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DCC Level 0 Character Funnel is a Bad Concept
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<blockquote data-quote="CapnZapp" data-source="post: 9266115" data-attributes="member: 12731"><p>That all sounds great in theory, but when the players decide to never cast spells, something has clearly gone wrong.</p><p></p><p>Of course, if you just love starting fires with no regard for either friend or foe, DCC spells could work for you. This player would really really hate if his spell torched his friends. if everything was lost and casting the spell was the only chance of not having a TPK, then maybe he would consider using it. But that never happened.</p><p></p><p>DCC has far too many spells that do completely different things depending on the dice. Was he unlucky in his spell selection? Yes of course. But the criticism stands.</p><p></p><p>I would have preferred by far a system that acknowledges the static-ness and predictability of D&D spell-casting as something negative and then introduces ENOUGH randomness to effectively combat that, and then no more randomness. I would be interested in a system where spells remained fairly quick to adjudicate, and mostly did something akin to what the player could hope for, while introducing SOME modicum of uncertainty and just a little pinch of chaos.</p><p></p><p>Other spells were just much better precisely because the results that didn't do something directly useful at least didn't make things go horribly wrong. And then there were plain overpowered spells.</p><p></p><p>Contrast to the Mercurial Magic effects. At least once you rolled you knew what you had to work with. This was a highly chaotic subsystem that actually works.</p><p></p><p>I loved much about DCC, but Goodman clearly needed to kill their darlings when it comes to magic.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9266115, member: 12731"] That all sounds great in theory, but when the players decide to never cast spells, something has clearly gone wrong. Of course, if you just love starting fires with no regard for either friend or foe, DCC spells could work for you. This player would really really hate if his spell torched his friends. if everything was lost and casting the spell was the only chance of not having a TPK, then maybe he would consider using it. But that never happened. DCC has far too many spells that do completely different things depending on the dice. Was he unlucky in his spell selection? Yes of course. But the criticism stands. I would have preferred by far a system that acknowledges the static-ness and predictability of D&D spell-casting as something negative and then introduces ENOUGH randomness to effectively combat that, and then no more randomness. I would be interested in a system where spells remained fairly quick to adjudicate, and mostly did something akin to what the player could hope for, while introducing SOME modicum of uncertainty and just a little pinch of chaos. Other spells were just much better precisely because the results that didn't do something directly useful at least didn't make things go horribly wrong. And then there were plain overpowered spells. Contrast to the Mercurial Magic effects. At least once you rolled you knew what you had to work with. This was a highly chaotic subsystem that actually works. I loved much about DCC, but Goodman clearly needed to kill their darlings when it comes to magic. [/QUOTE]
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