Search found 1219 matches
- Tue Apr 05, 2016 3:56 am
- Forum: DCC RPG General
- Topic: GG, y'all need to get into this
- Replies: 1
- Views: 16163
GG, y'all need to get into this
https://www.kickstarter.com/projects/1874304670/prism-dice-handmade-from-bulletproof-glass?ref=nav_search I was farting around on Kickstarter and saw those. I would pay good money for a cool set of hard dice that included the funky/zocchi shapes. Not sure what he's got copyrighted or patented, but s...
- Tue Apr 05, 2016 3:52 am
- Forum: Rules discussion
- Topic: RAW
- Replies: 9
- Views: 26534
Re: RAW
GnomeBoy is wise, you should listen to him.
- Mon Mar 07, 2016 4:27 am
- Forum: Judges' Forum
- Topic: Advice needed: school club with variable attendance
- Replies: 20
- Views: 65497
Re: Advice needed: school club with variable attendance
I designed the Sunken City, with its central mustering point in the Great City and Sending Stones that transported parties into the mists of the swamp, precisely to address the issues you described. D'oh! I can't believe I didn't think of the Sunken City! For Toronto Crawl Classics, I will be using...
- Mon Feb 29, 2016 4:32 am
- Forum: Judges' Forum
- Topic: Alternate Cleric Rules
- Replies: 4
- Views: 18159
Re: Alternate Cleric Rules
PM me, I'm interested. Also interested in your other procedural generation stuff. I am a huge DwarfFortress fan. I'm guessing you've probably looked at that already.
- Mon Feb 29, 2016 4:30 am
- Forum: DCC RPG General
- Topic: some things I think I maybe have learned (I think)
- Replies: 14
- Views: 54952
Re: some things I think I maybe have learned (I think)
I don't think Clerics being mobbed like that makes sense. It happens in real life because none of that ever happens and it's a miracle because it's so rare. But in DCC and D&D and other fantasy, magic and the supernatural are as common as a house cat. Why would anyone be so blown away? It would...
- Thu Feb 25, 2016 4:33 am
- Forum: DCC RPG General
- Topic: some things I think I maybe have learned (I think)
- Replies: 14
- Views: 54952
Re: some things I think I maybe have learned (I think)
Hey man, good to see you, too. I used damage-dice-by-class once in an OD&D game I ran. It got boring because you lose the flavor text of gear. I think that's the same problem with abstracting all weapons out to d6. The roots of D&D--in the tactical wargame simulation--have a totally differen...
- Wed Feb 24, 2016 6:04 am
- Forum: DCC RPG General
- Topic: some things I think I maybe have learned (I think)
- Replies: 14
- Views: 54952
Re: some things I think I maybe have learned (I think)
Re: clerics It's not listed in Appendix N as one of the influences, but I'm *certain* one of the main influences for the AD&D cleric is Archbishop Turpin from the Song of Roland. At the very least, that's where the "clerics only use blunt weapons" thing seems to come from. Edit to cla...
- Tue Feb 23, 2016 12:08 pm
- Forum: DCC RPG General
- Topic: some things I think I maybe have learned (I think)
- Replies: 14
- Views: 54952
Re: some things I think I maybe have learned (I think)
2. I still don't like the way armor is portrayed in most RPGs, but the AC system might be the best way to do it. I am still fiddling trying to come up with an easy way to have armor absorb and protect from damage/hits, to make wearing no armor (Conan-style) more viable as a strategy, particularly a...
- Tue Feb 23, 2016 6:08 am
- Forum: DCC RPG General
- Topic: some things I think I maybe have learned (I think)
- Replies: 14
- Views: 54952
Re: some things I think I maybe have learned (I think)
One other thing: 5. Alignment. This has always been a hard thing. There is a tendency among veteran gamers, especially I've noticed when playing DCC, towards "neutral" alignment. Well, really it's more an inclination towards self-preservation. It completely loses the heroic aspects of Appe...
- Tue Feb 23, 2016 5:55 am
- Forum: DCC RPG General
- Topic: some things I think I maybe have learned (I think)
- Replies: 14
- Views: 54952
some things I think I maybe have learned (I think)
DCC just begs to be tinkered with, which is probably one of my favorite things about the system. I've done a few different things in my various tabletop groups and online in the play by post thing (sorry I just don't have time to devote to that stuff anymore). Some thoughts: 1. I tried not playing w...
- Thu Mar 12, 2015 5:14 am
- Forum: DCC RPG Adventure Modules
- Topic: Character Count For Adventures
- Replies: 9
- Views: 41327
Re: Character Count For Adventures
I thought the higher counts were to be filled in with hirelings and henchmen and hangers-on... You've got your four players and their one-character-each -- now hit page 310 and fill out the ranks! Yep. This is the way the original game was meant to be played. I think the mistake is allowing hirelin...
- Mon Mar 09, 2015 3:08 am
- Forum: DCC RPG Adventure Modules
- Topic: Character Count For Adventures
- Replies: 9
- Views: 41327
Re: Character Count For Adventures
10 PCs = not much challenge from any module. I vastly prefer one character per player. I even made them play with one zero level in the funnel, although I did use my rules hack for the 0 hit points / wounds thing, so none of them died (one was permanently wounded). Part of that was they were suppose...
- Fri Feb 27, 2015 10:04 am
- Forum: Rules discussion
- Topic: Weapons do D6/2D6
- Replies: 15
- Views: 60537
Re: Weapons do D6/2D6
I ran an OD&D game like this once, with class-based damage dice. It was... pretty boring, frankly. Weapons with longer than 5' reach tend to be the most prized nowadays, so there's that. And ranged weapons. I guess the big thing with this is, you can get really detailed and have a crazy simulati...
- Fri Feb 27, 2015 9:59 am
- Forum: Rules discussion
- Topic: Removing the Cleric
- Replies: 6
- Views: 27543
Re: Removing the Cleric
My game world has no clerics. I love it. Not sure what my players think so far but let's be honest... WHO CARES WHAT THEY THINK ANYWAYS. :twisted: I let them regen (d3*level)+/- Stamina bonus every 10 minutes of uninterrupted rest. I look at HPs as abstract "endurance"/exhaustion. At 0 HP,...
- Mon Feb 23, 2015 4:48 am
- Forum: Rules discussion
- Topic: my Athas/DarkSun DCC system hack
- Replies: 11
- Views: 55618
Re: my Athas/DarkSun DCC system hack
Haha... that is pretty awesome. Creating it in Lego (we use minifigs) will be ... challenging!
- Fri Feb 20, 2015 12:29 pm
- Forum: Rules discussion
- Topic: my Athas/DarkSun DCC system hack
- Replies: 11
- Views: 55618
Re: my Athas/DarkSun DCC system hack
Also mining Kill Six Billion Demons for ideas. Because it's awesome.
- Thu Feb 19, 2015 12:42 pm
- Forum: Rules discussion
- Topic: my Athas/DarkSun DCC system hack
- Replies: 11
- Views: 55618
Re: my Athas/DarkSun DCC system hack
I concur with everything you said. Sounds great. I especially like slimes/oozes being inflammable... that's probably the first thing players would try to do upon encountering a slime/ooze.
- Mon Feb 16, 2015 6:21 am
- Forum: Rules discussion
- Topic: Special Materials
- Replies: 2
- Views: 14674
Re: Special Materials
Go the other direction, too. In my game, metal is scarce, so things like obsidian (-1 dice chain) and bone (-2 dice chain) are used. You can also do this for substandard metals, like copper (-2), bronze (-1), etc.
- Mon Feb 16, 2015 6:19 am
- Forum: Rules discussion
- Topic: my Athas/DarkSun DCC system hack
- Replies: 11
- Views: 55618
Re: my Athas/DarkSun DCC system hack
I skimmed back through RECG the other day and one of Raggi's paragraphs struck me, about making Monsters like honest-to-God MONSTERS, and for regular enemies just use animals, vermin, etc. And you know what we don't see enough of? FUNGUS AND OOZES AND SLIMES AND GELATINOUS CUBES AND STUFF. You know ...
- Tue Feb 10, 2015 5:54 am
- Forum: Rules discussion
- Topic: my Athas/DarkSun DCC system hack
- Replies: 11
- Views: 55618
Re: my Athas/DarkSun DCC system hack
I've taken to using notecards. This has worked really well so far. I put my monsters on notecards, and my PCs. At the start of the session I have them roll initiative for the day, then I put them in order. We stay in this order throughout the session or game day. It's sped up that part of the game q...
- Tue Feb 10, 2015 5:47 am
- Forum: Rules discussion
- Topic: my Athas/DarkSun DCC system hack
- Replies: 11
- Views: 55618
Re: my Athas/DarkSun DCC system hack
I've been reading Kill Six Billion Demons so I decided to use demons as patrons. (This may be rather Melnibonean too, which fits Appendix N.) All patrons. And basically you can't learn any magic without one. I have one wizard at my table and he got a book filled with blank pages, inhabited by a demo...
- Tue Feb 10, 2015 5:44 am
- Forum: Rules discussion
- Topic: my Athas/DarkSun DCC system hack
- Replies: 11
- Views: 55618
my Athas/DarkSun DCC system hack
Thought I'd share what I've been doing, since it's been a while. Adapting the dying earth of DarkSun to DCC, I made elves the Sorcerer kings/queens, and primary defilers of the world through their magic. Wizards also use defiler magic, but are outlawed by the elves. There are no clerics. For healing...
- Wed Apr 30, 2014 1:17 pm
- Forum: Rules discussion
- Topic: Athas DCC - proposed rules tweaks
- Replies: 13
- Views: 40332
Re: Athas DCC - proposed rules tweaks
Wish I knew more about Athas, just so I could jump into the conversation! That was a campaign that happened when I was away for a couple years. Nice to see you back, beer. :D That dungeon you mention is truly a MEGADUNGEON. ;-) Yeah it's a grind. Wife's taking her old job back though so it means I ...
- Wed Apr 30, 2014 1:13 pm
- Forum: Rules discussion
- Topic: Athas DCC - proposed rules tweaks
- Replies: 13
- Views: 40332
Re: Athas DCC - proposed rules tweaks
You asked for advice, here's mine. c. Corruption I don't like your idea because it doesn't make sense for me in Dark Sun where magic corrupts the land not the bodies of men. But YMMV [/quote] Haha, that's a good point. But I think it could do both... corrupt the land AND the users. I just want MOAR...
- Tue Apr 29, 2014 3:10 am
- Forum: Rules discussion
- Topic: Athas DCC - proposed rules tweaks
- Replies: 13
- Views: 40332
Re: Athas DCC - proposed rules tweaks
Yeah. Ugh. It would be good though. Happen to know of anything already extant that I could easily/quickly adapt?Raven_Crowking wrote:Unique Mercurial Magic tables for defilers and preservers.