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<blockquote data-quote="overgeeked" data-source="post: 8974647" data-attributes="member: 86653"><p>If you think that's what you and your players want, go for it. Leveled DCC characters are a bit tougher than other OSR characters and have access to more healing. They get extra hp from 0-level and the cleric's lay on hands ability is only limited by deity disapproval, which can be reduced via sacrifices. They also have the bleeding out rule and flip the body. Bleeding out is level # of rounds to be saved from death at 0 hp. And flipping the "dead" body of a fellow adventurer within an hour of their "death" gives them a luck check to survive. They're nowhere near as robust as 5E characters, but they can take a beating.</p><p></p><p>I ignore the tiny +1 or +2 bonuses and use the dice chain instead.</p><p></p><p>I drop the "spend luck to avoid corruption" rule as it's such a rare thing anyway. It's also a rather iconic part of DCC that just burning 1 luck to avoid it is practically nothing. Better to have it actually happen in game to reinforce the "magic is dangerous" theme of the game.</p><p></p><p>I also really like the carousing rules from Lankhmar, so import those. It helps reinforce the sword & sorcery vibe of the game. Start with the PCs broke and drunk or hungover and needing money or on the run. Helps kick things into gear if you're not continuing an adventure one session to the next. The recovery times for some stuff in DCC is a bit long, so time jumping to when everyone is healthy again is just easier.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8974647, member: 86653"] If you think that's what you and your players want, go for it. Leveled DCC characters are a bit tougher than other OSR characters and have access to more healing. They get extra hp from 0-level and the cleric's lay on hands ability is only limited by deity disapproval, which can be reduced via sacrifices. They also have the bleeding out rule and flip the body. Bleeding out is level # of rounds to be saved from death at 0 hp. And flipping the "dead" body of a fellow adventurer within an hour of their "death" gives them a luck check to survive. They're nowhere near as robust as 5E characters, but they can take a beating. I ignore the tiny +1 or +2 bonuses and use the dice chain instead. I drop the "spend luck to avoid corruption" rule as it's such a rare thing anyway. It's also a rather iconic part of DCC that just burning 1 luck to avoid it is practically nothing. Better to have it actually happen in game to reinforce the "magic is dangerous" theme of the game. I also really like the carousing rules from Lankhmar, so import those. It helps reinforce the sword & sorcery vibe of the game. Start with the PCs broke and drunk or hungover and needing money or on the run. Helps kick things into gear if you're not continuing an adventure one session to the next. The recovery times for some stuff in DCC is a bit long, so time jumping to when everyone is healthy again is just easier. [/QUOTE]
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