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DCC RPG BETA, June 8th

As I look more at the design philosophy behind the game, I'm more inclined to believe that wanting it to be "another D&D" is going to be misplaced. This is its own game.

It's also a game that is quite at odds with the form of D&D that Gary Gygax seemed to promote through his tales and adventure modules. One of the strongest features about those tales was this: they were for high level characters. Consider his Gord books: the first one gets Gord up to about 9th level, and then the remainder of the series deals with his "name" level adventuring. Likewise, almost all of Gary's adventures are in the 9th-12th level range, with the exceptions being the beginner modules of Keep on the Borderlands and The Village of Hommlet.

Yes, life was brutal and short at the lowest levels of D&D, but the bulk of play took place at above those levels. The DCC RPG seems to glorify these lower levels, where luck trumps all.

The system is also keyed to those lower levels: apparently it was intended only to be levels 1-5 before customer feedback suggested otherwise. I wonder how well the system will expand (the cleric, as noted, doesn't very well). The Wizard wanders into the quite random... rolling badly and forgetting how to cast magic missile for the day in your first combat isn't a great start to the adventure.

All of this randomness is likely to be extremely entertaining in the short term. I'm sceptical of it in the longer term. Is the game meant to be played over the longer term?

Cheers!
 

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It wasn't designed to be "another D&D". Check out the initial design Blogs. It's more of an alternate universe game..as in "what if D&D had been strictly based on the writings of Appendix N"

It's not another retro-clone with some Houserules and never was meant to be.
 

Clerics - oh, wow. The cumulative penalty for spell-casting means that a high-level cleric will be unable to cast more than one or two good spells in a day before needing to go home to rest. It's a spell-point system in all but name. (And, if I might say so, a very punishing one).

Clerics are an odd beast. Keep in mind that:
  • You get a bonus to your spellcasting check that is equal to your level. Before reaching 0 on the spellcasting bonus, a 5th level cleric can cast several spells (5 1st, 2 2nd and a 1st, a 3rd and a 2nd, a 3rd and 2 1st). Personality effects this score as well, so it wouldn't be uncommon to have another +2 to your spellcaster score.
  • You can still cast spells when you reach 0 or lower on your daily spellcaster check, it just becomes harder
  • You can also make scarifices to your deity in order to offset penalities to the score. If you are going out to adventure that day, you might start with a large sacrifice just make sure your deity is on your side.
  • You don't suffer corruption like wizards, so the only risk to spell casting is ticking off your deity and having to perform some test of faith.
 


Bye bye % thief skills...

Goodman said:
Still processing it all!

There's been an enormous amount of feedback, which is great, but there's a lot to go through.

I'm definitely changing thief skills back to d20-based vs. d% based.

I'm doing a lot of thinking about, well, a lot of other things.

I also want to hear more actual playtest reports versus "just" reading comments. I firmly believe that games are meant to be played and there are a lot of elements that may "read" one way but work out differently in play.

Can I get back to you in a month or so? :)
Goodman Games • View topic - BETA: What has been learned?
 



Any one live in Los Angeles, or nearby, want to give the game a try?

TONIGHT? 7PM.

We're located in Northeast LA (Glassell Park/Cypress Park, over the hill from Dodgers Stadium) and my group plays on Thursdays from 7PM until 11-ish.

We'll all be learning the game together.
 



Into the Woods

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