General DCC RPG thread


Boy, there is a lot going on with the magician class. What are the other Dying Earth classes like?

They all seem to be a lot more complex than the core DCC classes. Each class evokes Vance's Dying Earth so perfectly, but do so by adding more mechanics to the game.

The Wayfarer, for example, when an ally spends Luck on a roll, they make a check based on the total Luck spent by the party up to that moment. Succeed, and the Wayfarer pockets the Luck spent rather than it going to the roll and the total Luck count resets to zero. Fail, and the Luck spent on the roll comes out of the Wayfarer's Luck and the total Luck count increments up. It's a new mechanic that fits perfectly with characters like Cugel the Clever.
 

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They all seem to be a lot more complex than the core DCC classes. Each class evokes Vance's Dying Earth so perfectly, but do so by adding more mechanics to the game.

The Wayfarer, for example, when an ally spends Luck on a roll, they make a check based on the total Luck spent by the party up to that moment. Succeed, and the Wayfarer pockets the Luck spent rather than it going to the roll and the total Luck count resets to zero. Fail, and the Luck spent on the roll comes out of the Wayfarer's Luck and the total Luck count increments up. It's a new mechanic that fits perfectly with characters like Cugel the Clever.
Yeah, that’s what’s holding me back on DE. I want about as complicated as DCC already is as my upper limit on crunch. I’m not looking for extra complexity in the classes. A few subsystems that compliment the system already in place and cover things I’d want mechanics for, sure.
 

I've owned it for years in PDF (along with a great number of adventures), but have never played it. I love the idea of 0-Level funnels in theory. There's a guy who runs it locally, BUT he explained to me that he strips out nearly all of the weird elements at which point I honestly think he'd just be better off playing Pathfinder or D&D 3.5.
 

I want to pick up the Hobonomicon with my GG store coupons when I get the cash. Doug Kovacs is my jam.
I picked this up at GaryCon this year. I got another one last year and he tossed in a copy of Hobonomicon.
 

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I've owned it for years in PDF (along with a great number of adventures), but have never played it. I love the idea of 0-Level funnels in theory. There's a guy who runs it locally, BUT he explained to me that he strips out nearly all of the weird elements at which point I honestly think he'd just be better off playing Pathfinder or D&D 3.5.
I don't know why you'd want gonzo mechanics without the gonzo flavor.
 




Ugh, I need to get more of the dice. I got the Hellcat and the Ned's Knuckle Bone (Weird Frontier DCC dice-Pretty much the Arcane Bullet set). I have to get the Eldrich Ruin Fragment set and the Wizard's Van Stellar set when it comes to the dice.
 

They all seem to be a lot more complex than the core DCC classes. Each class evokes Vance's Dying Earth so perfectly, but do so by adding more mechanics to the game.

The Wayfarer, for example, when an ally spends Luck on a roll, they make a check based on the total Luck spent by the party up to that moment. Succeed, and the Wayfarer pockets the Luck spent rather than it going to the roll and the total Luck count resets to zero. Fail, and the Luck spent on the roll comes out of the Wayfarer's Luck and the total Luck count increments up. It's a new mechanic that fits perfectly with characters like Cugel the Clever.

Yeah, that’s what’s holding me back on DE. I want about as complicated as DCC already is as my upper limit on crunch. I’m not looking for extra complexity in the classes. A few subsystems that compliment the system already in place and cover things I’d want mechanics for, sure.
Despite it being the ONE class from this I was excited for with seeing how it works/read about its curses, I have to reread the Witch class a couple of times.
 

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