cthulhudarren wrote:
For one thing, you would have to tone down the loot, especially magic items. And you'd have to adapt the higher level monsters more thoroughly as they go over CR20. I think the story would still work though.
Yeah, toning down the loot shouldn't be too hard - I get the sense that DCC PCs don't need to have escalating minor bonuses to stay relevant, and Rise of the Runelords has a few magic items that will be even more special if all the +1 and +2 junk is gone. At what level do you think I'd have to start adapting the monsters? I was hoping I'd be able to use their stats more or less straight across, apart from spell-related stuff. Since I generally have to look up Pathfinder spells every time anyway (one of the things I dislike about GMing the game) looking them up in my DCC book won't be any worse.
ragboy wrote:
I think it should be fairly easy. The things I'd look out for are:
- DCC is a high fatality system -- d20/PF is a high encounter system. More encounters = more death in DCC. d20/PF adventures are going to have a lot of combat encounters. More than you'd see in a typical DCC adventure.
- DCC is a "magic is dangerous" system -- d20/PF is a "magic is a commodity" system. More magic = more death in DCC.

- Other than that, monsters are supposed to be unique and rare (and more dangerous) in DCC. If these are relatively new players, however, everything will seem shiny and new... even the insane goblins.
- Personal preference -- treasure is worth more and more rare in my own campaign. And may have additional complications (taxes, thieves, unscrupulous moneychangers, etc)
I think I'll be able to eliminate a lot of the more minor encounters, or just encourage players to come up with clever ways around them. I think a lot of those are little more than XP grinds anyway. I figure that the goblin attacks on Sandpoint might be a good way to "funnel" a bunch of level 0 townsfolk and country bumpkins into level 1 heroes; after that, it's easy to skip over stuff that isn't important to the story.
I like that magic is dangerous in DCC - one of the things that is making it haunt me, I think. Since most of the magic in RotRL seems to be associated with monsters, demons, and soul-catching horrors I figure that this should be just fine. It also adds another incentive for any Wizard characters to delve into these arcane mysteries - a lot of the villains are dangerous, but knowledgeable wizards.
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The big thing, though -- especially if you're playing with kids -- is make it fun. My experience with DCC and kids has been overwhelmingly positive. The system is simpler to grasp and much less work on the judge to run. The characters, believe it or not, have more options -- because there are fewer codified "options" for the characters (other than the obvious ones -- wizards use magic, clerics heal, etc). Fosters more creativity, in my opinion -- but you'll see that when they're a 0-level farmer trying to figure out how to search for traps (hint: Use the pig!)
Yeah, I'm not worried about the kids not handling the complexity - their current favorite games are Fluxx and Summoner Wars. The problem is that
I can't handle the complexity anymore. Too much of my brain is busy tracking my schedule, my lesson plans, my marking, my other duties, and my own family. DCC replaces most of that complexity with random tables, which are easy! I just have to look at them and roll some dice.