General DCC RPG thread

On one of the DCC Facebook Groups, I saw a post about houseruling Dwarves. I quoted the post down below. I, too, would like to reduce how common the ability to see in the dark is. The original poster never followed up to say what they had decided upon for the armor change.

I am considering adopting some of these changes for my own game.

I am curious to hear opinions from the community here.

Also, for your own games, are there any common houserules about a race/class that you use?
The main thing I houserule is the movement penalty. As written, dwarves in half or full plate move only 10' per round, which gets a bit silly.

There's a bundle offer for the next 10 days or so on DCC pdfs and the Grimtooth's Transylvania hardback. I've backed a few of these before . The main highlights imo are OAR #8 (Grimtooth's Traps) for 5e and Tome of Adventure #2, which includes classics like "Blades Against Death" and "Frozen in Time".
 

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The main thing I houserule is the movement penalty. As written, dwarves in half or full plate move only 10' per round, which gets a bit silly.

There's a bundle offer for the next 10 days or so on DCC pdfs and the Grimtooth's Transylvania hardback. I've backed a few of these before . The main highlights imo are OAR #8 (Grimtooth's Traps) for 5e and Tome of Adventure #2, which includes classics like "Blades Against Death" and "Frozen in Time".

The 10' move for dwarves in heavy armor is something that I don't like either. I feel that it goes against the vision that I have of dwarves.

I have some different ideas for elves as well, but I think those might require eventually sitting down and making two different classes (one for a wood elf and one for the snooty high magic elf).

I did notice the bundle offer. I already have Grimtooth's Traps for DCC. What's in the Transylvania book?
 

The main thing I houserule is the movement penalty. As written, dwarves in half or full plate move only 10' per round, which gets a bit silly.
It's also silly because it's founded in an old misconception about plate armor that it significantly slows the wearer at tactical engagement distances. Which it simply doesn't (at least for people trained to fight in it). But that was what D&D said in OD&D through 4E, so DCC follows suit.

If we're talking marching for miles, absolutely, it's going to wear on you compared to lighter gear. But that's where we might expect Dwarven endurance to compensate.
 

It's also silly because it's founded in an old misconception about plate armor that it significantly slows the wearer at tactical engagement distances. Which it simply doesn't. But that was what D&D said in OD&D through 4E, so DCC follows suit.

If we're talking marching for miles, absolutely, it's going to wear on you compared to lighter gear. But that's where we might expect Dwarven endurance to compensate.
One could also look at it as a balancing factor, to give some detriment to what is otherwise the best armor. But it's a bit of a heavy penalty.. donno.
 

One could also look at it as a balancing factor, to give some detriment to what is otherwise the best armor. But it's a bit of a heavy penalty.. donno.
Fair. I don't normally complain about the 20' move when playing TSR editions. 3E-5E give Dwarves and other short folk a slower base movement rate, but they also give Dwarves a special ability to not be slowed by armor, so DCC really went out of its way to put the boot to Dwarves on this issue, in a way no edition of D&D does.

10'/round is nuts, unless you're taking it on yourself in extremis by overloading yourself with treasure or carrying or dragging a dead comrade for resurrection or something.
 
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