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PostPosted: Mon Jun 18, 2018 11:45 am 
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Ill-Fated Peasant

Joined: Tue Aug 15, 2006 6:29 am
Posts: 6
Location: Aurora, OH
Been a long time since I've been here, so "hello"!

I just picked up the MCC rules at Origins and was wondering if anyone has any suggestions beyond the standard rules of mixing DCC with MCC. Basically take both books and use everything in them! the ultimate post-apoc mashup!

Any help would be appreciated.

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"There's a fine line between sanity and insanity...I jump rope with it."


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PostPosted: Mon Jun 18, 2018 4:28 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 9:41 am
Posts: 2797
"Make your zeros from either source, level the survivors up from either source, and good luck!"

The funnel should indicate artifact density so that human/PSH characters can choose classes appropriately. Or not. MCC humans have Darwinian Luck. DCC humans do not. MCC humans resist mutation. DCC humans do not.

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SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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PostPosted: Tue Jun 19, 2018 6:26 am 
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Ill-Fated Peasant

Joined: Tue Aug 15, 2006 6:29 am
Posts: 6
Location: Aurora, OH
Cool. Nothing else needs to be "tweaked"? I should be able to run as is?

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PostPosted: Tue Jun 19, 2018 10:31 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 9:41 am
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At a guess, yes. You can always add (or not add) artifacts or DCC magic items to tweak balance.

_________________
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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