revised Armour and Weaponsmithing rules, as well as a complete revision of Duelling, which now takes into account the benefits of heavier armours. In addition, rules for Fighters wishing to use the Tumble skill in battle have been included, allowing for such manoeuvres as Distant Tumble, Regain Footing and Switch Opponents to be used by players who like to display a little flair in their battles. The chapter now wraps up with a few ideas on how to turn combats into dramatic roleplaying, taking them away from the simple you hit me, I strike you, deduct hit points-fest.
Fighter Feats adds a whole slew of new abilities to the class, including Massive, allowing you to become a size class larger than normal (at first level only!), and Killer Instinct, which will put foes down on the deck much quicker.
Blackpowder Weapons (tried using these in your campaign yet? Hell to get hold of or build, but great fun to use!) have been expanded with some magical options, such as Dragonsbreath, Neverloading and Silversmithing.
Fighting Styles have always been popular, though sometimes controversial - no doubt many of you will be pleased to hear they now require Experience Point expenditure to increase in level of ability and we have relaxed a few of the feat prerequisites, though other barriers to entry remain. We have also added a few more styles which should be of interest to more traditional Fighters - Hand of Valour (gauntlet & one-handed weapon), Ironstar (lance & shield) and Stormrazor (greatsword, a favourite of my own Paladin!).
Tournaments have been expanded to now include wrestling competitions, hunts, first blood duels (with rules to what first blood actually means in a hit point system) and more athletic pursuits such as throwing and endurance marathons. Plenty to do at the fair now!
High level Fighters will have plenty of new 'toys' to outfit their Strongholds, as magic is brought to the traditional castle. Guardian Gargoyles can now form an active defence of walls, though rich Fighters may prefer the Bastion Golem. Dragonbane Defences will keep a Stronghold free from aerial attack, while the valuable Trollstone can actually allow a fortress to regenerate itself.
The all new Quintessential Fighter will be available in your local stores within two weeks time.