Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
General DCC RPG thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 9046759" data-attributes="member: 12731"><p>DCC is simultaneously one of the best experiences I have had in role-playing AND terribly bloated and confusing. </p><p></p><p>I LOVED the following, and I would dearly like to incorporate these things into more general D&D-y gaming.</p><p></p><p>* the funnel. Yes, it massively changed the way minmax-inclined players looked at their characters. This is the first mechanism I've seen able to truly wrest away the idea your character is mainly a bunch of numbers you operate and maximize.</p><p></p><p>* the way your character's fate is sometimes out of your hands, coupled with the... fluidity... of your character stats. Your character's ability scores aren't just something you assign when you create your character, and then keep full control over as these values slowly go ever upwards. No, your ability points can go up and also go down, semi-randomly during the adventure (and in-between, during downtime). </p><p></p><p>** In this regard it is important to realize ability modifiers are downplayed from +5 for a stat value of 20 (in D&D) to +3 for a stat value of 18. This is important, because it makes players more accommodating when some curse or magical effect robs you of a point of Dexterity or Intelligence or whatever. (It's less of a deal when the scale is +3 to -3 than when the scale is +5 to -5)</p><p>** Tied to this is also DCC's mechanism to roll under your actual score on a d20. (The rulebook only mentions this mechanism for Luck, but it is useful for all abilities)</p><p></p><p>* Talking about Luck; how I love to gamesmaster a rpg with a Luck (or Fate or Destiny) ability score! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It makes my job soooo easy when I don't have to even try to justify why this or that roll is Athletics or Diplomacy or whatever when it really is just pure happenstance! (Just like some players argue Perception should be a core characteristic and not a mere skill) I would love to play a D&D with Luck as a 7th ability score! (fully integrated in the rules of course)</p><p>** What I don't think my players ever caught on to, is how Luck makes Thieves the best character class to play for downtime stories. You can basically boldly jump into almost any situation, confident that even if everything goes to naughty word, your Luck score will carry you out of any mess pretty much unscathed...! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So I'm dreaming of using a ruleset my players can actually read and comprehend (5E might not be perfect but it is streets ahead of DCC when it comes to the quality of the rules writing) but with a Luck mechanic and possibly the funnel concept as well.</p><p></p><p>The funnel itself is relatively easy. Just create four characters, don't hold back during the first adventures, and see which survive.</p><p></p><p>What you need, though, is random character generation. And for that to work, you probably need to scale back 5E's ability score bonuses (which, remember, were already significantly scaled back compared to 3rd Edition).</p><p></p><p>Fungible ability scores should be easy. Simply change your players' character ability scores in ways 5E never do! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The Luck attribute and its mechanism is the one thing that merits deliberation. </p><p></p><p>I would love to hear your thoughts on how to bring over these aspects of DCC goodness into regular D&D games! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Zapp</p><p></p><p>PS. Here's my Reddit review reposted for more about my thoughts on the game:</p><p></p><p></p><p>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. </p><p></p><p>Compare the rote scenarios that was the original 3rd edition DCC adventures (and the abysmal 4E adventures) and you will realize the system has had a huge and profound impact on the writers' creativity. The DCC line adventures are excellent to the point it's even hard to fathom the earlier scenarios were part of the same line.</p><p></p><p>Just needed to add that "wildly inventive and cool adventures" is something I definitely forgot to mention in my review.</p><p></p><p>I should also add that a major source of character "fluidity" or stat fungibility is carousing events. Mentioning this mostly because my DCC experience was for a Sword & Sorcery game, and carousing was something I discovered from DCC fans - not the rulebook. (Carousing isn't part of the core rules; but the idea you gain and lose ability points throughout your adventures very much is part of the core DCC experience)</p><p></p><p>If you're intrigued, here's the Knights of the North carousing tables (supplemented by my own Paramours effects) to give you a hint of what I mean by gaining and losing ability points:</p><p></p><p>[URL unfurl="true"]https://goodman-games.com/forums/viewtopic.php?p=125733#p125733[/URL]</p><p>[MEDIA=reddit]dccrpg/comments/xdzfet[/MEDIA]</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9046759, member: 12731"] DCC is simultaneously one of the best experiences I have had in role-playing AND terribly bloated and confusing. I LOVED the following, and I would dearly like to incorporate these things into more general D&D-y gaming. * the funnel. Yes, it massively changed the way minmax-inclined players looked at their characters. This is the first mechanism I've seen able to truly wrest away the idea your character is mainly a bunch of numbers you operate and maximize. * the way your character's fate is sometimes out of your hands, coupled with the... fluidity... of your character stats. Your character's ability scores aren't just something you assign when you create your character, and then keep full control over as these values slowly go ever upwards. No, your ability points can go up and also go down, semi-randomly during the adventure (and in-between, during downtime). ** In this regard it is important to realize ability modifiers are downplayed from +5 for a stat value of 20 (in D&D) to +3 for a stat value of 18. This is important, because it makes players more accommodating when some curse or magical effect robs you of a point of Dexterity or Intelligence or whatever. (It's less of a deal when the scale is +3 to -3 than when the scale is +5 to -5) ** Tied to this is also DCC's mechanism to roll under your actual score on a d20. (The rulebook only mentions this mechanism for Luck, but it is useful for all abilities) * Talking about Luck; how I love to gamesmaster a rpg with a Luck (or Fate or Destiny) ability score! :) It makes my job soooo easy when I don't have to even try to justify why this or that roll is Athletics or Diplomacy or whatever when it really is just pure happenstance! (Just like some players argue Perception should be a core characteristic and not a mere skill) I would love to play a D&D with Luck as a 7th ability score! (fully integrated in the rules of course) ** What I don't think my players ever caught on to, is how Luck makes Thieves the best character class to play for downtime stories. You can basically boldly jump into almost any situation, confident that even if everything goes to naughty word, your Luck score will carry you out of any mess pretty much unscathed...! :) So I'm dreaming of using a ruleset my players can actually read and comprehend (5E might not be perfect but it is streets ahead of DCC when it comes to the quality of the rules writing) but with a Luck mechanic and possibly the funnel concept as well. The funnel itself is relatively easy. Just create four characters, don't hold back during the first adventures, and see which survive. What you need, though, is random character generation. And for that to work, you probably need to scale back 5E's ability score bonuses (which, remember, were already significantly scaled back compared to 3rd Edition). Fungible ability scores should be easy. Simply change your players' character ability scores in ways 5E never do! :) The Luck attribute and its mechanism is the one thing that merits deliberation. I would love to hear your thoughts on how to bring over these aspects of DCC goodness into regular D&D games! :) Zapp PS. Here's my Reddit review reposted for more about my thoughts on the game: 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. Compare the rote scenarios that was the original 3rd edition DCC adventures (and the abysmal 4E adventures) and you will realize the system has had a huge and profound impact on the writers' creativity. The DCC line adventures are excellent to the point it's even hard to fathom the earlier scenarios were part of the same line. Just needed to add that "wildly inventive and cool adventures" is something I definitely forgot to mention in my review. I should also add that a major source of character "fluidity" or stat fungibility is carousing events. Mentioning this mostly because my DCC experience was for a Sword & Sorcery game, and carousing was something I discovered from DCC fans - not the rulebook. (Carousing isn't part of the core rules; but the idea you gain and lose ability points throughout your adventures very much is part of the core DCC experience) If you're intrigued, here's the Knights of the North carousing tables (supplemented by my own Paramours effects) to give you a hint of what I mean by gaining and losing ability points: [URL unfurl="true"]https://goodman-games.com/forums/viewtopic.php?p=125733#p125733[/URL] [MEDIA=reddit]dccrpg/comments/xdzfet[/MEDIA] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
General DCC RPG thread
Top