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Where i share my experiences with DCC (as a noob)
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<blockquote data-quote="overgeeked" data-source="post: 8968357" data-attributes="member: 86653"><p>Using Purple Sorcerer and printing out the spells the PCs have is a huge time saver. As is the DCC Reference Booklet (all the charts).</p><p></p><p>Unless you're running a halfling or using two-weapon fighting, you don't have to deal with multiple attacks until the PCs are 5th or 6th level. Casting is always "roll your action die + caster level + relevant stat." The only variety is in the result. 1 is always bad. 2-11 always fails and you lose the spell or gain disapproval. 12+ is generally a success of some kind or at least not losing the spell. You look up the result and go.</p><p></p><p>Monsters and PCs have far fewer hit points than in 5E so combat is faster and deadlier. DCC uses save or suck and save or die effects which remove PCs from the rotation. They sit out and wait (which is lame) or they're rolling up new characters.</p><p></p><p>Higher-level DCC combat only really drags when players have analysis paralysis. Generally casters deciding which spells to use...but they tend to have non-combat spells mixed in, so their "big list of spells" will also include random stuff that just doesn't apply...and they will lose spells as the day and combat goes on. Or warriors trying to get too much from their mighty deeds. "No, Dave, you cannot decapitate the guy in one hit just because you succeeded with your mighty deed. It does extra damage just like every other time you do this. If you kill the guy, then you can describe it as decapitation." Sheesh.</p><p></p><p>High-level DCC combat is about as quick (if not quicker) than low-level 5E combat. Because the DCC PCs just don't have a huge list of options to choose from.</p><p></p><p>Where DCC combat can slow down is in dealing with shenanigans. This is more prevalent than in other D&D-like games. In my experience. Players are expected to be more creative on the fly because there's not a heap of mechanical widgets to use. So they get creative.</p><p></p><p>And really, this also applies to OSR games generally. They're just lightning fast compared to 5E. Even at higher levels.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8968357, member: 86653"] Using Purple Sorcerer and printing out the spells the PCs have is a huge time saver. As is the DCC Reference Booklet (all the charts). Unless you're running a halfling or using two-weapon fighting, you don't have to deal with multiple attacks until the PCs are 5th or 6th level. Casting is always "roll your action die + caster level + relevant stat." The only variety is in the result. 1 is always bad. 2-11 always fails and you lose the spell or gain disapproval. 12+ is generally a success of some kind or at least not losing the spell. You look up the result and go. Monsters and PCs have far fewer hit points than in 5E so combat is faster and deadlier. DCC uses save or suck and save or die effects which remove PCs from the rotation. They sit out and wait (which is lame) or they're rolling up new characters. Higher-level DCC combat only really drags when players have analysis paralysis. Generally casters deciding which spells to use...but they tend to have non-combat spells mixed in, so their "big list of spells" will also include random stuff that just doesn't apply...and they will lose spells as the day and combat goes on. Or warriors trying to get too much from their mighty deeds. "No, Dave, you cannot decapitate the guy in one hit just because you succeeded with your mighty deed. It does extra damage just like every other time you do this. If you kill the guy, then you can describe it as decapitation." Sheesh. High-level DCC combat is about as quick (if not quicker) than low-level 5E combat. Because the DCC PCs just don't have a huge list of options to choose from. Where DCC combat can slow down is in dealing with shenanigans. This is more prevalent than in other D&D-like games. In my experience. Players are expected to be more creative on the fly because there's not a heap of mechanical widgets to use. So they get creative. And really, this also applies to OSR games generally. They're just lightning fast compared to 5E. Even at higher levels. [/QUOTE]
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