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Judges Guild Makes Statement About Goodman Controversy [Updated]
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<blockquote data-quote="doctorhook" data-source="post: 9668063" data-attributes="member: 58401"><p>DCC is definitely pretty simple to play, but the caveat is that it’s <em>not</em> trying to emulate the exact experience of playing B/X. Rather, the system feels like it’s designed like a distilled experience of old school D&D—it generates the exciting moments of “Oh my god I can’t believe that worked!” more frequently than old school D&D, which based on exploration war games and could sometimes be pretty tedious. I wouldn’t really call it higher-powered fantasy nor swingier than classic D&D, but it is slightly. </p><p></p><p>(Examples: Warriors always have a chance of accomplishing a “mighty deed” on every attack roll, like disarming the opponent, knocking him over, blinding him, etc. Clerics and wizards have no limit on spells per day, but every casting risks spell failure, which can cause “deity disapproval” for clerics and either “corruption” or “patron taint” for wizards—magic is risky but fun. So in DCC, even from level 1, all characters feel effective in their roles in ways B/X characters never can.)</p><p></p><p>The rulebooks for DCC set a particular tone, which is almost satirical of classic D&D. It’s not comedic, but it is over-the-top wacky. DCC is fully playable as a serious game (and it has a number of serious settings), but especially at first you’ll probably find the game more rewarding by playing it RAW and embracing the satirical side. After you’re comfortable with the gameplay, it’ll be easier to switch to a more serious narrative.</p></blockquote><p></p>
[QUOTE="doctorhook, post: 9668063, member: 58401"] DCC is definitely pretty simple to play, but the caveat is that it’s [I]not[/I] trying to emulate the exact experience of playing B/X. Rather, the system feels like it’s designed like a distilled experience of old school D&D—it generates the exciting moments of “Oh my god I can’t believe that worked!” more frequently than old school D&D, which based on exploration war games and could sometimes be pretty tedious. I wouldn’t really call it higher-powered fantasy nor swingier than classic D&D, but it is slightly. (Examples: Warriors always have a chance of accomplishing a “mighty deed” on every attack roll, like disarming the opponent, knocking him over, blinding him, etc. Clerics and wizards have no limit on spells per day, but every casting risks spell failure, which can cause “deity disapproval” for clerics and either “corruption” or “patron taint” for wizards—magic is risky but fun. So in DCC, even from level 1, all characters feel effective in their roles in ways B/X characters never can.) The rulebooks for DCC set a particular tone, which is almost satirical of classic D&D. It’s not comedic, but it is over-the-top wacky. DCC is fully playable as a serious game (and it has a number of serious settings), but especially at first you’ll probably find the game more rewarding by playing it RAW and embracing the satirical side. After you’re comfortable with the gameplay, it’ll be easier to switch to a more serious narrative. [/QUOTE]
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Judges Guild Makes Statement About Goodman Controversy [Updated]
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