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Re: Dungeon Crawl Classics RPG

PostPosted: Tue Jun 12, 2012 10:20 pm
by Vargr1105
My main game is...none, for the time being (trying to get that Humanspace Empires PBP off the ground), but if I was playing/running fantasy LL would be my drug of choice. With the awesomeness that is AEC now one can now even run AD&D adventures using it.

DCC is a very specifically-targeted product; to be fair it does state in no unclear terms that you should be an experienced veteran "of the school of Gygax & Zocchi" or something, to play it. It is, by self-admission, NOT an intro-level game or an Old-School game designed to attract new players (which does not necessarily mean it cannot be used as such).

I would gladly join a table playing it, but if your are in a situation/location where you can find an entire group willing, curious or eager to game DCC then you are a privileged gamer.

We have to give kudos to Goodman Games for releasing a product with a considerably limited marketability and such production values (the quality and amount of the art bears mentioning yet again), even as we frown about the decision to use uncommon variants of uncommon dice.

Re: Dungeon Crawl Classics RPG

PostPosted: Tue Jun 19, 2012 3:03 pm
by finarvyn
Wizardawn wrote:
Blood axe wrote:I don't like the funny dice
the dice change is annoying (almost like they are trying to get that same reaction TSR got back in the late 70's with their eerie, satanic, polyhedral dice).
Absolutely. Joseph Goodman has gone on record as saying that he wanted to recapture the feel of the 1970's gaming, and that strange dice were a big part of it. I remember back in '75 when the only way to get polyhedral dice was by ordering a set through TSR ... and they only came in one color scheme. Annoying? Perhaps, but also really cool.

By the way, it turns out that you can run DCC RPG with only 3 dice: d8, d10, d12. ;)

d3: Roll a d12; 1-4 = 1, 5-8 = 2, 9-12 = 3.
d4: Roll a d12; 1-3 = 1, 4-6 = 2, 5-9 = 3, 10-12 = 4.
d5: Roll a d10; 1-2 = 1, 3-4 = 2, 5-6 = 3, 7-8 = 4, 9-10 = 5.
d6: Roll a d12; 1-2 = 1, 3-4 = 2, 5-6 = 3, 7-8 = 4, 9-10 = 5, 11-12 = 6.
d7: Roll a d8; re-roll 8's.
d8: Roll a d8.
d10: Roll a d10.
d12: Roll a d12.
d14: As per d7 above, then roll a "control die" (low = +0, high = +7)
d16: Roll a d8, then roll a "contol die" (low = +0, high = +8)
d20: Roll a d10, then roll a "contol die" (low = +0, high = +10)
d24: Roll a d12, then roll a "contol die" (low = +0, high = +12)
d30: Roll a d10, then roll a d12 "contol die" (1-4 = +0, 5-8 = +10, 9-12 = +20)

Re: Dungeon Crawl Classics RPG

PostPosted: Tue Jun 19, 2012 4:52 pm
by Blood axe
Oh yeah Fin, that's loads of fun....

Re: Dungeon Crawl Classics RPG

PostPosted: Tue Jun 19, 2012 7:17 pm
by greyarea
You can also use a chit system, which (if I recall correctly) some early D&D editions came with.

Re: Dungeon Crawl Classics RPG

PostPosted: Tue Jun 19, 2012 7:47 pm
by Black Wyvern
finarvyn wrote:
By the way, it turns out that you can run DCC RPG with only 3 dice: d8, d10, d12. ;)

d3: Roll a d12; 1-4 = 1, 5-8 = 2, 9-12 = 3.
d4: Roll a d12; 1-3 = 1, 4-6 = 2, 5-9 = 3, 10-12 = 4.
d5: Roll a d10; 1-2 = 1, 3-4 = 2, 5-6 = 3, 7-8 = 4, 9-10 = 5.
d6: Roll a d12; 1-2 = 1, 3-4 = 2, 5-6 = 3, 7-8 = 4, 9-10 = 5, 11-12 = 6.
d7: Roll a d8; re-roll 8's.
d8: Roll a d8.
d10: Roll a d10.
d12: Roll a d12.
d14: As per d7 above, then roll a "control die" (low = +0, high = +7)
d16: Roll a d8, then roll a "contol die" (low = +0, high = +8)
d20: Roll a d10, then roll a "contol die" (low = +0, high = +10)
d24: Roll a d12, then roll a "contol die" (low = +0, high = +12)
d30: Roll a d10, then roll a d12 "contol die" (1-4 = +0, 5-8 = +10, 9-12 = +20)


I just fell back in love with mini-six!

Re: Dungeon Crawl Classics RPG

PostPosted: Wed Jun 27, 2012 10:01 pm
by Blood axe
Brave Halfling has a cool Kickstarter for this too.

http://www.kickstarter.com/projects/177 ... pg-modules

Re: Dungeon Crawl Classics RPG

PostPosted: Thu Jul 05, 2012 10:42 pm
by The Lizard of Oz
I picked it up and have been devouring it for about a week. I totally dig it. An adventure path style campaign seems like it would be a blast to run with it. But I would definitely prefer this over the current 2nd edition games I have been playing since I can't these knuckleheads into LL.

As more people convert/start up DCC games, I'd be interested in hearing how the long term ones are going.

Also, anyone else think the mutants from Mutant Future would fit in damn near perfectly into DCC? The Brain Lasher as a Patron. Yes please. I'm going to tinker with that.

Re: Dungeon Crawl Classics RPG

PostPosted: Sun Sep 09, 2012 3:39 am
by kaomera
So, has anyone been playing this? How's it been going for you? I finally got around to picking up the pdf version, and there's certainly some cool ideas in there, but I'm still concerned about what seems to me to be more complexity than is absolutely necessary in some of the systems (spellcasting, the existence of crits and fumbles...). But interestingly you then have appendix R talking about how they opted out of more complexity... I'd be very interested to know how this has played for anyone else out there.

Re: Dungeon Crawl Classics RPG

PostPosted: Wed Jan 16, 2013 11:49 am
by Ravenheart87
My players loved it. The fumbles, the crits, the spell effects. Yes, these are complex, but they do give a unique taste to the game and they often result in memorable and entertaining scenes. Having a few notes or a DM screen will surely speed up things a bit.