DCC has a level 0, where you play four terrified peasants with no class and d4 hit points.
Here's the great idea in that: A character should start simple, and get more and more complex as they get less and less likely to die. A first level character can die in a single turn - so you should be able to make one in the same amount of time. As they grow more permanent, leveling up should steadily grow more interesting.
That sounds obvious, but here's the way character complexity grows in most RPG's.
At level 1 you have to roll ability scores and hit points, choose a race and class, buy equipment, calculate all your bonuses, and maybe get an occupation and some spells, skills and feats on top of that.
At level 2, you get more HP and an attack bonus. You may also get a single new spell, or choose one skill to become better at.*
So you spend the most time making decisions about your character at level 1, when they're likely to keel over to a goblin fart ten minutes into the game. Once they have a decent chance of sticking around for a while, you're making a very small amount of choices that have a much lower impact on your character. For instance, a DCC wizard picks 4 new spells at level 1 and 1 new spell at level two. The 0-level helps this problem, but it mostly just postpones that massive complexity mound until level 1.
This is mostly shitty for newcomers, who have to spend a lot of time making a character before they even know how you play D&D. It can reach breaking point if the system is complicated. The first RPG I ever played was 4th Edition, and making characters was just an hour-long slog. Same thing happened with the next RPG I tried, Call of Cthulhu. Both of them have a lot of shit going on at first level, and not much thereafter.
I can understand why things work this way. A character has years of history before you picked them up, and it doesn't make sense for them to suddenly remember their race or occupation at third level. Here's how I'd change things.
Level 1: Roll ability scores and health. Choose race and background.
You roll for a random region, and then choose one of the six races and 6 backgrounds of that region. Each race has a special ability, and determines your starting HP.
The background gives you starting equipment and skills. I like the skills in D&D Next so much that I'd steal the idea for this. For any normal skill check, you roll a d20 and add the relevant ability score modifier. Your occupation gives you four trained skills (e.g. Gather Rumors, Intimidate, Spot, and Use Rope) and you roll an extra dice to add to those skills. This skill dice starts as a d4, and goes up each level.
Race and Background are good starting choices because they rely on real-world logic over game logic. A newcomer might not know what it means to choose +2 AC, but they know how to use a skill called "Intimidate".
So a starting PC has a special racial ability, starting equipment, and four skills. That's a useful, interesting guy.
Level 2: More HP, and Class.
The class you get here would be the simplest possible expression of each archetype. An attack bonus for a fighter, a spell for wizards, a bonus to skills for thieves. Your class is proficient in some weapons.
Level 3: More HP, Specialty, and whatever your class gets when they level up.
Any fiddly extra bits of a class are packed into a specialty. So, a default fighter just gets a boring old attack bonus - at level 3 (when the PC is looking pretty permanent) they get to pick the special cool thing their fighter can do. Falling into a beserker rage, punching through walls, being unstoppable, that kind of thing.
Your class also chooses something every time they level up: a new spell, a new skill, a new weapon to be awesome at, that kind of things.
Level 4+: More HP, and whatever your class gets when they level up. Every three levels, you can choose another specialty.
So hopefully someday soon I'm going to package this and the ability score thing and the summoner class and a random monster generator and everything else into an RPG and release it into the wild.
*Those little lumps in the graph indicate that you'll usually get extra bumps of complexity every few levels. For instance, D&D next gives you an extra feat about every 3 levels.)
Showing posts with label Dungeon crawl classics. Show all posts
Showing posts with label Dungeon crawl classics. Show all posts
Summoner
The Cleric class assumes that your setting has a very specific type of god. A noble and benevolent deity that loves healing and nature, and constantly fights against corruption and evil. An ever-present, all-knowing and all-loving god. A Christian god.
I've never played a game with this kind of god. I've had savage, thoughtless gods, whimsical trickster gods, cold and absent gods, pagan pantheons holding gods of every color - never a Most High God. Growing up with Christianity everywhere, my group finds Him pretty boring. I haven't played around much, but it seems like a lot of the blog-o-sphere must feel the same way. The gods I've seen take more inspiration from Moorcock, Vance and Lovecraft than from the bible.
People still play Clerics, of course, so I shoe-horn the Catholic stuff into my weirdo gods. My goofy crocodile trickster god gives his clerics the power to heal, help others, and destroy the wicked, as does my dual-aspect insect god. So does Zak smith's Grim, Gaunt God of Iron, Rust and Rain. So does every one of these, I assume. Maybe the evil gods get to be Catholic Satan instead.
DCC has a slightly different problem. Whenever a DCC cleric fails a spell, they incur disfavor. This disfavor builds up over time, making them more and more likely to suffer the wrath of their god - until they take a rest for the day, whereupon it resets to 0. So, along with the catholic baggage, all gods are now crazed, wrathful avengers with the memory of goldfish. They get pissed off whenever you use the spells they gave you, only to instantly forget that on the next day.

There's nothing wrong with playing a game with catholic gods - even blind, angry ones. It's just that making every god with a cleric the same is a terrible waste. So here's my alternative: A Summoner. A more pagan kind of Cleric that's in communion with all the various demons, Fairies, Loa and Jinn that span this wild world. You can use them instead of a Cleric or side-by-side.
Commanding the Spirits

Every tree, forest, ocean and mountain has it's own spirits. As a summoner, you can command them. Use the same stats as a Cleric, but gain a Summon Slot every level instead of a spell slot. This lets you make a pact with a new spirit, which you can then summon at will. (You can play out tracking down and binding of this new spirit, or just automatically gain it - DM's choice.) You roll a Command Check to order these spirits around.*
Command check: Roll d20 + your WIS modifier + half your Summoner Level.
The check is 10, +2 per level of the spirit. So you need 12 or better to command level 1 sprites, 14 for level 2, etc.
Whenever you fail the Command Check, you gain one Disloyalty. This adds 1 to your Critical Fail chance for Command Checks, representing the weakening of your bindings. Disloyalty builds up over time, resetting when you sleep. If you ever critically fail a command check, one of your spirits will burst free of your bonds and start causing havoc.
While free, a spirit adds their HP to the Command Check needed to bind them. You'll need to wear them down, then succeed at a Command Check to bind them again.
Healing
Drink, Drink!
You can sacrifice your servants to sustain you and your companions. Roll a Command check and order your minion to let the afflicted party drink of their blood. A level 1 sprite heals as "Cure Light Wounds", level 2 blood acts as "Cure Serious Wounds", and level three is "Cure Critical Wounds". Once you do this, you won't be able to summon them for the rest of the day.
When you get up to a high enough level, you gain enough control over your minions to bind them into objects, or even dead bodies. To do this, you need to be 5 times the level of the spirit - level 5 Summoners can bind level 1 spirits, level 10 summoners can bind level 2 spirits, etc. (For DCC, it's 2X the level of the spirit.)
When you get up to a high enough level, you gain enough control over your minions to bind them into objects, or even dead bodies. To do this, you need to be 5 times the level of the spirit - level 5 Summoners can bind level 1 spirits, level 10 summoners can bind level 2 spirits, etc. (For DCC, it's 2X the level of the spirit.)
Patron
Arioch, Arioch! Blood and Souls for my lord Arioch!
You have one powerful Patron - your god, or a powerful demon. This spirit gave you your power, in exchange for your True Name. Your soul will go to them when you die. It's up to you whether this thought fills your days with joy or wakes you up in a cold sweat every night.
You can call on them for Divine/Infernal Intervention. Roll a Command Check. A 10 gets you the simplest request possible, 12 is useful, 18 is incredible, up to an apocalyptic 30. The power of them entering this world makes the spirits restless, and weakens all bonds; add +10 to Disloyalty when you summon them.
Spirits for the rest of the party
Everyone can ask the spirits for aid, even if they can't actually summon them. You can find, make or buy charms dedicated to Gods, Demons and Sprites, and roll a Command check once per day to ask one of them for help. For non-summoners, that's d20 + your Wisdom modifier. Like Patrons, you can make a request equal to the number you rolled - 10 for the most useless thing imaginable. What they can do depends on the spirit - a sea god could protect you from drowning, but be useless against fire.
NPC's will typically ask for good crops, help in childbirth, or protection from barnacles on the hulls of their ships. PC's will likely want something more obvious, but the effect will always be passive and invisible - a bonus to dice rolls, better AC against unholy creatures, protection from disease, that sort of thing.
You can get a bonus to your command check by making offerings to the spirit. Tropical Loas love candy and rum, fairies love music and houses of cards, Christian gods want dedicated worship and acts of goodwill. You can use this to become a kind of paladin - dedicate yourself to a god, make their sacrifices and wear their charms to get their aid with your fighting, thiefing, or magic-using.
The old gods have no power in the South... You may find that your charm's power wanes as you enter the territory of a foreign god. Suffer a -1, -2, etc to command checks for amulets as you get further in to those hostile lands.
*Next up: A full list of spirits you can summon.
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Cleric,
Dungeon crawl classics,
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Summoner
DCC Magic for the rest of us.
I love the chaos of magic in Dungeon Crawl Classics, but if I look up another spell table I'll go insane. Here's a simple version for you folks at home.
To cast spells, a wizard must roll a spell check. Roll a d20, add your Intelligence modifier and your level as a Wizard, and try to beat the spells difficulty. That's 12 or better for a level 1 spell, 14 or better for a level 2 spell, 16 or better for level 3, and so on.
If you succeed, you cast the spell and keep it. If you fail, you lose the spell for the day. On a natural 20, you get some incredible super version of the spell. On a natural 1, the spell backfires hilariously and you become hideously corrupted. The DM should just make these critical spell effects and mutations up on the spot, taking into account the context. DCC has plenty of examples, and you can use The Benefactors for inspiration.
Clerics are slightly different. First, they add their Wisdom/Personality modifier to spell checks instead of Intelligence. Second, when they fail, they incur Disfavor from their god instead of losing the spell. Disfavour adds 1 to their critical fail chance for spells. When they inevitably end up critically failing a spell, their god curses them. Make up some terrible fate based on their god.
A cleric spends all day pissing off her god, and all night trying to patch things back up again. Clerics can get rid of disfavor by pleasing their god with sacrifices and the like, and all Disfavor disappears if you spend your normal 9+ hour rest in deep meditation and prayer.
Magic-users can improvise special effects for a spell, in the same way that a fighter can improvise exciting ways to stab someone. Say, set the ground on fire instead of sending out a Fireball, using Turn Unholy to destroy demonic artifacts or Sanctuary to stop monsters from entering a room. Anything that fits in with the general feel of the spell is fine. Just raise the spells difficulty by 2, 4, 6 or more, based on how hard the thing they're trying to do is. EDIT: or you could use this called shot mechanic. Raise their critical fail chance and lower their critical hit chance. The crazier the thing they're trying to do with it, the more likely it is to misfire.
This is my favorite idea on this page. DCC has a lot of spells like "Force Manipulation", which could give you an invisible weapon, platform, blockade or manservant, depending on your roll. The variability is great, but having it depend on a roll sucks. This rule makes normal spells as free-form and weird as they are in DCC and gives power to player creativity instead of forcing them to look shit up in a book.(!!!)
All spellcasters have friends in high places. Wizards can call on the despicable beasts they've made obscene pacts with, and Clerics can call on their Gods. If they want to ask their pals for aid, have them roll a spell check as usual. They can ask for a favour as good as the roll allows; beat 5, 10, 15 or 20, where 5 is a minor boon and 20 is apocalyptic. Wizards will of course have to satisfy some dark price later on (again, see The Benefactors). For Clerics, asking their god for Divine Intervention incurs +10 to Disfavor.
(This means that clerics will generally ask their god for help at least once a day, while Wizards will avoid getting in debt to their Patrons unless they can possibly help it, and then wish they hadn't for the rest of the game.)
You can use this system to DCC-ify spells from other versions of D&D. Vancian spellcasters should get all their spells, instead of memorizing a set number of them per day. This may seem like a lot, but that high failure rate means they'll lose plenty of them without casting them. Clerics and wizards should both start with about 4 spells and get one more per level.
On adding your level to spell checks: in DCC, level 10 is the max. Adding 11-20 to a spell check makes the whole thing a little redundant, so you might want to consider giving out that +1 to spell checks every second level if your system goes up to 20.
Labels:
Dungeon crawl classics,
Dungeons and Dragons,
Magic
"The world will never be safe as long as we're alive."
The ruler of Vornheim is a frost giant queen, trapped high above the city in-between the two hands of Vorn - the twin towers of the Palace Massive and the Eminent Cathedral. She looks down over the city she rules from within the clutches of the two towers that twist around her.
The party called down Vorn to stop this queen and her invading army, but once she was trapped they backflipped and made her the ruler of Vornheim. At that point, zombies were invading, the city was ravaged, and they decided the entire universe was irretrievably fucked. The only solution was to go back in time.
All of the world's problems were caused by the party themselves. To fix the world's problems, all they had to do was kill their very first quest-giver. If old man Crithens hadn't told them about that secret treasure, they wouldn't have become adventurers, and they wouldn't have gone on to ravage the world. Old Man Crithens was the lynchpin of all the world's woes.
With help from their Benefactors, they managed to go back and kill Crithens easily. The betaverse party stayed peacefully in their peasant village. A new timeline - the Betaverse - was split off. Everything was fine. No zombies, no invading elves, no ravaged Vornheim. There was just one fatal flaw: They were still alive.
The party called down Vorn to stop this queen and her invading army, but once she was trapped they backflipped and made her the ruler of Vornheim. At that point, zombies were invading, the city was ravaged, and they decided the entire universe was irretrievably fucked. The only solution was to go back in time.
All of the world's problems were caused by the party themselves. To fix the world's problems, all they had to do was kill their very first quest-giver. If old man Crithens hadn't told them about that secret treasure, they wouldn't have become adventurers, and they wouldn't have gone on to ravage the world. Old Man Crithens was the lynchpin of all the world's woes.
With help from their Benefactors, they managed to go back and kill Crithens easily. The betaverse party stayed peacefully in their peasant village. A new timeline - the Betaverse - was split off. Everything was fine. No zombies, no invading elves, no ravaged Vornheim. There was just one fatal flaw: They were still alive.
- the insects smush together and start bubbling and a long stringy thing starts dripping out
- the weird little conjoined mess starts humming around
- brushing over the walls and floor
- reaches the sealed portal, smooches over it
- smooches near flounder, and a spark strikes out
- they jerk back
- finally they swing around to hover at face height, near you.
- The long string of flesh droops out to form a dripping mouth, with sunken eye-sockets
- "To what...Hnnguhh... do I owe the pleasure?"
Dealing ensues
Labels:
Dungeon crawl classics,
Session report
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