Search found 304 matches

by dunbruha
Tue Aug 14, 2012 9:58 am
Forum: DCC RPG Third Party Publishers
Topic: Patrons supplement Kickstarter live!
Replies: 320
Views: 1080757

Re: Patrons supplement Kickstarter live!

Can someone provide me with a clarification of the potential number of pages? On the webpage, it states that "Angels, Daemons and Beings Between" will be a 32-page, high quality product... It further states that, if the stretch goal of $4000 is reached, Upon reaching $4,000 we are combinin...
by dunbruha
Thu Aug 09, 2012 9:21 am
Forum: Rules discussion
Topic: Detect Evil--seems pretty powerful...
Replies: 19
Views: 35863

Re: Detect Evil--seems pretty powerful...

I guess what bothers me the most is the duration of the spell: 6 turns. In the hands of my player, this turned into an "always on" spell (the spell check result of 14 is not that hard to get...). This is just the sort of temptation that leads to deity disapproval. If you find that the spe...
by dunbruha
Thu Aug 09, 2012 9:10 am
Forum: Rules discussion
Topic: Detect Evil--seems pretty powerful...
Replies: 19
Views: 35863

Re: Detect Evil--seems pretty powerful...

I guess what bothers me the most is the duration of the spell: 6 turns. In the hands of my player, this turned into an "always on" spell (the spell check result of 14 is not that hard to get...). As a result, the cleric was able to automatically find all of the traps and hostile creatures ...
by dunbruha
Wed Aug 08, 2012 9:21 am
Forum: Rules discussion
Topic: Detect Evil--seems pretty powerful...
Replies: 19
Views: 35863

Re: Detect Evil--seems pretty powerful...

Yep, reads that way to me too, though I did notice it says, "inherently dangerous", which could indicate that traps that only capture someone, might not be detected. :twisted: Finding a trap is useful, but it still has to be disarmed. ;) True and true. But I still think that this is an ov...
by dunbruha
Tue Aug 07, 2012 3:06 pm
Forum: Rules discussion
Topic: Detect Evil--seems pretty powerful...
Replies: 19
Views: 35863

Detect Evil--seems pretty powerful...

In the game last night, the cleric tried the Detect Evil spell. She rolled decently (a 17). We discovered that this spell let her detect traps for the next hour! This seems pretty powerful to me--am I reading it correctly?
by dunbruha
Tue Jul 31, 2012 5:07 pm
Forum: DCC RPG Adventure Modules
Topic: Posting Spoiler Text
Replies: 4
Views: 9332

Re: Posting Spoiler Text

This will be very useful. :D
by dunbruha
Tue Jul 31, 2012 10:27 am
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

If I understand the discussion correctly, I think that the key is that limiting spells known helps to simulate the whole experience/advancement part of a campaign. Suppose the most novice apprentice knew every spell in the book. When he adventures, hasn't he lost some of the fun because he can't ge...
by dunbruha
Sat Jul 14, 2012 9:33 am
Forum: DCC RPG General
Topic: Curious about the DCC RPG crowd...
Replies: 82
Views: 178772

Re: Curious about the DCC RPG crowd...

I started in 1982 with AD&D when I was in graduate school.
by dunbruha
Fri Jul 13, 2012 9:48 pm
Forum: DCC RPG General
Topic: Pitching DCC to potential players.
Replies: 33
Views: 41575

Re: Pitching DCC to potential players.

Class description is the only place were movement is ever mentioned (and isn't universally mentioned) that doesn't say halflings have a 20' speed. Actually, it is also not mentioned on p. 21, where it lists the racial traits that 0-level characters get. It says that Dwarves move 20', but there is n...
by dunbruha
Fri Jul 13, 2012 2:11 pm
Forum: DCC RPG General
Topic: Pitching DCC to potential players.
Replies: 33
Views: 41575

Re: Pitching DCC to potential players.

Vanguard wrote:
dunbruha wrote:
bitflipr wrote:I believe Halflings are 20' as well
No, I don't think so.
No, they are 20'.
Could you point me to a page # for that? I looked and didn't see anything in the class description.
by dunbruha
Fri Jul 13, 2012 12:09 pm
Forum: DCC RPG General
Topic: Pitching DCC to potential players.
Replies: 33
Views: 41575

Re: Pitching DCC to potential players.

bitflipr wrote:I believe Halflings are 20' as well
No, I don't think so.
by dunbruha
Fri Jul 13, 2012 11:53 am
Forum: DCC RPG General
Topic: Pitching DCC to potential players.
Replies: 33
Views: 41575

Re: Pitching DCC to potential players.

Tangentially related, is there any sort of quick-start for players new to DCC? Something that will give them some sense of the feel of the game, include 0-level character creation and other important beginning mechanical bits, and give teasers for what's to come at level one? This is what I handed ...
by dunbruha
Sun Jul 08, 2012 6:08 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

Thanks for your comments! This is exactly what I was looking for. Originally DCC RPG had no limits on the spells known to a cleric. This was changed right before the release of the beta rules, if I remember correctly. It was hard for players to familiarize themselves with an effectively unlimited sp...
by dunbruha
Sun Jul 08, 2012 5:19 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

I'm coming in late here and haven't read the whole thread, but thought I might chime in on this specific point. The limits on "spells known" is because that's how Jack Vance did it. I assume you've read his Dying Earth series? It is the origin point for what is commonly known as Vancian m...
by dunbruha
Sun Jul 08, 2012 5:05 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

First, I have to say one thing: I am an experience player (and GM too), so that whole "Possibly an advantage for new players, but not for experienced ones." line sounds so amazingly pompous that I am nearly offended. Yes, remembering spells is easy enough in the first place and gets even ...
by dunbruha
Sun Jul 08, 2012 4:54 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

You mean, beyond the fact that Joseph has been very clear about wanting DCC to emphasize the spells=rare/hoary guarded secrets aspect, that you yourself even admitted many Appendix N tales feature sorcerors with few spells (and Joseph obviously chose that route, one that also incidentally emphasize...
by dunbruha
Sun Jul 08, 2012 4:09 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

...I think that the model of wizards seeking more spells is fun, and increases the reasons for wizards to adventure. Limiting the number that can be learned tends to discourage this, IMO.... But the rules cover this -- when you level up, you can learn the spells you've stolen/found, or roll for oth...
by dunbruha
Sun Jul 08, 2012 3:49 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

The reality is Vance was just one of many Appendix N authors and let's face it, a lot of players are not fans of this system. One thing this system does well is allow the player/DM to create thematic wizards (ie. illusionist, elementalist, conjurer, etc.) simply by changing their chosen spells (and...
by dunbruha
Sun Jul 08, 2012 3:25 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

Colin wrote:Clerics in DCC can directly pray for intervention/miracles (see Divine Aid) which can take any form, remember.
True, but at quite a cost (+10 to future disapproval). Only to be done in extreme situations!
by dunbruha
Sun Jul 08, 2012 3:23 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

and that DCC is very much its own rpg (thank goodness) despite its roots in D&D. I love the game, but doing something just to be different is not necessarily a good thing. What makes you think that Goodman did it for no reason beyond "being different for the sake of it"? Just because ...
by dunbruha
Sun Jul 08, 2012 3:02 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

You missed my point. DCC wizards can cast spells more often (no fire-and-forget), and can cast them at potentially greater power too (with a good roll or some spellburn). If you gave them a greater selection of spells as well (increasing their versatility in the process), that could be unbalancing....
by dunbruha
Sun Jul 08, 2012 12:39 pm
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Re: Spell number limitation

Thanks for your thoughts. My opinions follow: Advantage number 1: A Judge will have an easier time preparing adventure content that will have opportunity to showcase the spellcaster's abilities, since there is a more limited number and there is no "I can't do that one today." aspect. I gue...
by dunbruha
Sun Jul 08, 2012 10:52 am
Forum: Rules discussion
Topic: Spell number limitation
Replies: 38
Views: 86808

Spell number limitation

What is the reasoning behind the limitation of the number of spells that wizards and clerics can know? As I understand it, clerics can know only 4 spells at 1st level, and wizards can know a maximum of 4 (plus Intelligence mod). This "number of spells known" model is different from the &qu...
by dunbruha
Tue Jul 03, 2012 6:05 pm
Forum: DCC RPG General
Topic: Three Things I Don't Love About DCC
Replies: 55
Views: 91532

Re: Three Things I Don't Love About DCC

Race as class is the only thing I don't like about the game. Mind sharing your house rule when its done? I'm looking for ideas on doing the same thing. Here's what I've been thinking of. It obviously reflects my preferences (I hate infravision!). I also wanted to make each race an equally valid opt...
by dunbruha
Mon Jul 02, 2012 3:05 pm
Forum: DCC RPG General
Topic: Three Things I Don't Love About DCC
Replies: 55
Views: 91532

Re: Three Things I Don't Love About DCC

The only game mechanic it affects is clerical healing (and "protection from" spells). I fixed this by having a detailed pantheon of gods (with aligned, neutral, and opposed descriptions for each), and a random roll at character creation for deity (which includes "None" and "...

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