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DCC Level 0 Character Funnel is a Bad Concept
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<blockquote data-quote="CapnZapp" data-source="post: 9267077" data-attributes="member: 12731"><p>Well, I love me some evil sorcerers and hooded cultists...</p><p></p><p>..but the game needs to be playable for player characters, that is characters that might assume at least some responsibility for their actions, characters that can think ahead and not just act stupidly or selfishly. Player characters - at least mine - looked at the spells, calculated the probabilities, and said "nah".</p><p></p><p>For some spells. Others are much more actually useful in that the various random results still kind of work.</p><p></p><p>Again contrast mercurial magic, where you at least know what you're getting ahead of time. (Sometimes a spell became utterly useless. Or utterly hilarious. And all of this is fine)</p><p></p><p>But in the end we didn't need to put the game on halt because we needed to parse the spell results table and figure out what the results meant. There was just too much randomness. <em>Everything</em> was randomized.</p><p></p><p>You could achieve the goal of making magic feeling dangerous and unpredictable with far less clutter, far less annoying special tables, far less randomness. Just a little more randomness than D&D (where you basically always get the exact same spell effect every time) would have gone along way.</p><p></p><p>But DCC went absolutely nuts and ended up with a huge jumble. If some of you got that working... well, I didn't.</p><p></p><p>And then there's the small issue of spell burn. It's utterly unbalanced, and only the smallest amount of afterthought have been applied to fix it.</p><p></p><p>In the end I found DCC spells to be far more trouble than they're worth. A shame. I really like it when game developers try to break out of how D&D magic seldom feel, well, magical. The way spells have precise parameters and perfect reproducibility ruins the idea that magic is, well, magical, wondrous and unpredictable.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9267077, member: 12731"] Well, I love me some evil sorcerers and hooded cultists... ..but the game needs to be playable for player characters, that is characters that might assume at least some responsibility for their actions, characters that can think ahead and not just act stupidly or selfishly. Player characters - at least mine - looked at the spells, calculated the probabilities, and said "nah". For some spells. Others are much more actually useful in that the various random results still kind of work. Again contrast mercurial magic, where you at least know what you're getting ahead of time. (Sometimes a spell became utterly useless. Or utterly hilarious. And all of this is fine) But in the end we didn't need to put the game on halt because we needed to parse the spell results table and figure out what the results meant. There was just too much randomness. [I]Everything[/I] was randomized. You could achieve the goal of making magic feeling dangerous and unpredictable with far less clutter, far less annoying special tables, far less randomness. Just a little more randomness than D&D (where you basically always get the exact same spell effect every time) would have gone along way. But DCC went absolutely nuts and ended up with a huge jumble. If some of you got that working... well, I didn't. And then there's the small issue of spell burn. It's utterly unbalanced, and only the smallest amount of afterthought have been applied to fix it. In the end I found DCC spells to be far more trouble than they're worth. A shame. I really like it when game developers try to break out of how D&D magic seldom feel, well, magical. The way spells have precise parameters and perfect reproducibility ruins the idea that magic is, well, magical, wondrous and unpredictable. [/QUOTE]
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