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DCC goodness into your game of D&D
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<blockquote data-quote="CapnZapp" data-source="post: 9048520" data-attributes="member: 12731"><p>Taken in isolation, a worthy rule.</p><p></p><p>DCC is far far too random and chaotic for my taste, however. Adding one vector of randomness (like a d20 casting roll) would be okay, making essentially every parameter of spellcasting random made my players dump the system.</p><p></p><p></p><p>Again, viewed standalone; a reasonable addition. </p><p></p><p>Combined with all the other random things, far too much, just making the mercurial effects getting lost in all the confusion.</p><p></p><p>A cleaned-up list of reined-in mercurials could work in D&D.</p><p></p><p></p><p>Again, theoretically an excellent idea. </p><p></p><p>But DCC fails to safeguard against players who save their spellburn for when it really wins the game; then the scenario ends and they can rest up, playing a different character next adventure if need be.</p><p></p><p>Like in so many other ways, DCC's spellburn rules don't give a damned they are eminently gameable. While that suits some players, herein we are discussing D&D which presumes that order and structure are good things... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Again, by itself not a bad idea. I could easily want to play a D&D game that includes corruption rules.</p><p></p><p>But playing a D&D game that includes corruption AND taint, disapproval and patronage, mercurial effects...? On top of each and every spell being its own Wild Sorcerer? No thanks.</p><p></p><p></p><p>I agree, this rule is another great one. </p><p></p><p>Just a shame DCC included all the great ideas, making the end game almost unplayable <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>At least, I think so, which is why I started this thread. </p><p></p><p>I chose the funnel and Luck rules, and what I also therefore did, was able to kill my darlings.</p><p></p><p></p><p>Like with spell duels, I just said no.</p><p></p><p></p><p>A legitimately great idea. In a rules-light game, this is perfect. Shame DCC isn't a rule-light game, though... </p><p></p><p>For D&D, well, this game already has a skill system, and I don't want to change lots of things. I started this thread to try to think of "how can I inject DCC goodness into D&D with the minimal number of changes possible?"</p><p></p><p></p><p>Absolutely. Playing Warriors and Thieves were great in DCC <img class="smilie smilie--emoji" alt="🙂" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" title="Slightly smiling face :slight_smile:" data-shortname=":slight_smile:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" title="Thumbs up :thumbsup:" data-shortname=":thumbsup:" loading="lazy" width="64" height="64" /></p><p></p><p>In the context of D&D, however, I have decided that simply giving them Luck will enable their fighteryness just like it will enable a Ranger's rangeryness and a wizard's wizardyness.</p><p></p><p>Again, I'm trying to do much with little here.</p><p></p><p>Thanks for a great post! DCC sure made my day, even if my players never could bring themselves to overlook its deep flaws.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9048520, member: 12731"] Taken in isolation, a worthy rule. DCC is far far too random and chaotic for my taste, however. Adding one vector of randomness (like a d20 casting roll) would be okay, making essentially every parameter of spellcasting random made my players dump the system. Again, viewed standalone; a reasonable addition. Combined with all the other random things, far too much, just making the mercurial effects getting lost in all the confusion. A cleaned-up list of reined-in mercurials could work in D&D. Again, theoretically an excellent idea. But DCC fails to safeguard against players who save their spellburn for when it really wins the game; then the scenario ends and they can rest up, playing a different character next adventure if need be. Like in so many other ways, DCC's spellburn rules don't give a damned they are eminently gameable. While that suits some players, herein we are discussing D&D which presumes that order and structure are good things... :) Again, by itself not a bad idea. I could easily want to play a D&D game that includes corruption rules. But playing a D&D game that includes corruption AND taint, disapproval and patronage, mercurial effects...? On top of each and every spell being its own Wild Sorcerer? No thanks. I agree, this rule is another great one. Just a shame DCC included all the great ideas, making the end game almost unplayable :) At least, I think so, which is why I started this thread. I chose the funnel and Luck rules, and what I also therefore did, was able to kill my darlings. Like with spell duels, I just said no. A legitimately great idea. In a rules-light game, this is perfect. Shame DCC isn't a rule-light game, though... For D&D, well, this game already has a skill system, and I don't want to change lots of things. I started this thread to try to think of "how can I inject DCC goodness into D&D with the minimal number of changes possible?" Absolutely. Playing Warriors and Thieves were great in DCC 🙂👍 In the context of D&D, however, I have decided that simply giving them Luck will enable their fighteryness just like it will enable a Ranger's rangeryness and a wizard's wizardyness. Again, I'm trying to do much with little here. Thanks for a great post! DCC sure made my day, even if my players never could bring themselves to overlook its deep flaws. [/QUOTE]
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