


Shields no longer giving a flat bonus to armour class, but instead characters spending Proficiency slots on them to get their bonuses, just like weapons.The ability for clerics and magic-users (and elves) to specialise in one or more types of spell at the cost of being less good with other types.Changes to classes (the human Mystic has been replaced by the demi-human Lupine, the Mountebank has been added, and the Magic-User and Elf have been swapped).

Ability Scores and hit points no longer being randomly generated.tries to bring it up to date by replacing many of the disparate game mechanics with a unified system (although it is careful to keep the probabilities of success/failure of actions the same to within +/-5%, so the feel of the game is very similar to Dark Dungeons).Īdditionally, Darker Dungeons takes advantage of the fact that it does not need to stick to its source material as closely by including other changes, including: It’s the game as it is played at Blacky’s table. Where Dark Dungeons was intended to be a clone, Darker Dungeons is sort of a “house-ruled” version. Blacky the Blackball, author of the RC-clone Dark Dungeons has released Darker Dungeons.
