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Where i share my experiences with DCC (as a noob)
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<blockquote data-quote="not-so-newguy" data-source="post: 8961498" data-attributes="member: 6786140"><p>So far, it has been fairly smooth but that's because the Crypt of the Science Wizard and Portal under the stars are mostly traps. We'll see how smooth I run it if/when we turn to more combat heavy adventures. After the funnel, the group has had two deaths in two sessions which they seem fine with. </p><p></p><p>The vibe I'm getting is that they're finding it a refreshing change from our 5e games. We'll see if they're still cool with things moving forward. </p><p></p><p>Comparing to 5e:</p><p>1) The death rate is higher, as expected. The 0 level Funnel really helps with setting this expectation.</p><p></p><p>2) Spell casters are less reliable, which the group is learning the hard way. The wizard Spell burned 6 ability points and still failed. No corruption, misfires, or disapproval luckily for the group.</p><p></p><p>3) Luck matters. In the one battle that we've had in Crypt of the SW, the two animated statues focused on the warrior with abysmal Luck (4). He's now dead. Also, characters that had "bad" Luck (8 or lower) were forced to make checks where the others did not.</p><p></p><p>4) With all the randomness, jealous deities, and fickle patrons; it's nearly impossible to have a linear <s>adventure</s> (edit} campaign. At some point, a character is going to piss off a higher power and it will want them to go do something for them. (i.e. a side quest) I'm fine with this, but I think it's important concept for a new Judge (and group) to understand.</p></blockquote><p></p>
[QUOTE="not-so-newguy, post: 8961498, member: 6786140"] So far, it has been fairly smooth but that's because the Crypt of the Science Wizard and Portal under the stars are mostly traps. We'll see how smooth I run it if/when we turn to more combat heavy adventures. After the funnel, the group has had two deaths in two sessions which they seem fine with. The vibe I'm getting is that they're finding it a refreshing change from our 5e games. We'll see if they're still cool with things moving forward. Comparing to 5e: 1) The death rate is higher, as expected. The 0 level Funnel really helps with setting this expectation. 2) Spell casters are less reliable, which the group is learning the hard way. The wizard Spell burned 6 ability points and still failed. No corruption, misfires, or disapproval luckily for the group. 3) Luck matters. In the one battle that we've had in Crypt of the SW, the two animated statues focused on the warrior with abysmal Luck (4). He's now dead. Also, characters that had "bad" Luck (8 or lower) were forced to make checks where the others did not. 4) With all the randomness, jealous deities, and fickle patrons; it's nearly impossible to have a linear [s]adventure[/s] (edit} campaign. At some point, a character is going to piss off a higher power and it will want them to go do something for them. (i.e. a side quest) I'm fine with this, but I think it's important concept for a new Judge (and group) to understand. [/QUOTE]
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