Started up my new Dungeon Crawl Classics game last week. Unfortunately, we had to run out early so I’ll give the low down on the band of mighty adventurers later. Being the kind of grognard that I am I can’t help but do some tinkering. So here you go.
Fleeting Luck: We used it for Mutant Crawl Classics and the players loved it. So pulling form what info is available (Google it) on DCC Lankhmar. We’re running with that.
I also have new love affair with Sharp Swords and Sinister Spells so I’m lifting a couple of things from that.
Complications: This is a fun. Some quirky and bad about your character. Roll on the little chart and see what it is. To make it DCC friendly, calling in your complication gets a point of Fleeting Luck.
Pushing the Roll: To make this more DCC like it applies only to Spell Checks and Attack Rolls. You’ll see why. IF a character fails their roll, they may attempt to re-roll. But if the second roll is also a failure then it is assumed to be a roll of a Natural 1. Say hello to more Corruption and Fumbles. That makes things more interesting.
Knacks: This is a little idea I’ve bounced around for a while. Roll on the chart and get to apply an Ability Score Modifier in some other way. It’s sort of like the Luck Boon/Birth Sign that DCC characters get. It may be really beneficial or not depending on the numbers and the character’s class. Just like Luck. And here’s the PDF of the Knacks Chart.
Keep the dice and heads rolling. And mind your coin purse.
Starting off the New Year by returning to Zoong. OK so Zoong has evolved into my DCC/OSR setting. It’s what I ran last time and it’s what I’m running again. Most of the players will be the same so they’ll be know a few things already about the world and a few things there.
This time around I decided on a couple of things. First, we’re starting of with Sunken City and it would be easy to have Escape from the Shrouded Fen sitting in the wings. I also have In the Prison of the Squid Sorcerer close at hand. This time around, I want to run shorter adventures and give the players more time to just get into trouble on their own.
I’ve also thought about classes. Of course, there will be the standards from the core book. But the players have asked about others too. So from the wonderfully fun-dark-grim Hubris, the Druid, Blood Witch, Shadow Dancer, and Half Demon. Then from Crawl! No 6, the Ranger, Paladin, and Bard. And my own Barbarian which I just redid to make it a little simpler. If somebody really, really wants something then I’ll worry about then. It’s same thing for gods and patrons. There’s a plethora out there and I ain’t afraid to mix things up.
There’s a few other little things I’m going to throw in there but that’s for a later post. And here’s the new Easier Barbarian. Barbarian EZ Final DCC
Time to roll dice, kill monsters, take their stuff, and have fun!
I decided to make this little sheet for players in order to speed things up a bit when it comes to Glowburning and Spellburning. I went ahead and added a Luck row for those classes that can recover Luck. If I was really industrious I’d make a Character sheet with this on it. But feeling a bit lazy on that front. I know I could have fit more on the sheet but I wanted it big enough to use tokens to mark the character’s current score in an affected ability score.
So here you go: Spellburn Cheat Sheet
Have a happy Sunday and keep those heads and dice a rolling.
Like many I can’t wait to get my mutated little paws on Mutant Crawl Classics. And you’d be right on target if you were thinking I’d start kitbashing right off the bat.
Primarily, I’m loot stuff from Crawling Under A Broken Moon (and the upcoming Umerica Survival Guide). But of course there’s even more good stuff out there namely Crawljammer and Hubris.
So to start things going, I did a little alternate starting occupations table. Yes, this is still very much the beta version and it’ll probably get changed when I start running MCC (probably soon after the PDF gets released to Kickstarter backers). So there will changes as inspiration strikes. But here’s the first draft. Enjoy.
I has the wild urge to make a very small character sheet for Swords & Wizardry. My main inspiration was the 0 level sheets from DCC. So roughly index card sized, four sheets per page, and as flexible as possible (Just put in whatever is right for the character under the “Notes” part). I also designed around may own personal tastes. I’m one of those weirdos who likes ascending AC so no little To-Hit Chart. May you find it useful.
Swords and WizardY Index Card Sheet
Yep, another little house rule tweak that popped into my head for Dungeon Crawl Classics. It’s simple and can makes things a little more interesting.
Instead of the normal wizardly spell casting bonus of the character’s level, replace it with a Deed Die. Just look at the Fighter progression table to see what die type a wizard of equal level would get and there you go. This really underscores the chaotic nature of magic. That fifth level magic user rolls a one on the Deed Die and poorly on the d20. Well, tough luck.
Going along with the Deed Die theme, why not add in some Mighty Acts of the Arcane. Want a small side or special effect for that spell? GO FOR IT! And it works the same way as Mighty Deeds of Arms.
What about that Natural Twenty roll? For that the gets to roll and additional Deed Die and add that onto the total.
Now, this is just an idea and I haven’t play tested it and who knows somebody probably smarter and prettier than me has already thought of this idea. Heck, this idea will probably be tweaked and twisted a few times before it makes it to the table.
I’ve still been able to keep swinging away at my DCC campaign at the FLGS and a few things came to mind about some things that I’ve really grown to like about the game.
Dungeon Crawl Classics is an awesome game. It’s solid and simple. While some disagree whether it truly is an OSR game, it’s close enough in feel and mechanics for me. Sure there’s page flipping when a spell is cast or there’s a crit or a fumble but these times are where the game really shines. In the sales blurb for a lot of games, there’s a plug that reads something like “the rules don’t interfere with the game”. You know things like not having the Walk and Chew Gum Feat (looking at you 3.x/Pathfinder). The rules for DCC don’t interfere with the game. They participate. It’s like having an extra GM and/or player at the table. Let me explain.
One of the player’s characters became a cleric. The character is Neutral. So I said of hand, “You could be a cleric of Cthulhu.” And the player jumped at the chance. Through the adventure (We’re playing Doom of the Savage King) The Elf went down. The cleric got there in time heal but nope. Disapproval. Later the dwarf was injured. Lay on hands. Nope. Disapproval. Again, heal the dwarf. Cthulhu says, “Hell no!” Disapproval. We get the point. Cthulhu doesn’t like demihumans. So here’s the setting house rule. Demihumans count as opposed alignment for clerics of Cthulhu. The rules helped add something interesting to the game.
While I’m on a little rant about there’s another one I’ve been using (lifted from Lamentations of the Flame Princess). No Weapon Proficiencies. Now I might add a penalty if a halfling tries to swing around a great sword. And I haven’t even mentioned this to players. Just letting them use whatever weapon they want. Fighters are already way better at fighting so it really doesn’t make any difference. Plus it makes for a neat story when it’s the Magic-User who takes out the big bad with a crit while wielding a hand axe. Yep, that happened last game session. It was a good thing too. The fighter couldn’t make the game. The dwarf couldn’t hit anything. And that Wizard was out of spells. That little quirk of fate made that fight just a little more memorable.
Remember folks. Have Fun. Roll Dice. Kill Monsters. Take Their Stuff.