MNblockhead
A Title Much Cooler Than Anything on the Old Site
I kinda like it. Especially if run with Purple Sorcerer or a VTT that does to roles to minimize page flipping and time referencing charts.Yes.
For me, unfortunate. That each and every spell was almost its own mini-game, and that you could almost never count on getting a spell result you could actually use was one of the biggest causes of us abandoning the DCC system.
I absolutely understand the criticism against regular D&D: spells have no uncertainty. Tools that always do what you intend them to do are not called "magic". They are called "tools".
But DCC severely overcompensates by randomizing ALL the parameters. If they focused on randomizing one or three variables that could have been something.
But DCC turns spellcasting into a chaotic fiddly mess - an utter trainwreck, to be honest. My players found that they hesitated using magic since there was always great risks involved. And in the end they often ended up not using magic at all.
I fully understand that part of this is because they're stuck in the rational solution-focused competitive mindset so common with D&Ders, and that they were unable to "let loose" and "don't worry be happy".
But part of it is also bad design. Not every parameter needs to be randomized at the same time to achieve the goal of making magic more mysterious and less "scientific", less reliable, less of a dependable tool.
It ended up as one of our biggest hurdles to DCC adoption.
But I think Warhammer Fantasy RPG 4e does it better for my group. Using minor and major miscasts based on your roles and refering associated tables rather than a separate table for every spell. I'm not as familiar with DCC, but WFRP seems to give more options to invest into making spell casting safer. Spending XP on skills and talents, using ingriedients, channeling rules, using familiars, etc. You can invest xp and coin into being a much more reliable spell caster at the expense of building a more well-rounded character.
That said, I am looking forward to eventually running the DCC Dying Earth setting and adventures. But I'll need to make sure the players are going into eyes wide open and that they buy into it. In addition to DCCs randomness and risk when it comes to magic users, you have the petty politic's of Jack Vance's Dying Earth setting, new grudge token mechanics, and some character restrictions that even many DCC fans are not into (at least those posting on Reddit).