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[DCC RPG] I have the pdf of the finished rules and I’m glad I do
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<blockquote data-quote="Charles Dunwoody" data-source="post: 5873010" data-attributes="member: 17927"><p><strong>[PLAIN][DCC RPG] I have the pdf of the finished rules and I’m glad I do[/PLAIN]</strong></p><p></p><p>The first eleven pages are wonderful art and grapics. There are three 2-page art pieces in that first eleven pages alone.</p><p></p><p>I playtested the beta version and I have skimmed the early release of the pdf that was sent to those of us who pre-ordered Dungeon Crawl Classics RPG. If you played the beta and liked it then you will love the full version.</p><p></p><p>The big difference between DCC RPG and modern D20 fantasy is that the judge is highly encouraged to make monsters and magic items unique in (nearly) every instance. While a GM could attempt this with modern D20 fantasy, the fact is that many modern D20 fantasy systems require a bit more work on the part of the GM to create new rules. DCC RPG has both easier and fewer rules. The burden on the GM is not on math and following a formula but on creating a unique idea and implementing it. </p><p></p><p>Just a heads up, with the exception of some great magic sword rules, the DCC RPG doesn't have a list of magic items. It has guidelines and advice and a list of dangers but that is it. I was surprised by this but in the end I don't have a problem with it. </p><p></p><p>With the plethora of free ideas out on the internet and the continuing support of DCC RPG in the form of modules, even a novice judge will have plenty of ideas and concepts to work with in my opinion. An experienced judge can make things up and borrow ideas; a novice judge can borrow ideas and use Goodman Games modules to learn the ropes. The pdf includes two adventures so even a brand new judge is ready to go with just the one rulebook.</p><p></p><p>The monsters are also just a sampling, not a complete list of the standard fantasy fare. Similar to what the beta had. Again, I don't have a problem finding monsters and making them unique using the simple advice provided.</p><p></p><p>DCC RPG wholly endorses 3rd party products as well, and lists the companies that currently produce DCC RPG supported products. DCC RPG also lists playtesters, supporting hobby stores, and even a couple of gaming conventions.</p><p></p><p>The book also has a sprinkling of roleplaying bits scattered throughout. Like the beta it has sample patrons for example. It also includes several sample gods and sample examples of thieves guilds, knightly orders etc.</p><p></p><p>I also like the simple XP system.</p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 5873010, member: 17927"] [b][PLAIN][DCC RPG] I have the pdf of the finished rules and I’m glad I do[/PLAIN][/b] The first eleven pages are wonderful art and grapics. There are three 2-page art pieces in that first eleven pages alone. I playtested the beta version and I have skimmed the early release of the pdf that was sent to those of us who pre-ordered Dungeon Crawl Classics RPG. If you played the beta and liked it then you will love the full version. The big difference between DCC RPG and modern D20 fantasy is that the judge is highly encouraged to make monsters and magic items unique in (nearly) every instance. While a GM could attempt this with modern D20 fantasy, the fact is that many modern D20 fantasy systems require a bit more work on the part of the GM to create new rules. DCC RPG has both easier and fewer rules. The burden on the GM is not on math and following a formula but on creating a unique idea and implementing it. Just a heads up, with the exception of some great magic sword rules, the DCC RPG doesn't have a list of magic items. It has guidelines and advice and a list of dangers but that is it. I was surprised by this but in the end I don't have a problem with it. With the plethora of free ideas out on the internet and the continuing support of DCC RPG in the form of modules, even a novice judge will have plenty of ideas and concepts to work with in my opinion. An experienced judge can make things up and borrow ideas; a novice judge can borrow ideas and use Goodman Games modules to learn the ropes. The pdf includes two adventures so even a brand new judge is ready to go with just the one rulebook. The monsters are also just a sampling, not a complete list of the standard fantasy fare. Similar to what the beta had. Again, I don't have a problem finding monsters and making them unique using the simple advice provided. DCC RPG wholly endorses 3rd party products as well, and lists the companies that currently produce DCC RPG supported products. DCC RPG also lists playtesters, supporting hobby stores, and even a couple of gaming conventions. The book also has a sprinkling of roleplaying bits scattered throughout. Like the beta it has sample patrons for example. It also includes several sample gods and sample examples of thieves guilds, knightly orders etc. I also like the simple XP system. [/QUOTE]
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[DCC RPG] I have the pdf of the finished rules and I’m glad I do
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