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<blockquote data-quote="overgeeked" data-source="post: 9048380" data-attributes="member: 86653"><p>I think I'd go the other way, honestly. Bring a few D&D bits into DCC RPG. Like dis/advantage and some settings. But that's about it.</p><p></p><p>What would I bring into D&D from DCC RPG? Basically all of it.</p><p></p><p>My top ten are:</p><p></p><p>Rolling to cast. I love that using magic is not a foregone conclusion and that they dropped spell slots in favor of casting until you fail.</p><p></p><p>Mercurial Magic. It's so much fun to have additional secondary effects tacked onto every spell. It adds variety to casters and makes some spells a real dilemma whether to cast or not. You can even end up with otherwise "useless" spells that have a great secondary effect that makes them worth casting.</p><p></p><p>Spellburn. Utterly brilliant idea. Temporarily sacrifice your stats for a bonus to your casting roll. You really want that spell to work? Okay...what are you willing to risk to get it? Absolutely love the magic system.</p><p></p><p>Corruption. Magic is channeling chaos into the world through your body. That should be a dangerous act that can change you forever. It makes magic a bit less common than some of the other systems would suggest. Sure, you can just keep casting a spell as long as you roll high enough, but every time you roll to cast there's a change you'll mutate. So maybe pump the breaks on throwing spells around.</p><p></p><p>Deity Disapproval. Another great one. Your cleric won't mutate by casting a spell, but they can abuse their powers and garner disapproval from their deity. The more disapproval you get the harder it is to use your divine magic and the more you have to atone for your misdeeds to clear that disapproval.</p><p></p><p>Ritualized Magic. The wild and crazy magic in DCC RPG not enough for you? Cool, talk to the Judge and come up with something bigger and badder as a ritual. Careful what you ask for because it will very likely be a quest just to find the spell, to say nothing of gathering the spell components.</p><p></p><p>Skills being determined by your occupation. You just know everything you should know based on that. Would a farmer know X? Then you know X if you're a farmer. No big list of skills, no wonky subsystems for each skill.</p><p></p><p>Warrior's mighty deed of arms. Instead of fighters with a limited number of maneuvers they learn or dice they can spend to try them, DCC warriors can just get creative with every attack. They might hit, they might miss. They might pull off the maneuver, they might not. It's such a blast to play a DCC warrior. You straight up feel like a badass from a Conan story.</p><p></p><p>Questing for the Impossible. One of the best bits in a book overflowing with great stuff. Don't let your game be boring. Let the PCs gain vast powers and weird tricks. But make them earn them by going on a quest.</p><p></p><p>Admonitions. I love old school, OSR, and NuSR games. One key to that is just getting on with the game and not letting the mechanics bog you down. One great way to establish that is just outright saying the Judge is in charge, not the rulebook. The game involves a lot of dice and a lot of random chance. Roll your dice in the open and accept the results, no matter what they are. If you already know the result you want, why are you rolling? If the PCs are safe, there's no challenge, conflict, or tension. It makes for a boring game. PCs can and will die. If you want your character to survive...play smarter.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9048380, member: 86653"] I think I'd go the other way, honestly. Bring a few D&D bits into DCC RPG. Like dis/advantage and some settings. But that's about it. What would I bring into D&D from DCC RPG? Basically all of it. My top ten are: Rolling to cast. I love that using magic is not a foregone conclusion and that they dropped spell slots in favor of casting until you fail. Mercurial Magic. It's so much fun to have additional secondary effects tacked onto every spell. It adds variety to casters and makes some spells a real dilemma whether to cast or not. You can even end up with otherwise "useless" spells that have a great secondary effect that makes them worth casting. Spellburn. Utterly brilliant idea. Temporarily sacrifice your stats for a bonus to your casting roll. You really want that spell to work? Okay...what are you willing to risk to get it? Absolutely love the magic system. Corruption. Magic is channeling chaos into the world through your body. That should be a dangerous act that can change you forever. It makes magic a bit less common than some of the other systems would suggest. Sure, you can just keep casting a spell as long as you roll high enough, but every time you roll to cast there's a change you'll mutate. So maybe pump the breaks on throwing spells around. Deity Disapproval. Another great one. Your cleric won't mutate by casting a spell, but they can abuse their powers and garner disapproval from their deity. The more disapproval you get the harder it is to use your divine magic and the more you have to atone for your misdeeds to clear that disapproval. Ritualized Magic. The wild and crazy magic in DCC RPG not enough for you? Cool, talk to the Judge and come up with something bigger and badder as a ritual. Careful what you ask for because it will very likely be a quest just to find the spell, to say nothing of gathering the spell components. Skills being determined by your occupation. You just know everything you should know based on that. Would a farmer know X? Then you know X if you're a farmer. No big list of skills, no wonky subsystems for each skill. Warrior's mighty deed of arms. Instead of fighters with a limited number of maneuvers they learn or dice they can spend to try them, DCC warriors can just get creative with every attack. They might hit, they might miss. They might pull off the maneuver, they might not. It's such a blast to play a DCC warrior. You straight up feel like a badass from a Conan story. Questing for the Impossible. One of the best bits in a book overflowing with great stuff. Don't let your game be boring. Let the PCs gain vast powers and weird tricks. But make them earn them by going on a quest. Admonitions. I love old school, OSR, and NuSR games. One key to that is just getting on with the game and not letting the mechanics bog you down. One great way to establish that is just outright saying the Judge is in charge, not the rulebook. The game involves a lot of dice and a lot of random chance. Roll your dice in the open and accept the results, no matter what they are. If you already know the result you want, why are you rolling? If the PCs are safe, there's no challenge, conflict, or tension. It makes for a boring game. PCs can and will die. If you want your character to survive...play smarter. [/QUOTE]
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