Showing posts with label DCC. Show all posts
Showing posts with label DCC. Show all posts

Wednesday, September 28, 2022

Dungeon Crawl Classics Character Sheet


I haven't played this system. I bought it more out of curiosity than anything else, last year or two I think. It was/is popular, so I noticed, so maybe there was a reason for that. Like many others out there, the Zocchi Dice turned me off, almost repulsively so, especially the d5 and d7, it's like they are physical manifestations of Non-Euclidian geometry. They are totally pointless. The d16/d24, even the the d30, I could see uses for.

Dungeon Crawl Classics...

Gets an A+ for atmosphere.

When I should be writing/drawing adventures, the thing that burns my brain most is contemplating game mechanics. This contemplation is perpetual, no matter what goes on in life, the gears of game mechanics turn in the back of my mind. It's like music that never stops; a record that is broken. I have various clones of my own in progress that I'll never finish and I shouldn't even bother. They are not needed. I cringe when I see yet another heartbreaker announced.

House rules are all you need.

Every version of D&D, originals and clones, have at least one cool idea. I want all of those cool ideas to exist in the same game. Some games have many cool ideas, but are cursed with that one complete turd that ultimately turns you off.

It's like solving an unsolvable puzzle... or, if you solve it, you'll crack open the universe itself. Either way, it's only your solution, many others will not agree.

Just play the damn game right?

Anyhow...

DCC uses 3rd Edition's Fort, Reflex, and Will for it's saving throws. I like this, it really is the most refined of all the saving throw systems. The only flaw of this triad is that it doesn't feel archaic enough. I am however, not a fan of the DC (difficulty class) system, because the tendency of this system is that things get more challenging as you gain levels, when you should just be getting better at everything. It only works for me if you're running a true sandbox, where a 1st level thief might encounter a DC 25 lock and simply not be able to pick it. I prefer a version of Fort, Reflex, and Will that progresses in an old school fashion and have come up with such a system, as have others, I'm sure.

Thief skills use the same DC system as the saves. More and more, I've come full circle back to percentile based thief skills, though I do appreciate the simplicity of Lamentation's d6 skills. I'm not sure why, but percentiles have won me over, finally. Maybe it's because adding in critical successes and failures on doubles makes it just that bit more interesting, but I've also pondered turning each individual spell into it's own percentile skill...

Something else DCC imports from 3rd is multiple attacks (iterative attacks... which really is the Achilles Heal of 3rd) however here, they take the form of dice, such as d20/d20/d14. Better, but not may favorite part. Multiple attacks only work for me in singular man-to-man combat.

Where DCC clearly shines is spell-casting and overall atmosphere. The book almost comes across as a very large zine. Tables upon tables each speckled with neat little drawings. I recently lamented that HYPERBOREA lacked dragons and suggested they should have included a way to roll them up randomly, lo and behold, DCC has this exact thing. Major plus here. The same goes for demons. You want a name or a title, here's a d100 table. So many little tidbits that just make the book fun. The art varies from silly to serious, but definitely leans more silly. Yes, Gonzo is the goal here. 

As I mentioned, spell-casting, is not quite Vancian. Full of flavor, full of risk, plenty of reward. Cast as many times as you want, depending on the results of the roll. Some successes could be a little more interesting than just more damage or more targets, but I appreciate the idea, that's for sure.

Stats are basically D&D's six renamed. Agility and Stamina will always ring as sci-fi to my ears and Personality is an unnecessary replacement for Charisma.

Not going to ramble here, this game's been out long enough that most people reading this are in the know, so here is my sheet. It's based off my B/X template and a few others. I tried to make it accessible for any class. The spell section may not even be needed as I'm sure players of this game print out their own spell-books. 

Sample

Dungeon Crawl Classics Character Sheet



Wednesday, January 2, 2019

DCC Dice Meets FASERIP



I've said before how the Marvel (FASERIP) RPG was my go to super-hero system for years, so much so that it nearly ruined percentile systems for me -- I probably passed on a lot of good games over the years simply because I was so sick of rolling percentile dice.  These days I don't care so much, whatever works.

The other two super-hero systems that I like are DC Heroes (Mayfair Games) and Heroes Unlimited by Palladium.  Notice a trend?  All three are old-school games.  I would love to encounter a modern super-hero game that I liked, but I haven't (Mutants and Masterminds isn't bad, so I suppose an honorable mention...)  Most modern super-hero games seem to be "story-based"-- not my cup of tea.  Some of the games do look like nice products, so I'll give them credit for that.

The last Marvel game (Marvel Heroic) was terrible, not trying to offend anyone, it just was.  It's flaws?  1.  Being forced to not only play Marvel characters, but, Marvel stories as well.  Stories, I might add, that you've probably already read.  2.  No robust character creation rules, though I think something half-assed was added later.  People ALWAYS want to create there own characters.  The Marvel (or DC) universe should simply be a guideline, a sample setting, something you can use or not use.  3.  Typical story-game nonsense made it possible for Dare-Devil types to even have a chance to defeat Thor types.  This reminds me of the "every one gets a trophy" nonsense.  Sorry, Dare-Devil, you can't beat Thor, I don't care how well you describe it.  I understand, they're trying to recreate those clever little comic-book moments where Ant-Man and the Wasp defeat the Absorbing Man and Titania, but......no.  Roll some dice, the story will tell itself.  4.  The dice-step system using only d4 - d12 is extremely limiting, they should have at least included the d20 to give the game more depth, but that still only leaves a 5 or 6 rank difference between normal folks and godlike beings.  I'm sure it can be done...  And to be fair, there is (subjective) dice-pooling involved.....which, I'm never a fan of dice-pool systems where you inevitably spend too much time making the case to include certain dice in your pool and then spend time "interpreting" your roll.  

Anyway, that's just a little rant, if you disagree with any of it, that's cool.  To each their own.  I always say, play the games you love and don't let anyone tell you otherwise.

What this post is really about, is this:


More specifically, those dice.

I've designed several complete super-hero role-playing systems.  Or rather, I've designed my own system and redesigned it several times over.  For whatever reason super-hero games, up until recently, were my favorite to design.  Probably because no system out there truly satisfied what I wanted in a super-hero game.

Yet I keep coming back to FASERIP.  Those seven abilities (Fighting, Agility, Strength, Endurance, Reason, Intuition, Psyche) perfectly describe super-heroes.  Add up the first 4 for Health, the next 3 for Karma.  Perfect.  I used to think the Talent system was lame and we craved more "skills," but now I don't.  The Talent system makes sense.  The Powers could have been better explained, and the character creation system could be better tweaked to include more detailed "archetypes," but should remain random.  There are ways to create randomly rolled characters without it being nonsensical.

Here's what bugs me about FASERIP:  No matter who you're fighting, your chance to hit remains the same.  Aunt May, who probably has Feeble (2) or Poor (4), Fighting, has the same chance to hit Captain America as she does a hapless child (not that Aunt May would ever attempt either.)  The system doesn't take into account the combat prowess of your opponent (unless they actively try to dodge, which rarely happened because it costs your turn.)  One thing that was beautiful about Mayfair's DC Heroes, is that your fighting ability (Dexterity) was directly cross-referenced with your opponents score to determine your chance to hit -- the height of logic.  But, you had to consult charts, and that can be a pain.  FASERIP has this chart flaw too.  Charts were big in the 80's.


Right, those dice...

I've often pondered how to play FASERIP  without using percentile dice and/or charts, or at least only one chart, and include a way to make the opponent's power-level relevant when you attack/manipulate.  Zak Smith came up with an idea on his blog (I can't seem to find the exact post.) 


It involved assigning a number (ranging somewhere between 7-ish and 18-ish, like a D&D saving throw) to the FASERIP ranks and rolling 3d20 to hit that number.  One hit is a green success, two is a yellow, and three is a red, so you still need the small results chart atop the Universal Table.  Example, lets say Amazing (50) would be target number 8, you would need to roll at least one 8 on 3d20 to hit.  Pretty cool idea.

Fast forward to my recent purchase of Dungeon Crawl Classics and the special dice needed to play that game.  I was toying around with these dice to see just how well they roll and they're not bad, though some will keep rolling forever unless they hit a barrier.  I was thinking, why don't the games out there with dice-step systems (such as Savage Worlds) use these dice to improve or broaden their systems?  Does Goodman Games own these dice?  I doubt it.

My mind quickly went to FASERIP, maybe because Zak Smith had made another post where he talked about designing a super-hero system using a d4 - d20 dice step system.  As a fan, I'm sure it will be good.  But I find myself thinking, why not use the extra dice?


Well, the answer's simple, you never want to force players to buy "funky" dice to play your game.  And OSR types (myself included) are plenty content with the dice we already have.  Still, it's too good an idea to ignore, so how about this?

Feeble  d3
Poor  d4
Typical  d6
Good  d8
Excellent  d10
Remarkable  d12
Incredible  d14
Amazing  d16
Monstrous  d20
Unearthly  d24
Shift X  d30

Don't worry about ranks above Shift X as they almost never enter the game anyway.  You could simply treat them as d30 with Advantage.

The numbers for Health and Karma are the dice numbers, so if you had all Excellent's, your Health would be 40 and Karma would be 30.

When you attack someone, it's an opposed roll, Fighting vs. Fighting, Agility vs. Agility, Psyche vs. Psyche, or a Power vs. any of these, there are multiple possibilities.  If you beat their roll it's a green success, if you beat their roll by 5 it's a yellow success, if you beat their roll by 10 it's a red success.  You obviously still need the effects part of the Universal Table, but that's just a quick glance, no biggy.

Damage could be a dice roll or a static number (static number would be better I think.)

Talents improve your rank by 1 or 2 as normal.

Higher level, Thor types would be prone to wilder results when they fight thus resulting in people getting "slammed" all over the city.  Regular humans would rarely "slam" anyone.  Perfect.

Feat rolls would be made against the GM's roll for the feat.  Example, jumping across roof-tops might be an Excellent level feat, so you roll Agility vs. the GM rolling a d10.  Certain feats might be automatic if they're below your level, unless your attempt is under duress.

Spending Karma equals to die type you're upgrading to, e.g., you have Incredible d14 and want to upgrade to Monstrous d20 would cost you 20 Karma, and you can never upgrade more than 2 steps.

I've run some samples based on some FASERIP characters, and this all translates very well.

I almost feel like writing up a rule-set, but beyond what I just did, there's not much more to it.  I might however, write up a new random character creation system for FASERIP, but that's for another time...

Meanwhile, I'm working on another OSR Dungeon and will be posting a preview soon.




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