Problems and Suggestions after Weeks of Play (Long)
Posted: Wed Sep 14, 2011 12:34 pm
Ok, I’ve been DMing DCC off and on with two different groups since July. I also played in a few playtests around free rpg day timeline. I love DCC and it has the right level of randomness, lack of complexity in the rules, and great classes/PC rules to be my go-to RPG even though its only in Beta, even over other systems I’ve tried like Swords & Wizardry, Lamentations, and Castles & Crusades. Since I’ve been using DCC as an all-weather RPG, rather than a playtest or one-off, I’ve come up with a number of issues and “needs” I keep having to address. Here are my comments and concerns, divided into general categories.
Note: just for some background, I’ve been playing with the updated thief/cleric errata, the Beta rules, and done a mixture of dungeons and crazy political/city happenings (escaping from executions, raiding towns, capturing slaves, etc. – my players unexpectedly gonzo about their Chaotic alignments). I currently have a Thief lv 2, Warrior lv 4, and Wizard lv 2 in the party who can regularly game. We've seen the deaths of numerous level 0s and 2 level 1 characters. House rules I use: shields splintered and Fort save or die at 0 or negative hp, succeed=stabilize and won’t die IF treated by end of the party’s combat (lv 0’s die automatically at 0 or negative hp).
Things that were frustrating and I had to change/adapt:
1. The names of ability scores. We have a mix of previous D&D players and players who’ve never played RPGs before. Also DCC is really similar to D&D. It’s just confusing given these two factors to reference non-standard ability score names, especially when the ‘new’ ability scores do exactly the same things. Change it back to Dex, Con, and Charisma please – if it ain’t broke, don’t fix it; change for its own sake is stupid, etc.
2. The character sheet. It’s simply not organized, and DCC is not S&W or B/X, there’s a ton of stuff to write down, like spell rolls, thief abilities, etc. Most of this info can be accommodated by boxes labeled Equipment or Special Abilities, but there needs to be room for different weapon attacks, temporary and permanent ability scores, and all the DCC unique awesomeness. I highly recommend the peoplethemwithmonsters advanced character sheet. It even has a space for Race, which I tell my players to use as a listing for Homeland, which comes into play in my game.
3. The overemphasis on Old-School play = playing with feeble mudfarmers who die constantly. I started my guys with the funnel, and it’s fun, but some things in the game don’t scale well once the characters are out of the funnel. For surviving and leveling, I give all of them full hp at first level. Also, I let everyone do 4d6 for ability scores, drop lowest, just like Gygax did. Otherwise many of their class abilities are really weak or often negative modifiers, which no one likes to see. There’s still PLENTY of weak ability scores (especially given the modest bonuses in DCC, which I love), like -2 intelligences and constitutions all over the place. I also let them add a flat +1 to permanent ability score of player’s choice when the character gains a new level. None of this creates ‘overpowered’ characters, but it does make long term play sustainable when they also get curses, etc. I really love “let the dice roll as they may” and the possibility of lots of player (and party) death, and without risk, RPGs are no fun. But D&D is about characters getting more powerful, let them actually do it. They’re the rockstars once they survive a couple levels, give them the moon and let them shoot for the sun. A warrior with -1 Strength gets old, let him do some muscle training as represented by a marginal ability score increase.
4. Mounted combat. Sorry, I use it. The first thing my players have always done is bought a horse when they get enough money. It carries stuff and helps them go faster. Horses are in all the literature and the movies. Why avoid it? My rules are +1 AC for the rider, double damage with spears/lances on a charge, Strength check or get knocked down when charged (the PCs have angered some local knights). Pack animals/work horses -2 to rider’s attack rolls. I’ve yanked some horse stats and prices from other games, but let’s get some DCC rules for them (and prices).
5. The weapon rules. The damages don’t make sense to me or my players. Why not always use a spear? Why ever use a battleaxe? This is a simple fix to the few categories that simply “don’t work”: battleaxes do 1d10 damage like two-handed swords (also I renamed handaxe to just axe, handaxe sounds like a lame boyscout hatchet), crossbows do 1d8 damage, but can only be fired every other round; spears do 1d6 damage but are thrown as javelins (javelins are replaced by spears basically). Further, I don’t lower initiative for two-handed weapons, giving up the protection of the spear is penalty enough and doesn’t make sense for weapons like polearms anyway. I think d16 for initiative is a fine alternative. Perhaps we could encourage some other weapons rules: polearms and spears +1 initiative, axes can also destroy shields on any critical, swords disarm opponents on criticals, bludgeoning does more damages to slimes and skeletons. This gives players a choice, rather than just forces them to choose the optimal weapon.
Things That Just Don’t Work That Well
1. Difficulty classes/changing target numbers. I’m sorry, this sucks. I know it’s the whole, it was great in 3E, the DM should just come up with a target number. If I wanted target numbers, I’d play Pathfinder. One of the reasons 1E/retroclones are so nice is that most of them dispense with this and have a flat number and the player’s power/ability succeeds. I’m tracking like 14 different things all at the same time constantly to make for a fun and exciting game for my players, I don’t want to figure out if a 13 on a Sneak check succeeds, or whether their saving throw worked. The player should just know based on what’s written on their character sheet. Spell checks and attack rolls are just fine, the players get those. I saw a good suggestion somewhere for a clear division between things that are rolled with a bonus, like attack rolls, and things like ‘skill’ checks that have a flat value. A d20 check is best, but should be flat. If it’s a rare situation where something is drastically more or less difficult, I can wing that (feel free to make a note about DM discretion or something in the book), but it’s just wasting my time to come up with all these annoying DCs/target numbers. FIX: rewrite all the Thief abilities to succeed on a 14+ or whatever based on the target numbers/DCs y’all have already created in those exhaustively long thief descriptions, obviously the Dex bonus or whatever will affect this, and the player can write that down. Rewrite the skill check section: Trained checks roll d20 and succeed on a 10+, untrained d10 succeed on 10+. I also need a standard Saving Throw, I’m using 10 right now, but I don’t want to consult pre-made adventures or a premade DM chart to figure out saving throw difficulties. Give me a number, and let’s avoiding the increasingly scaling DC problem of 3E too. I love the Will save v. Spell check mechanic right now, but all other saves are awkward compared to simply having a Fortitude save of 12+, so chuck the current spell save mechanic if necessary.
2. NPCs. Should I be using the same stats as PCs or not? I decided early to just use standard type stats, because the PCs have way too many moving pieces, and this works fine. A big problem though is NPC spells. I mean, I’m not going to crossreference a chart and make my players wait on me just because they convinced the local cleric to heal them for 100 gp. I’m going to roll a d8 for how many hp they get healed. I haven’t even attempted to use an evil wizard because that’s a nightmare. Fudging this kind of stuff is fine for now, but I think we need something like NPC classes/levels so I can quickly stat up humanoids and human villians. I mean, DCC’s motto is NPCs who are meant to be killed, right? I need some easy stats when the PCs decide to kill all the local constables or whatever. The FIX I’d suggest: a couple of pages of guidelines with NPC levels that don’t use all the charts the characters do. NPC warriors – HD d10, +1 attack/HD, saving throw guidelines; thieves – HDd6, a few main thief skills with numbers like 12+ sneak or whatever. Clerics & wizards need standard spell abilities that have all the info listed straight on the entry: Lv 3 NPC wizards cast Magic Missle on 11+, 1d4 missles doing d4+1 damage; Fireball 14+ plus, 3d6 damage to all in target, Ref save half. The bottom line is I need some charts to create NPCs of certain types and power levels with a few limited powers, all of which I will use in play (so only give NPC wizards like 4 spell abilities or something, that’s great). This would really help the game to have all there in the rulebook.
3. Having a individualized patron chart that I have to create. This is too much work, and the sample Patron included doesn’t work that well. A much better option would be to have a set chart for all patrons included in the Invoke Patron spell. Certain results should be like = 10-12. Patron summoned, but angry. Demands a sacrifice or will <b>f*ck</b> up PC, does not reward PC in any way. 13-15: Patron summoned, will help PC with a modest power or secret like restoring HP or a lost spell, but demands a gift or sacrifice – see Sacrifice to Patron table. I’ve fudge this currently, which is cool, but I’m going to run out of random ideas. I can’t always demand a virgin sacrifice within 7 days in return for restoring a spell. I think such a chart would give players a better sense of how to use a Patron as well.
4. The critical hits tables. I love them in most ways, but too many results simple result in more damage. The entries that involve more damage + something like blindness, knocking down, etc.
5. Having the signature effect of the MDoA all rolled up with the MDoA rules as it’s currently written. Basically, my warrior player never knows what’s going on. Maybe we’re just dense, but there’s a lot of stuff going on around the table. I’d suggest keeping the rules, but clarifying. Say, MDoA can do these sorts of things when (1) the player declares he’s attempting something specific he describes, (2) he rolls a 3+ on the Deed dice (I’m sorry it needs a clearly delineated name, let’s pick one), and (3) his combined attack roll hits the target. Warriors also have a Signature Move. This is like one of the results on the Disarm or Trip examples. If a warrior does not declare a specific action for his MDoA die, he attempts his Signature Move by default. Succeeds with the signature move as above. Right now, all the various effects of the MDoA are all rolled up together; it’s too much.
Suggestions for Things I’d Like to See to Make It a Better Product
1. Expanded equipment list for non-standard purchases. Hiring alchemists, buying horses, renting mercenaries, buying spyglasses, etc. Lots of modern, post-3E D&D type games have these now, and I’d love to not have to pull stuff out of other books. Much like the old DMGs used to have this stuff. Keep the current equipment list as a Standard Village purchases, because I like I can just be like: “here, this is the equipment you can buy in this standard village,” but I’d like some advanced options.
2. Obviously, an XP value chart. GP = XP works pretty well, as does goal based XP (say 500 for clearing a small area of monsters, or whatever). I also use a 100XP per monster HD divided by number of players & henchmen system, but this seems to advance the PCs alittle too fast and rewards killing for its own sake rather than smart play. Keep it simple though.
3. A good list of monsters. The current monster style is fine, but I need three more things if you’re really going to give me something different: (1) treasure – don’t make me cross reference a chart either, just put how much treasure the things has right in the entry (1d8 gp or whatever), and please include some Alchemical uses (goblin skulls are used to make poison potions by wizards or whatever, unicorn horns can resurrect the dead or restore 1d8 points of lost Charisma); (2) actually special attacks/weaknesses – monsters should be different from one another, and not just statistically, I want crocodiles with swallowing or drowning attacks, dragons with a soft underbelly, pixies with three or four taunting or charm type things. Not necessarily stuff in the old MMs, but new and actually effective special powers that make monsters truly unique and FUN to use. You’re already doing some of this, as I can see from the Basilisk entry, etc. but keep it up; (3) number encountered. Screw challenge ratings or whatever, those are boring and don’t force players to make intelligent decisions. Random numbers of goblins are fun. Let’s not get all Gygaxian naturalist with like: for 30 goblins there are 2 females who don’t do anything. But, the oh sh*t moment of players running into 35 goblins because I rolled really high on an encounter while their traveling can lead to all sorts of fun. ALSO: I don’t need a ton of monsters, but I need a good standard coverage (sorry James Raggi) like dragons, giants, faeries, sea monsters, centuars, and maybe some fish-men. You get the picture.
4. The assumption I’m going to love Mythos-themes in every adventure. I play CoC. But in DCC, I use a more warhammer-y and less eldritch-mysteries-y world. Not every adventure is going to end up with the summoning of dark gods or gigantic monsters or involve cultists and insane astrologists. Don’t remove the Mythos elements, but don’t assume that just because Clark Ashton Smith and RE Howard had some Mythos stuff means I want every DCC to be centered on that stuff (I’m looking at you Free RPG day adventure). Similarly, I don’t always want ancient eldritch hypertechnology in my adventures. This is more a word-to-the-wise. Having some rocking, challenging adventures just involving some giants or a dragon would be nice, and I would buy them. I look to old school adventures for their problem solving complexity and interesting scenarios, and the random potion charts. Weirdness is great, but don’t always make it unfathomable weirdness from beyond the stars. I think Joseph’s preview of the demon demanding payment from the baron to kick off an adventure is a great example – don’t just assume I always want tentacles in my RPGing.
5. Don’t give up on kingdom/stronghold rules please. Mass combat comes up earlier and more often for me, because I use lots of small dungeons rather than ye olde megadungeon. I’d pay some money for some simple mass combat rules combined with rules for followers when leveling up, and simple and fun rules (no minigames though please) for running strongholds or gaining lots of political/magical power. I already have mass combat rules I like a lot and are VERY simple, while still including some tactical choice by the players so it’s more of a game, but it’s always nice to have more. Working this in as a default for high-level play, along with some sample adventures would be perfect!
Many of these suggestions have been noted elsewhere in the forums. I want add my two cents and emphasize some of them. I think these are kinds of fixes that would also really separate DCC as a higher quality, must-buy product, distinguishing it from the number of other free retroclones out on the market. That being said, thanks for making an already great game!
Note: just for some background, I’ve been playing with the updated thief/cleric errata, the Beta rules, and done a mixture of dungeons and crazy political/city happenings (escaping from executions, raiding towns, capturing slaves, etc. – my players unexpectedly gonzo about their Chaotic alignments). I currently have a Thief lv 2, Warrior lv 4, and Wizard lv 2 in the party who can regularly game. We've seen the deaths of numerous level 0s and 2 level 1 characters. House rules I use: shields splintered and Fort save or die at 0 or negative hp, succeed=stabilize and won’t die IF treated by end of the party’s combat (lv 0’s die automatically at 0 or negative hp).
Things that were frustrating and I had to change/adapt:
1. The names of ability scores. We have a mix of previous D&D players and players who’ve never played RPGs before. Also DCC is really similar to D&D. It’s just confusing given these two factors to reference non-standard ability score names, especially when the ‘new’ ability scores do exactly the same things. Change it back to Dex, Con, and Charisma please – if it ain’t broke, don’t fix it; change for its own sake is stupid, etc.
2. The character sheet. It’s simply not organized, and DCC is not S&W or B/X, there’s a ton of stuff to write down, like spell rolls, thief abilities, etc. Most of this info can be accommodated by boxes labeled Equipment or Special Abilities, but there needs to be room for different weapon attacks, temporary and permanent ability scores, and all the DCC unique awesomeness. I highly recommend the peoplethemwithmonsters advanced character sheet. It even has a space for Race, which I tell my players to use as a listing for Homeland, which comes into play in my game.
3. The overemphasis on Old-School play = playing with feeble mudfarmers who die constantly. I started my guys with the funnel, and it’s fun, but some things in the game don’t scale well once the characters are out of the funnel. For surviving and leveling, I give all of them full hp at first level. Also, I let everyone do 4d6 for ability scores, drop lowest, just like Gygax did. Otherwise many of their class abilities are really weak or often negative modifiers, which no one likes to see. There’s still PLENTY of weak ability scores (especially given the modest bonuses in DCC, which I love), like -2 intelligences and constitutions all over the place. I also let them add a flat +1 to permanent ability score of player’s choice when the character gains a new level. None of this creates ‘overpowered’ characters, but it does make long term play sustainable when they also get curses, etc. I really love “let the dice roll as they may” and the possibility of lots of player (and party) death, and without risk, RPGs are no fun. But D&D is about characters getting more powerful, let them actually do it. They’re the rockstars once they survive a couple levels, give them the moon and let them shoot for the sun. A warrior with -1 Strength gets old, let him do some muscle training as represented by a marginal ability score increase.
4. Mounted combat. Sorry, I use it. The first thing my players have always done is bought a horse when they get enough money. It carries stuff and helps them go faster. Horses are in all the literature and the movies. Why avoid it? My rules are +1 AC for the rider, double damage with spears/lances on a charge, Strength check or get knocked down when charged (the PCs have angered some local knights). Pack animals/work horses -2 to rider’s attack rolls. I’ve yanked some horse stats and prices from other games, but let’s get some DCC rules for them (and prices).
5. The weapon rules. The damages don’t make sense to me or my players. Why not always use a spear? Why ever use a battleaxe? This is a simple fix to the few categories that simply “don’t work”: battleaxes do 1d10 damage like two-handed swords (also I renamed handaxe to just axe, handaxe sounds like a lame boyscout hatchet), crossbows do 1d8 damage, but can only be fired every other round; spears do 1d6 damage but are thrown as javelins (javelins are replaced by spears basically). Further, I don’t lower initiative for two-handed weapons, giving up the protection of the spear is penalty enough and doesn’t make sense for weapons like polearms anyway. I think d16 for initiative is a fine alternative. Perhaps we could encourage some other weapons rules: polearms and spears +1 initiative, axes can also destroy shields on any critical, swords disarm opponents on criticals, bludgeoning does more damages to slimes and skeletons. This gives players a choice, rather than just forces them to choose the optimal weapon.
Things That Just Don’t Work That Well
1. Difficulty classes/changing target numbers. I’m sorry, this sucks. I know it’s the whole, it was great in 3E, the DM should just come up with a target number. If I wanted target numbers, I’d play Pathfinder. One of the reasons 1E/retroclones are so nice is that most of them dispense with this and have a flat number and the player’s power/ability succeeds. I’m tracking like 14 different things all at the same time constantly to make for a fun and exciting game for my players, I don’t want to figure out if a 13 on a Sneak check succeeds, or whether their saving throw worked. The player should just know based on what’s written on their character sheet. Spell checks and attack rolls are just fine, the players get those. I saw a good suggestion somewhere for a clear division between things that are rolled with a bonus, like attack rolls, and things like ‘skill’ checks that have a flat value. A d20 check is best, but should be flat. If it’s a rare situation where something is drastically more or less difficult, I can wing that (feel free to make a note about DM discretion or something in the book), but it’s just wasting my time to come up with all these annoying DCs/target numbers. FIX: rewrite all the Thief abilities to succeed on a 14+ or whatever based on the target numbers/DCs y’all have already created in those exhaustively long thief descriptions, obviously the Dex bonus or whatever will affect this, and the player can write that down. Rewrite the skill check section: Trained checks roll d20 and succeed on a 10+, untrained d10 succeed on 10+. I also need a standard Saving Throw, I’m using 10 right now, but I don’t want to consult pre-made adventures or a premade DM chart to figure out saving throw difficulties. Give me a number, and let’s avoiding the increasingly scaling DC problem of 3E too. I love the Will save v. Spell check mechanic right now, but all other saves are awkward compared to simply having a Fortitude save of 12+, so chuck the current spell save mechanic if necessary.
2. NPCs. Should I be using the same stats as PCs or not? I decided early to just use standard type stats, because the PCs have way too many moving pieces, and this works fine. A big problem though is NPC spells. I mean, I’m not going to crossreference a chart and make my players wait on me just because they convinced the local cleric to heal them for 100 gp. I’m going to roll a d8 for how many hp they get healed. I haven’t even attempted to use an evil wizard because that’s a nightmare. Fudging this kind of stuff is fine for now, but I think we need something like NPC classes/levels so I can quickly stat up humanoids and human villians. I mean, DCC’s motto is NPCs who are meant to be killed, right? I need some easy stats when the PCs decide to kill all the local constables or whatever. The FIX I’d suggest: a couple of pages of guidelines with NPC levels that don’t use all the charts the characters do. NPC warriors – HD d10, +1 attack/HD, saving throw guidelines; thieves – HDd6, a few main thief skills with numbers like 12+ sneak or whatever. Clerics & wizards need standard spell abilities that have all the info listed straight on the entry: Lv 3 NPC wizards cast Magic Missle on 11+, 1d4 missles doing d4+1 damage; Fireball 14+ plus, 3d6 damage to all in target, Ref save half. The bottom line is I need some charts to create NPCs of certain types and power levels with a few limited powers, all of which I will use in play (so only give NPC wizards like 4 spell abilities or something, that’s great). This would really help the game to have all there in the rulebook.
3. Having a individualized patron chart that I have to create. This is too much work, and the sample Patron included doesn’t work that well. A much better option would be to have a set chart for all patrons included in the Invoke Patron spell. Certain results should be like = 10-12. Patron summoned, but angry. Demands a sacrifice or will <b>f*ck</b> up PC, does not reward PC in any way. 13-15: Patron summoned, will help PC with a modest power or secret like restoring HP or a lost spell, but demands a gift or sacrifice – see Sacrifice to Patron table. I’ve fudge this currently, which is cool, but I’m going to run out of random ideas. I can’t always demand a virgin sacrifice within 7 days in return for restoring a spell. I think such a chart would give players a better sense of how to use a Patron as well.
4. The critical hits tables. I love them in most ways, but too many results simple result in more damage. The entries that involve more damage + something like blindness, knocking down, etc.
5. Having the signature effect of the MDoA all rolled up with the MDoA rules as it’s currently written. Basically, my warrior player never knows what’s going on. Maybe we’re just dense, but there’s a lot of stuff going on around the table. I’d suggest keeping the rules, but clarifying. Say, MDoA can do these sorts of things when (1) the player declares he’s attempting something specific he describes, (2) he rolls a 3+ on the Deed dice (I’m sorry it needs a clearly delineated name, let’s pick one), and (3) his combined attack roll hits the target. Warriors also have a Signature Move. This is like one of the results on the Disarm or Trip examples. If a warrior does not declare a specific action for his MDoA die, he attempts his Signature Move by default. Succeeds with the signature move as above. Right now, all the various effects of the MDoA are all rolled up together; it’s too much.
Suggestions for Things I’d Like to See to Make It a Better Product
1. Expanded equipment list for non-standard purchases. Hiring alchemists, buying horses, renting mercenaries, buying spyglasses, etc. Lots of modern, post-3E D&D type games have these now, and I’d love to not have to pull stuff out of other books. Much like the old DMGs used to have this stuff. Keep the current equipment list as a Standard Village purchases, because I like I can just be like: “here, this is the equipment you can buy in this standard village,” but I’d like some advanced options.
2. Obviously, an XP value chart. GP = XP works pretty well, as does goal based XP (say 500 for clearing a small area of monsters, or whatever). I also use a 100XP per monster HD divided by number of players & henchmen system, but this seems to advance the PCs alittle too fast and rewards killing for its own sake rather than smart play. Keep it simple though.
3. A good list of monsters. The current monster style is fine, but I need three more things if you’re really going to give me something different: (1) treasure – don’t make me cross reference a chart either, just put how much treasure the things has right in the entry (1d8 gp or whatever), and please include some Alchemical uses (goblin skulls are used to make poison potions by wizards or whatever, unicorn horns can resurrect the dead or restore 1d8 points of lost Charisma); (2) actually special attacks/weaknesses – monsters should be different from one another, and not just statistically, I want crocodiles with swallowing or drowning attacks, dragons with a soft underbelly, pixies with three or four taunting or charm type things. Not necessarily stuff in the old MMs, but new and actually effective special powers that make monsters truly unique and FUN to use. You’re already doing some of this, as I can see from the Basilisk entry, etc. but keep it up; (3) number encountered. Screw challenge ratings or whatever, those are boring and don’t force players to make intelligent decisions. Random numbers of goblins are fun. Let’s not get all Gygaxian naturalist with like: for 30 goblins there are 2 females who don’t do anything. But, the oh sh*t moment of players running into 35 goblins because I rolled really high on an encounter while their traveling can lead to all sorts of fun. ALSO: I don’t need a ton of monsters, but I need a good standard coverage (sorry James Raggi) like dragons, giants, faeries, sea monsters, centuars, and maybe some fish-men. You get the picture.
4. The assumption I’m going to love Mythos-themes in every adventure. I play CoC. But in DCC, I use a more warhammer-y and less eldritch-mysteries-y world. Not every adventure is going to end up with the summoning of dark gods or gigantic monsters or involve cultists and insane astrologists. Don’t remove the Mythos elements, but don’t assume that just because Clark Ashton Smith and RE Howard had some Mythos stuff means I want every DCC to be centered on that stuff (I’m looking at you Free RPG day adventure). Similarly, I don’t always want ancient eldritch hypertechnology in my adventures. This is more a word-to-the-wise. Having some rocking, challenging adventures just involving some giants or a dragon would be nice, and I would buy them. I look to old school adventures for their problem solving complexity and interesting scenarios, and the random potion charts. Weirdness is great, but don’t always make it unfathomable weirdness from beyond the stars. I think Joseph’s preview of the demon demanding payment from the baron to kick off an adventure is a great example – don’t just assume I always want tentacles in my RPGing.
5. Don’t give up on kingdom/stronghold rules please. Mass combat comes up earlier and more often for me, because I use lots of small dungeons rather than ye olde megadungeon. I’d pay some money for some simple mass combat rules combined with rules for followers when leveling up, and simple and fun rules (no minigames though please) for running strongholds or gaining lots of political/magical power. I already have mass combat rules I like a lot and are VERY simple, while still including some tactical choice by the players so it’s more of a game, but it’s always nice to have more. Working this in as a default for high-level play, along with some sample adventures would be perfect!
Many of these suggestions have been noted elsewhere in the forums. I want add my two cents and emphasize some of them. I think these are kinds of fixes that would also really separate DCC as a higher quality, must-buy product, distinguishing it from the number of other free retroclones out on the market. That being said, thanks for making an already great game!