TallIan
Explorer
Admin Post:
RG
OOC
Rules Basics <------------------------------------------------------------------------------>
Strength
Add your modifier to melee attacks and damage rolls
Agility
Affects AC, ranged attack, initiative and reflex saves
Stamina
Add modifier to HP
Personality
Affects Will saves and cleric spells.
Intelligence
Affects known languages, Important for Wizards
Luck
Affects several abilities based on class. Can be gained/lost during the game. Thieves and halflings are particularly affected by luck. Roll 1d30+luck modifier to gain a specific affect.
The Dice Chain
DCC uses a number of dice to reflect different probabilities. (mostly this won't affect 0 level characters)
d3 – d4 – d5 – d6 – d7 – d8 – d10 – d12 – d14 – d16 – d20 – d24 – d30
Combat
roll 1d20+str for melee attacks
roll 1d20+agi for ranged attacks
This assumes you are trained with the weapon you are using. You are considered trained with your starting weapon at 0-level. If you are untrained then roll 1d16.
Weapon List:
[TABLE="align: left"]
[TR]
[TD]dagger[/TD]
[TD]1d4[/TD]
[TD]10/20/30[/TD]
[/TR]
[TR]
[TD]spear[/TD]
[TD]1d6[/TD]
[TD]-[/TD]
[/TR]
[TR]
[TD]shortbow[/TD]
[TD]1d6[/TD]
[TD]50/100/150[/TD]
[/TR]
[TR]
[TD]shortsword[/TD]
[TD]1d6[/TD]
[TD]-[/TD]
[/TR]
[TR]
[TD]longsword[/TD]
[TD]1d8[/TD]
[TD]-[/TD]
[/TR]
[TR]
[TD]staff[/TD]
[TD]1d4[/TD]
[TD]-[/TD]
[/TR]
[TR]
[TD]handaxe[/TD]
[TD]1d6[/TD]
[TD]10/20/30[/TD]
[/TR]
[TR]
[TD]club[/TD]
[TD]1d4[/TD]
[TD]-[/TD]
[/TR]
[/TABLE]
Ranged weapons have a short/medium/long range bracket. This imposes has a 0/-2/-1d penalty. =1d means one die lower in the chain. For 0-level this will mostly likely be d16
Checks.Checks are best roleplayed or described. eg; "I tap each of the flagstones, listening for a hollow sound." rather than; "I search the room." Often the description of the action will result in a success without the need for a roll.
If a roll is required. If you are considered trained you use a d20 + relevant modifiers in your checks. If you are untrainined then you roll a d10 and add any relevant modifiers.
You are considered trained in a skill you could reasonably claim to be through your starting profession, eg a mushroom farmer could claim to be trained when deciding if fungi are edible or poisonous or how to divert a minor water flow to cause a flood.
If you might be trained in something (ie it's a bit of a stretch to) you roll 1d10 with a +2 bonus. eg a scribe could claim to know some astrology.
Finally, you can burn luck to gain a bonus to any roll. For each point of luck you burn you gain +1 to a roll, but your luck is now that many point lower - however you luck modifier is NOT changed. You regain luck (or even lose it) through certain deeds; like completing adventures; faithfully RPing your character; gaining the favour or disdain of supernatural entities. Thieves and halflings regain luck much faster, regaining some each night they rest.
RG
OOC
Rules Basics <------------------------------------------------------------------------------>
Strength
Add your modifier to melee attacks and damage rolls
Agility
Affects AC, ranged attack, initiative and reflex saves
Stamina
Add modifier to HP
Personality
Affects Will saves and cleric spells.
Intelligence
Affects known languages, Important for Wizards
Luck
Affects several abilities based on class. Can be gained/lost during the game. Thieves and halflings are particularly affected by luck. Roll 1d30+luck modifier to gain a specific affect.
The Dice Chain
DCC uses a number of dice to reflect different probabilities. (mostly this won't affect 0 level characters)
d3 – d4 – d5 – d6 – d7 – d8 – d10 – d12 – d14 – d16 – d20 – d24 – d30
Combat
roll 1d20+str for melee attacks
roll 1d20+agi for ranged attacks
This assumes you are trained with the weapon you are using. You are considered trained with your starting weapon at 0-level. If you are untrained then roll 1d16.
Weapon List:
[TABLE="align: left"]
[TR]
[TD]dagger[/TD]
[TD]1d4[/TD]
[TD]10/20/30[/TD]
[/TR]
[TR]
[TD]spear[/TD]
[TD]1d6[/TD]
[TD]-[/TD]
[/TR]
[TR]
[TD]shortbow[/TD]
[TD]1d6[/TD]
[TD]50/100/150[/TD]
[/TR]
[TR]
[TD]shortsword[/TD]
[TD]1d6[/TD]
[TD]-[/TD]
[/TR]
[TR]
[TD]longsword[/TD]
[TD]1d8[/TD]
[TD]-[/TD]
[/TR]
[TR]
[TD]staff[/TD]
[TD]1d4[/TD]
[TD]-[/TD]
[/TR]
[TR]
[TD]handaxe[/TD]
[TD]1d6[/TD]
[TD]10/20/30[/TD]
[/TR]
[TR]
[TD]club[/TD]
[TD]1d4[/TD]
[TD]-[/TD]
[/TR]
[/TABLE]
Ranged weapons have a short/medium/long range bracket. This imposes has a 0/-2/-1d penalty. =1d means one die lower in the chain. For 0-level this will mostly likely be d16
Checks.Checks are best roleplayed or described. eg; "I tap each of the flagstones, listening for a hollow sound." rather than; "I search the room." Often the description of the action will result in a success without the need for a roll.
If a roll is required. If you are considered trained you use a d20 + relevant modifiers in your checks. If you are untrainined then you roll a d10 and add any relevant modifiers.
You are considered trained in a skill you could reasonably claim to be through your starting profession, eg a mushroom farmer could claim to be trained when deciding if fungi are edible or poisonous or how to divert a minor water flow to cause a flood.
If you might be trained in something (ie it's a bit of a stretch to) you roll 1d10 with a +2 bonus. eg a scribe could claim to know some astrology.
Finally, you can burn luck to gain a bonus to any roll. For each point of luck you burn you gain +1 to a roll, but your luck is now that many point lower - however you luck modifier is NOT changed. You regain luck (or even lose it) through certain deeds; like completing adventures; faithfully RPing your character; gaining the favour or disdain of supernatural entities. Thieves and halflings regain luck much faster, regaining some each night they rest.
Last edited: