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Sell Me on Dungeon Crawl Classics For Long term Play, and NO Funnels
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<blockquote data-quote="teitan" data-source="post: 9433890" data-attributes="member: 3457"><p>P1: Generally the number of adventures needed is roughly equivalent to the level (except for 1st, 2 adventures) in my experience but depending on the encounter difficulty it is 1-3 XP per encounter. Leveling isn't random, much like D&D you can control it. I plan my adventures out based on the above criteria give or take. Power doesn't creep up too quickly. </p><p></p><p>So far DCC has been all sweet spot for us though 0 to 1st is a power jump and spells can be wildly variable as a result of the spell check roll but provides for some great off the cuff improv. I used Ekam's Mask, my mercurial magic was that when I cast it I became 10 or so feet tall for d4 rounds, to become the giant form, burnt through my physicals on spellburn to make myself reflective so that the enemies would accidentally attack each other. I wanted to size to distract the big bad from killing my party. We were level 2. The whole system has these wonderful little bits kind of like chaos magic but a LOT cooler and not so random. Each caster is unique in how they use magic for example because of this. Mighty Deeds does the same thing for fighters, you can customize signature deeds to pull off some crazy stuff. </p><p></p><p>Different types of adventures? They have the DCC horror line, the XMas adventures, standard adventures, and some romance. Horror runs the gamut from Lovecraft to some VC Andrews meets Hammer Horror stuff. You also get Lankhmar and Dying Earth for a WIDE variety of adventure and if you want Mutant Crawl Classics is 100% compatible with DCC.</p></blockquote><p></p>
[QUOTE="teitan, post: 9433890, member: 3457"] P1: Generally the number of adventures needed is roughly equivalent to the level (except for 1st, 2 adventures) in my experience but depending on the encounter difficulty it is 1-3 XP per encounter. Leveling isn't random, much like D&D you can control it. I plan my adventures out based on the above criteria give or take. Power doesn't creep up too quickly. So far DCC has been all sweet spot for us though 0 to 1st is a power jump and spells can be wildly variable as a result of the spell check roll but provides for some great off the cuff improv. I used Ekam's Mask, my mercurial magic was that when I cast it I became 10 or so feet tall for d4 rounds, to become the giant form, burnt through my physicals on spellburn to make myself reflective so that the enemies would accidentally attack each other. I wanted to size to distract the big bad from killing my party. We were level 2. The whole system has these wonderful little bits kind of like chaos magic but a LOT cooler and not so random. Each caster is unique in how they use magic for example because of this. Mighty Deeds does the same thing for fighters, you can customize signature deeds to pull off some crazy stuff. Different types of adventures? They have the DCC horror line, the XMas adventures, standard adventures, and some romance. Horror runs the gamut from Lovecraft to some VC Andrews meets Hammer Horror stuff. You also get Lankhmar and Dying Earth for a WIDE variety of adventure and if you want Mutant Crawl Classics is 100% compatible with DCC. [/QUOTE]
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Sell Me on Dungeon Crawl Classics For Long term Play, and NO Funnels
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