Thursday, 23 January 2025

An introduction to Dungeons & Dragons - Part IV: Fighters and Thieves


(White Dwarf #26)

The fourth entry in Lew’s series explores Fighters and Thieves. Without the distraction of spells, I hoped for practical advice—and Lew delivers.


What’s it about?

Lew grimly notes fighters are often casualties. He envisions a 12-person party with five fighters: 2-3 up front (preferably dwarves) and bow-wielders behind them. Elf fighters are described as rare, and the strongest low-level fighters pointed out as multi-classed. He recommends proficiency in swords (for better odds of finding magic ones), bows, and military picks for armor penetration. His advice is practical: avoid reckless fights, engage when the odds are in your favor, and maximize party's attacks while minimizing foes - solid tactics like spear ranks and fighting in corridors. Lew has a few words about the monk but mislabels them as a fighter subclasses - I find them to be thieves for much of the game.


For thieves, Lew stresses their poor combat ability and advises beginners to choose demi-human thieves for the skill points and infravision—essential for scouting the dark. He warns against party theft and highlights useful roles: invisible scouts, magic-user eliminators via a back-stab, and trap specialists, emphasizing positioning when tackling traps. He recommends avoiding over-reliance on Move Silent or Hide in Shadows and suggests securing invisibility early on. His weapon recommendations (longsword and daggers or darts) are practical. Sadly, assassins receive only a brief mention with no advice.


Anything insightful?

  • Dwarves leading with bow-users behind.
  • Fight only when the odds favor you and maximizing attacks while minimizing the enemies.
  • Practical weapon picks for both classes.

Should I share this with my players? 

Yes. The focused advice on Fighters and Thieves is ideal for beginners and a solid refresher for veterans. This article earns a spot on the “best of” list.

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