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<blockquote data-quote="TallIan" data-source="post: 7600547" data-attributes="member: 6853819"><p>Admin Post:</p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?659016-Tall-s-DCC-game-RG&p=7599753#post7599753" target="_blank">RG</a></p><p><a href="http://www.enworld.org/forum/showthread.php?658935-Anyone-interested-in-a-game-of-Dungeon-Crawl-Classics-Closed" target="_blank">OOC</a></p><p></p><p><strong>Rules Basics <------------------------------------------------------------------------------></strong></p><p></p><p><strong>Strength</strong></p><p><strong></strong>Add your modifier to melee attacks and damage rolls</p><p><strong>Agility</strong></p><p>Affects AC, ranged attack, initiative and reflex saves</p><p><strong>Stamina</strong></p><p>Add modifier to HP</p><p><strong>Personality</strong></p><p>Affects Will saves and cleric spells.</p><p><strong>Intelligence</strong></p><p>Affects known languages, Important for Wizards</p><p><strong>Luck</strong></p><p>Affects several abilities based on class. Can be gained/lost during the game. Thieves and halflings are particularly affected by luck. Roll 1d30+luck modifier to gain a specific affect.</p><p></p><p><strong>The Dice Chain</strong></p><p>DCC uses a number of dice to reflect different probabilities. (mostly this won't affect 0 level characters)</p><p>d3 – d4 – d5 – d6 – d7 – d8 – d10 – d12 – d14 – d16 – d20 – d24 – d30</p><p></p><p><strong>Combat</strong></p><p>roll 1d20+str for melee attacks</p><p>roll 1d20+agi for ranged attacks</p><p>This assumes you are trained with the weapon you are using. You are considered trained with your starting weapon at 0-level. If you are untrained then roll 1d16.</p><p></p><p>Weapon List:</p><table style='width: 100%'><tr><td>dagger</td><td>1d4</td><td>10/20/30</td></tr><tr><td>spear</td><td>1d6</td><td>-</td></tr><tr><td>shortbow</td><td>1d6</td><td>50/100/150</td></tr><tr><td>shortsword</td><td>1d6</td><td>-</td></tr><tr><td>longsword</td><td>1d8</td><td>-</td></tr><tr><td>staff</td><td>1d4</td><td>-</td></tr><tr><td>handaxe</td><td>1d6</td><td>10/20/30</td></tr><tr><td>club</td><td>1d4</td><td>-</td></tr></table><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></p><p>Ranged weapons have a short/medium/long range bracket. This imposes has a 0/-2/-1d penalty. =1d means one die lower in the chain. For 0-level this will mostly likely be d16</p><p></p><p><strong>Checks.</strong>Checks are best roleplayed or described. eg; "I tap each of the flagstones, listening for a hollow sound." rather than; "I search the room." Often the description of the action will result in a success without the need for a roll.</p><p></p><p>If a roll is required. If you are considered trained you use a d20 + relevant modifiers in your checks. If you are untrainined then you roll a d10 and add any relevant modifiers.</p><p></p><p>You are considered trained in a skill you could reasonably claim to be through your starting profession, eg a mushroom farmer could claim to be trained when deciding if fungi are edible or poisonous or how to divert a minor water flow to cause a flood.</p><p></p><p>If you might be trained in something (ie it's a bit of a stretch to) you roll 1d10 with a +2 bonus. eg a scribe could claim to know some astrology.</p><p></p><p>Finally, you can burn luck to gain a bonus to any roll. For each point of luck you burn you gain +1 to a roll, but your luck is now that many point lower - however you luck modifier is NOT changed. You regain luck (or even lose it) through certain deeds; like completing adventures; faithfully RPing your character; gaining the favour or disdain of supernatural entities. Thieves and halflings regain luck much faster, regaining some each night they rest.</p></blockquote><p></p>
[QUOTE="TallIan, post: 7600547, member: 6853819"] Admin Post: [URL="http://www.enworld.org/forum/showthread.php?659016-Tall-s-DCC-game-RG&p=7599753#post7599753"]RG[/URL] [URL="http://www.enworld.org/forum/showthread.php?658935-Anyone-interested-in-a-game-of-Dungeon-Crawl-Classics-Closed"]OOC[/URL] [B]Rules Basics <------------------------------------------------------------------------------>[/B] [B]Strength [/B]Add your modifier to melee attacks and damage rolls [B]Agility[/B] Affects AC, ranged attack, initiative and reflex saves [B]Stamina[/B] Add modifier to HP [B]Personality[/B] Affects Will saves and cleric spells. [B]Intelligence[/B] Affects known languages, Important for Wizards [B]Luck[/B] Affects several abilities based on class. Can be gained/lost during the game. Thieves and halflings are particularly affected by luck. Roll 1d30+luck modifier to gain a specific affect. [B]The Dice Chain[/B] DCC uses a number of dice to reflect different probabilities. (mostly this won't affect 0 level characters) d3 – d4 – d5 – d6 – d7 – d8 – d10 – d12 – d14 – d16 – d20 – d24 – d30 [B]Combat[/B] roll 1d20+str for melee attacks roll 1d20+agi for ranged attacks This assumes you are trained with the weapon you are using. You are considered trained with your starting weapon at 0-level. If you are untrained then roll 1d16. Weapon List: [TABLE="align: left"] [TR] [TD]dagger[COLOR=#333333][FONT=Verdana][/FONT][/COLOR][/TD] [TD]1d4[/TD] [TD]10/20/30[/TD] [/TR] [TR] [TD]spear[COLOR=#333333][FONT=Verdana][/FONT][/COLOR][/TD] [TD]1d6[/TD] [TD]-[/TD] [/TR] [TR] [TD]shortbow[COLOR=#333333][FONT=Verdana][/FONT][/COLOR][/TD] [TD]1d6[/TD] [TD]50/100/150[/TD] [/TR] [TR] [TD]shortsword[COLOR=#333333][FONT=Verdana][/FONT][/COLOR][/TD] [TD]1d6[/TD] [TD]-[/TD] [/TR] [TR] [TD]longsword[COLOR=#333333][FONT=Verdana][/FONT][/COLOR][/TD] [TD]1d8[/TD] [TD]-[/TD] [/TR] [TR] [TD]staff[COLOR=#333333][FONT=Verdana][/FONT][/COLOR][/TD] [TD]1d4[/TD] [TD]-[/TD] [/TR] [TR] [TD]handaxe[COLOR=#333333][FONT=Verdana][/FONT][/COLOR][/TD] [TD]1d6[/TD] [TD]10/20/30[/TD] [/TR] [TR] [TD]club[COLOR=#333333][FONT=Verdana][/FONT][/COLOR][/TD] [TD]1d4[/TD] [TD]-[/TD] [/TR] [/TABLE] [COLOR=#333333][FONT=Verdana] [/FONT][/COLOR] Ranged weapons have a short/medium/long range bracket. This imposes has a 0/-2/-1d penalty. =1d means one die lower in the chain. For 0-level this will mostly likely be d16 [B]Checks.[/B]Checks are best roleplayed or described. eg; "I tap each of the flagstones, listening for a hollow sound." rather than; "I search the room." Often the description of the action will result in a success without the need for a roll. If a roll is required. If you are considered trained you use a d20 + relevant modifiers in your checks. If you are untrainined then you roll a d10 and add any relevant modifiers. You are considered trained in a skill you could reasonably claim to be through your starting profession, eg a mushroom farmer could claim to be trained when deciding if fungi are edible or poisonous or how to divert a minor water flow to cause a flood. If you might be trained in something (ie it's a bit of a stretch to) you roll 1d10 with a +2 bonus. eg a scribe could claim to know some astrology. Finally, you can burn luck to gain a bonus to any roll. For each point of luck you burn you gain +1 to a roll, but your luck is now that many point lower - however you luck modifier is NOT changed. You regain luck (or even lose it) through certain deeds; like completing adventures; faithfully RPing your character; gaining the favour or disdain of supernatural entities. Thieves and halflings regain luck much faster, regaining some each night they rest. [/QUOTE]
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