• Welcome to this new upgrade of the site. We are now on a totally different software platform. Many things will be different, and bugs are expected. Certain areas (like downloads and reviews) will take longer to import. As always, please use the Meta Forum for site queries or bug reports. Note that we (the mods and admins) are also learning the new software.
  • The RSS feed for the news page has changed. Use this link. The old one displays the forums, not the news.

Dungeon Crawl Classics Role Playing Game (DCC RPG) anyone?

scourger

Explorer
Can anyone share insights into the Dungeon Crawl Classics Role Playing Game (DCC RPG)?

My group has taken it up while I have been away for a couple of months. I read about it, but my hesitation is that the way my group plays D&D is more toward tactics & strategy (which I enjoy less) and away from power gaming & storytelling (which I enjoy more). The result is that I usually become dissatisfied and wind up unhappy or leaving the group for a while anyway. I'm trying to figure out if DCC RPG is worth a shot. Any shared experience is appreciated.
 

IronWolf

blank
I've been running DCC RPG over Google+ Hangouts for a couple of months now. I find it to be a fun and refreshing game. It sounds like you would be joining partway through, so you will have likely missed the 0-level funnel which is the deadly part of the game. Not to say the leveled play isn't dangerous, there is just more of a chance to survive.

We play gridless pretty much, so there is not a lot of square-by-square tactical play. Now that isn't to say that the group doesn't us some really creative ideas to tackle certain obstacles or combats.

Magic is dangerous. Each spell has a random table and a caster makes a spell check to see if they can cast a spell and determine how effective the spell is. Low rolls lose the spell, the better you roll the more powerful the spell when it is cast.

To me, DCC RPG is definitely worth the shot. We've been having a great time with it. You might also find the character class analysis I did here worth reading.
 

Treebore

Villager
Getting ready to play in a 3 week try out of this game myself. On line, using Roll 20. We have room if anyone is interested. It will be on Saturday evenings. We hope to start first Saturday in October. We do not intend to go beyond 4 sessions.
 

IronWolf

blank
Getting ready to play in a 3 week try out of this game myself. On line, using Roll 20. We have room if anyone is interested. It will be on Saturday evenings. We hope to start first Saturday in October. We do not intend to go beyond 4 sessions.
Cool - I've been running over Roll20 as well. Have fun!
 

Treebore

Villager
Cool - I've been running over Roll20 as well. Have fun!
Yeah, I have switched my online Castles and Crusades and Aces and Eights games over to Roll 20 over a month ago. For a Beta, and only out of Beta for a week, system, its already pretty good. Looking forward to a number of improvements, though. Mainly giving players more control of their tokens, kind of irritating that I pretty much have to do everything for them right now, to get it set up. As you know, after that they can move it around, change the HP, etc... just fine.
 

Sir Robilar

Villager
After giving it a shake recently with a funnel (Sailors on the Starless Sea), we're now switching our regular campaign over to DCC in the coming weeks. Ridiculously fun system, great flair and rules that cater directly to my tastes. I have even become a devoted collector of the adventures and can't wait to play them.
 

Stormonu

Hero
I've been contemplating getting this game. How hard is it to implement the spell rolls? Do you always need the book open to consult the spell charts? How much does the DM need to be involved in resolving the casting of a spell?

Are there paladins, rangers, druids and whatnot in the game? How well does it mesh with using 1E/2E/3E/DCC/BECM modules?
 

Jan van Leyden

Villager
I've been contemplating getting this game. How hard is it to implement the spell rolls? Do you always need the book open to consult the spell charts? How much does the DM need to be involved in resolving the casting of a spell?
Assuming that the player has at least a copy of the spell available, spell rolling isn't a big issue. And as your players probably won't command a huge library of spells, paper copies of these pages aren't a bg issue.

A normal spell roll features GM interaction when the result is higher than expected. "Wow, a 31! I can affect something up to 110 miles away. Say, where is my old nemesis?"

Mishaps are more complicated, but shouldn't happen all to often.

Are there paladins, rangers, druids and whatnot in the game?
No! It's back to the basics, without such unnecessary, fancy stuff! ;) Eld, Dwarf, and Halfling are classes, of course.

How well does it mesh with using 1E/2E/3E/DCC/BECM modules?
I honestly can't tell you that. As DCC promotes a gaming style of wide-eyed wonder, encountering creatures, effects and stuff the players haven't encountered before, using old stuff might be difficult. At least expect to heavily re-work monsters and magic items. Exploring ten rooms with the same sort of goblins in a dungeon takes away from this. Smaller dungeons with less repition (a la Keep of the Borderlands) would mesh better than large ones.
 

IronWolf

blank
Jan van Leyden has already put his word in, and I agree with him for the most part. I'll add my two copper anyways!

I've been contemplating getting this game. How hard is it to implement the spell rolls? Do you always need the book open to consult the spell charts? How much does the DM need to be involved in resolving the casting of a spell?
The spell rolls are pretty easy really. The characters don't have that many spells, so they really only need to be concerned with their spells. These can be printed (if you have the PDF, though some are printing from the beta rules which are still out there for download).

You do typically need to consult the table for the spell roll, but it really isn't cumbersome. Even my players that don't have their spells printed note the page number in the book for easy reference.

There can be some GM involvement, but not too much and not what I would say often. The game leaves a lot of discretion to the GM, so making quick decisions on an effect and moving on works well for me. I tend to favor the player.

Stormonu said:
Are there paladins, rangers, druids and whatnot in the game?
Nope, no paladins, rangers or druids. There are some folks brainstorming some for the Crawl! Fanzine, but there not any in the official rulebook. The character class analysis I did covers each of the official classes.

Stormonu said:
How well does it mesh with using 1E/2E/3E/DCC/BECM modules?
[/quote]

I've been using mods designed for DCC RPG so far. I am toying with the idea of trying out some older mods from the 1e/2e days, but have not done so. For the most part I think the older stuff will convert relatively easily and on the fly - save for reducing the amount of magic items. But I have not actually run one yet to verify how easily or well they will run in DCC RPG.
 

Stormonu

Hero
'Nother spell question - how do GM-run NPCS handle spellcasting? Is it the same rolls and chart consultation as players or is there an abbreviated table/different mechanic?
 

Scribble

Villager
'Nother spell question - how do GM-run NPCS handle spellcasting? Is it the same rolls and chart consultation as players or is there an abbreviated table/different mechanic?
Monsters play by different rules. They kind of just do what you need/want them to do.
 

Harley Stroh

Villager

frankthedm

Villager
For those who know the system, how does magical healing operate? Last time I looked at the system, the healing the cleric was doing didn't remind me much the literature that the authors claimed inspired the game.
 
For those who know the system, how does magical healing operate? Last time I looked at the system, the healing the cleric was doing didn't remind me much the literature that the authors claimed inspired the game.
Clerics can lay on hands (more difficult for those of different alignments). Spells can also provide different healing options. A low enough failure can result in disfavor with the cleric's god. A sacrifice of valuables important to the deity can remove disfavor.
 

darjr

I crit!
Thanks for showing up with the family (Darik rocked, especially when roleplaying two opposing PCs).

And thanks, too, for running the Sun AM slot!

//H
That was so much fun! I wish I was able to see the bloody end of the other survivors of the first game.

It was my pleasure to run, It means I get every turn :)
 

Crothian

Villager
Off all the new old school games I'm most pleased with DCC so far. It has a lot of good assumptions in it that I like such as magic being less mundane and more random. I like the built in zero level. It is the only of these games that I've been tempted to want to try.
 

Advertisement

Top