Micah Sweet
Level Up & OSR Enthusiast
I like DCC, but I go into it hoping my first character makes it through, but not expecting them to, with or without the funnel.No one's forcing you to.
I like DCC, but I go into it hoping my first character makes it through, but not expecting them to, with or without the funnel.No one's forcing you to.
Agree. I play DCC all the time and I find the funnel to be tedious and skip them entirely virtually all the time.Start at first level, for one thing. While the DCC diehards may cry out in pain, you're not playing with them. If you're not up for the Looney Tunes splatterfest, the funnel can get to be pretty tiring, especially if you have players who come to the game with a more modern mindset that their character is important, rather than a disposable avatar to be replaced when they die, like in a roguelike videogame.
Otherwise, the random tables are 99% wizard spells. If your group isn't playing with one, the randomness largely goes away, except when things go catastrophically wrong for a cleric.
DCC is very tolerant of mucking around with the mechanics. I removed the momentum die from spell duels for my campaign and it went fine. If a person wanted to just have criticals do extra damage, there's nothing stopping you. As for the spells, which are indeed tables, after tables, if you wanted to not use them, you could just to pick a single result from the table and just use spellcheck results of 1, 2-11, and everything 12 and up is that one result. You might want to scale back the bonuses to the check then, though.Is there a way to play this game without having to rely on a zillion random tables? Because that's one of the things that's turning me off from the game (race-as-class and the funnel are other things), but there seems to be things I find pretty interesting as well, like the deed die, the corruptive magic, and the godly favor die.
To the above I need to add that even if DCC had absolutely zero value for me (which it didn't) it would still be very valuable for the single fact it revitalized Goodman Games adventure output.https://www.reddit.com/r/dccrpg/comments/zqrjvw/my_review_of_the_dcc_ruleset_playtest_review/ said:Generally, I (the Judge or Dungeon Master) had a very good time.
DCC absolutely teaches and invokes the Old School Mindset, and so it is a worthy candidate for any Dungeons & Dragons player looking to elevate their game above 5th Edition.
The funnel concept and the bare-bones chargen really help sending the message this isn't your regular D&D anymore.
However.
The rules are in places shoddily written, with inconsistencies, ambiguities and unclear passages happening way too often for a game that has been revised eight times already.
This is in part because the game developer (and his proponents, including some of you reading this) apparently conflates two things, one good and one very very bad:
- leaving things up for the reader to decide can be good
- leaving the reader wondering what is meant is never good
It's perfectly okay for a ruleset to state "here it's up to you the reader". Sometimes a set of rules is better off not overly specifying a rule.
But this needs to be clearly communicated.
Just leaving a poorly explained rule with the justification "it's better the rule doesn't clearly state one or the other" is extremely annoying. It's just wrong, full stop.
In each case where the designer intentionally wants to not make a decision, say so.
The rules still fails to clearly explain how Luck points work, how and when Spellburn can be used, how the Deed die interacts with multiple actions, and many more niggling details.
Soon someone will pop up to defend the rules with "its a GOOD THING each DM must decide for themselves".
But again, the rules should have clearly stated when any omission or ambiguity is intentional, rather than leaving the reader wondering what is meant.
Another major weakness of the rules is how overengineered the spellcasting is.
The basic idea is fine. Spellcasting is much too similar to technology in regular D&D. Things that work reliably, and give off reproducible effects, we call "tools", not "spells".
However, DCC increases the rules-load way too much by making everything variable. And by making each individual spell vary in its own individual way. This is nothing but clutter. The core idea was good, but somebody needed to rein in the writers.
Playing a game of D&D is already chaotic and unpredictable as it is. Adding a die roll to determine how effective any given spell is, is fine. Having to look up each and every spellcasting on a table that is unique to each spell, with results scattered all over the place (as opposed to a simple "higher is strictly better" scheme) is changing far too many variables at once.
Compared to regular D&D, adding randomness to just one or two factors, would go a long way to combating the feeling that magic is only a reliable tool, or technology. Adding randomness to essentially ALL factors just makes DCC magic a pain to use, with next to zero added benefit.
Unfortunately, these aspects of DCC mean my players won't want to play another campaign with these rules.
Avoid DCC if you and your group prefers clearly understandable rules and/or rules for magic that doesn't severely bog down gameplay.
That said, playing a campaign of DCC has really given me valuable OSR insight that I will be sure to carry with me into whatever comes next.
TL;DR: Dungeon Crawl Classics would profoundly gain by a 2nd Edition, where an experienced ttrpg editor is hired to clean up all the confusing rules passages, and to kill off the darlings in the spellcasting rules.
I had some reservations when I started playing, but I've come around. I just use the table as-is.How do folks deal with XP and leveling up? Do you use the xp table in the book? Or do you some other method?
I've been trying to use the table in the book, but I think the threshold for hitting 3rd level and beyond is too low. I've been futzing with it. Below is my potential new XP table with the book recommendation listed in parenthesis.
1 0
2 50 (50)
3 150 (110)
4 250 (190)
5 400 (290)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.