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 Post subject: DCC RPG Beta at Dead Games Society Rendezvous
PostPosted: Sun Jun 26, 2011 10:29 pm 
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Joined: Wed Oct 03, 2007 12:44 am
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Ran DCC RPG beta at Dead Gamers Society quarterly Rendezvous at DiceHouse Games. Five players, all experienced in rpg, four experienced in Dungeons and Dragons (all editions). Two have previously played in Joseph Goodman's demos.

Pre-gens 1st level PCs included warrior, (female) dwarf, elf, thief, and cleric. Objective: save the wife and children who'd been kidnapped by gangs from the other-dimensional prison city of Gaxmoor.

Thoughts on the rules:

I ran this adventure free-form even though I had the adventure, RPG Free RPG Day Adventure Starter. Antagonist generation, like the insane sorcerer whom they faced entering the city, was ridiculously easy (initiative modifier, AC, attack bonus, and damage). Unfortunately, they cleaned the floor with him with the dwarf rolling a critical and knocking his summon wand 20' away.

Throwing same number of opponents at PCs (and experienced players) is a losing proposition. Hurl at least double that number.

Mighty Deed of Arms can be badarse in the hands of the right players. In the climatic battle against a rearing demon serpent, the dwarf leaped up, stabbed her dagger into its throat and slid down its underside like a pirate slashing down a sail. I decided to roll a Fort save of DC 15+ to survive the attack and continue combat. I totaled a 14, damnit.

Just to remind the dwarf and warrior players their PCs had the ability.

Players can be VERY creative when facing traps. The elf summoned squirrels(!) to distract a flame-throwing statue. And the 10' pole made a comeback!

Not sure about using percentile dice for thief ability. Module I used had thief rolling against a DC of 15 to pick a lock. WTF?

Chaotic Thief was killed. Lawful cleric tried to heal her but failed (rolled low). I said a symbol of his deity appeared in front of him and gave him a stern talking about aiding the opposition.

Cleric used Divine Aid to get the party and the kidnapped women and children from the temple which was, of course, collapsing around them.

Not too sure on the use of Luck. Some players thought the one-to-one exchange too harsh a penalty. Also, I was confused if one could apply luck modifiers before or after the Action dice were rolled.

Everyone enjoyed the game. We have mixed feelings about the wildly different mechanics for each class: on the one hand, you felt your class was unique compared to the others; on the other hand, some -- specifically, the thief's percentile skills -- felt out of place with the rest of the game. (The default Skills section works fine.)

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 Post subject: Re: DCC RPG Beta at Dead Games Society Rendezvous
PostPosted: Mon Jun 27, 2011 9:56 am 
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Deft-Handed Cutpurse

Joined: Thu Jun 09, 2011 7:05 pm
Posts: 261
Location: Central Vermont
joela wrote:
Mighty Deed of Arms can be badarse in the hands of the right players. In the climatic battle against a rearing demon serpent, the dwarf leaped up, stabbed her dagger into its throat and slid down its underside like a pirate slashing down a sail. I decided to roll a Fort save of DC 15+ to survive the attack and continue combat. I totaled a 14, damnit.


I'd be careful allowing this sort of move to provoke a "save or die". It strays pretty far into the "MDOA don't allow you to do extra damage" restriction. I would likely have ruled that the warrior scrapped away a line of protective scales, giving the demon a 1 lower armor class for the remainder of the battle.

Just a heads up that once they have a success like this players will try to replicate it more and more.


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 Post subject: Re: DCC RPG Beta at Dead Games Society Rendezvous
PostPosted: Mon Jun 27, 2011 10:42 am 
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Deft-Handed Cutpurse

Joined: Wed Oct 03, 2007 12:44 am
Posts: 264
meinvt wrote:
joela wrote:
Mighty Deed of Arms can be badarse in the hands of the right players. In the climatic battle against a rearing demon serpent, the dwarf leaped up, stabbed her dagger into its throat and slid down its underside like a pirate slashing down a sail. I decided to roll a Fort save of DC 15+ to survive the attack and continue combat. I totaled a 14, damnit.


I'd be careful allowing this sort of move to provoke a "save or die". It strays pretty far into the "MDOA don't allow you to do extra damage" restriction. I would likely have ruled that the warrior scrapped away a line of protective scales, giving the demon a 1 lower armor class for the remainder of the battle.

Just a heads up that once they have a success like this players will try to replicate it more and more.


Understood. The game was a one-shot, though, and it was the climatic battle.

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 Post subject: Re: DCC RPG Beta at Dead Games Society Rendezvous
PostPosted: Sun Jul 03, 2011 1:38 pm 
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Joined: Fri Mar 10, 2006 3:46 pm
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Location: Left Coast, USA
joela wrote:
Understood. The game was a one-shot, though, and it was the climatic battle.

If the thing was near to death anyway, that's a great way to end it, even if it had HP left... :D Making up rules at it's best!

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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