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