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DCC RPG BETA, June 8th

Thanks to nedjer and Kravall for replying. In principle, the approach isn't that much different from using power cards in 4e, or using SORD-type tools for 3e/Pathfinder.

In other words, it doesn't offer that much of an advantage over 21st century DnD in terms of speed of play. You either prep the tables you need ahead of time, or you spend a lot of time flipping through books. Granted, this means the random tables aren't a disadvantage, but if DCC RPG is indeed faster than 21c DnD, it must be something else that effects speedier play. Is it less tactical? Do power have more straightforward effects? Are the mechanics just that much more clear and streamlined?
 

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I'm not sure I'm seeing the only one to two spells a day for a cleric. A 5th-level cleric makes spellchecks at +5 (plus or minus Personality modifier). A 1st-level spell has some effect with a 12 or higher (7 or higher to start or 65% chance). Every spell after that goes down 1 (60%, 55% etc) but the cleric can sacrifice 50 gp to reduce the penalty by 1. A 3rd level cleric has gear and gold worth over 1300 gp (not sure about 5th level yet). He can even burn luck for a bonus if needed. So casting for a while won't be a problem.

I'm more thinking about casting higher-level spells.

-3 to your later checks for casting a level 3 spell is very, very significant. If the system eventually goes to 10th level, a -5 for a level 5 spell is massive.

Cheers!
 

I'm more thinking about casting higher-level spells.

-3 to your later checks for casting a level 3 spell is very, very significant. If the system eventually goes to 10th level, a -5 for a level 5 spell is massive.

Cheers!

It's a wash. The spell casting check is d20 + Caster Level + Int Modifier. You'll be 5th level when you can cast fireball. A d20 roll of 11 (assuming for a second no Int Modifier) will get you a 16, just enough to cast it.

At first level, if you roll an 11 with your +1 from your Caster Level (again assuming 0 for Int Modifier), you've hit 12 and have successfully cast that first level spell.

Thus, your highest level spell is always going to suffer about a 50% spell failure rate (modified by your Int). However, everytime you level, you'll knock 5% off that failure rate. At 5th level, you'll only need a minimum of 7 to successfully cast that first level spell (and a 9 to successfully cast a 2nd level spell).
 



Have a look at the cumulative penalties for cleric spells and tell me that again.

Also, we don't know what casting DCs of high level clerical spells are yet. They may scale differently (though they probably don't).

Additionally, Clerics can reduce the spell casting penalty they generate and don't suffer from arcane corruption like Wizards do.

I've yet to play the game though, so it's possible that Clerics just suck like you suggest :D
 

Have a look at the cumulative penalties for cleric spells and tell me that again.

Clerics will be able to successfully cast a few choice spells everyday. Clerics who suffer from hubris will likely overdo it and earn their god's disfavor in addition to failing to cast.

However, the rules aren't the guarantee that the cleric will be able to do this. It will be more up to the player.

The player has much more control over game balance in DCC than in other systems. A player who roleplays following his or her god will see the judge dropping the casting penalties.

A player who sacrifices gp to his god will have the same effect. And this second option is even more in the hands of the player; spending money to support his church directly aids his casting.
 

Thanks to nedjer and Kravall for replying. In principle, the approach isn't that much different from using power cards in 4e, or using SORD-type tools for 3e/Pathfinder.

In other words, it doesn't offer that much of an advantage over 21st century DnD in terms of speed of play. You either prep the tables you need ahead of time, or you spend a lot of time flipping through books. Granted, this means the random tables aren't a disadvantage, but if DCC RPG is indeed faster than 21c DnD, it must be something else that effects speedier play. Is it less tactical? Do power have more straightforward effects? Are the mechanics just that much more clear and streamlined?

DCC is so much faster than PF or 4E. As the judge I actually got to enjoy the players' roleplaying in combat and not just use my brain to keep track of what is going on.

Some things that make DCC faster:
1. No minis or mats (judge doesn't have to draw/build/position/erase or move/repeat). Makes a HUGE difference in speeding things up.

2. There aren't many cascading effects (multiple rounds) or interupts and players don't have to think so hard about what to do next.

3. Players don't fear character death quite as much (still nice to get to high levels but character creation doesn't take so long) so players act more on instinct and even roleplaying than what might be tactically best--no more long rounds as players debate and count squares and read powers/class abilities; players just react in character and go.
 

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