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Dungeon Crawl Classics What is cool to you from a player perspective?
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<blockquote data-quote="overgeeked" data-source="post: 9825222" data-attributes="member: 86653"><p>I think it's tied in to what you were saying before about level comparisons. Every DCC level is roughly 2 levels of other old-school games. They realized this and wanted to preserve that deadly old-school feel, so they made funnels. </p><p></p><p>I love funnels. They're so chaotic and fun. I do agree about the singular solution being a problem in a lot of funnels and lower-level modules, but I disagree about funnels spitting out bad parties. </p><p></p><p>The hows and whys of the funnel are discussed in the book, and I agree with that. You get characters with a spread of stats that don't always perfectly align with the class your group needs. That's infinitely more fun than every cleric having an 18-20 WIS, or a wizard with 18-20 INT. The cleric with the 13 WIS is a lot more fun to play. I've always found that's true. The funnel setup simply reinforces that style. </p><p></p><p>Players are also a lot more attached to the level-0 peasant who actually survived the funnel than they are of the level-1 character they just rolled up. I absolutely love playing through the characters' backstory like that. Gives the player an instant connection to the character and builds connections between the characters as a group. </p><p></p><p>I get that it's not for everyone, and that's fine. But I absolutely love funnels. Some of the best times we had playing DCC was the funnel.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9825222, member: 86653"] I think it's tied in to what you were saying before about level comparisons. Every DCC level is roughly 2 levels of other old-school games. They realized this and wanted to preserve that deadly old-school feel, so they made funnels. I love funnels. They're so chaotic and fun. I do agree about the singular solution being a problem in a lot of funnels and lower-level modules, but I disagree about funnels spitting out bad parties. The hows and whys of the funnel are discussed in the book, and I agree with that. You get characters with a spread of stats that don't always perfectly align with the class your group needs. That's infinitely more fun than every cleric having an 18-20 WIS, or a wizard with 18-20 INT. The cleric with the 13 WIS is a lot more fun to play. I've always found that's true. The funnel setup simply reinforces that style. Players are also a lot more attached to the level-0 peasant who actually survived the funnel than they are of the level-1 character they just rolled up. I absolutely love playing through the characters' backstory like that. Gives the player an instant connection to the character and builds connections between the characters as a group. I get that it's not for everyone, and that's fine. But I absolutely love funnels. Some of the best times we had playing DCC was the funnel. [/QUOTE]
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