Wednesday, December 26, 2012
Spellbooks in DCC
One of the things that struck me about the magic system in DCC is the "mythos" of the spells. There are a finite number of "known" spells, they are jealously guarded, and simply knowing that a particular spell exists is a feat. Add to that the fact that each Wizard casts each spell in a manner completely unique to himself, through the Mercurial Magic subsystem. There is also the fact that each time a spell is cast its effect and effectiveness is determined by the casting roll.
If I ever am able to run a DCC campaign, I have an idea regarding Wizards I plan to put into play.
My players will only have access to the casting tables for spells they begin the game with. Spells they gain once the campaign begins, they will need to keep notes on. I envision that each time a spell is cast the wizard's player will note the casting roll and effect. Ideally, these notes will be kept in a notebook of some sort, which will become the "spellbook". Eventually the player will have a complete grasp of what range of effects he can expect when this spell is used.
I don't know if this will work in play as well as I like the look of it on paper. If it does, though, it seems like a very cool way to really engage the player with his character.
Sunday, December 23, 2012
Idea of the Century
I want to nominate this referee screen for some sort of Nobel Prize, or at least the Idea of the Century. It is sheer genius.


Toil and Trouble
On page 314, under the heading General Principles of Wizard Spells, you will find the following quote:
Simply learning that a spell exists is a great accomplishment . . .That simple sentence has captivated me. Elsewhere in the rules it is stated that there is a finite number of known spells. I'm not sure if spell research is permitted by the rules. It is my understanding (based on my woefully incomplete reading) that spells are "given" by powers beyond the kin of the masses, and that this is the way to gain them. If that is correct, then not only is it an intriguing assumption, it definitely means that a count of "spells known to exist" is conceivable.
At any rate, there are very interesting rules for Wizards learning of spells, in order that they may actually learn them and study them. I think that is a completely awesome idea. Upon attaining each level a Wizard has the opportunity to learn a new spell. This is not simply a matter of the player perusing the spell lists and saying "I'll take this one". During the course of adventuring at the previous level, the player must make the effort to learn of the existence of spells. In fact, this should be as common to the Wizard as seeking rumors of fabled blades of power is to the Warrior. The judge should, of course, concoct these rumors and have them sketched out. Any spells that the Wizard learns of are eligible to be chosen from to be learned at the next level. But it doesn't end there.
If the Wizard knows of the spell through a tome or some other actual record of the spell, he must expend a certain amount of time and make a roll. If successful, the ordeal is over and he can cast the spell.
On the other hand, if he knows of the spell, but doesn't actually possess a "copy" of it, he must obtain such. It can be written, whispered from a demon's lips, or imparted in any creative way the judge can envision. In any event, it may take a quest of some nature to reach the source of the knowledge. There may also be a cost for acquiring the knowledge. Nobody said the path to magical power was smooth or easy.
If, by chance, no knowledge of a spell is discovered, there are tables to randomly determine certain particulars. There are three tables: Where Is the Knowledge Found, What Is the Cost of the Knowledge, and What Components Are Required. So, for example, I just rolled on the tables and discovered that the spell can be found in the purest drop of water, the price of knowledge of the spell is the Wizard wearing his hair in a topknot, in the custom of a sect of monks. Finally, a mother's love for her child is a required component for the spell to function. Of course, it falls on the judge to weave these random elements into something adventurous.
DCC is rife with tables such as these, but it should be remembered that the tables given are more like examples than holy writ. It would be a simple, and fun, matter to develop other results for these categories.
Of Wizards and Warriors in DCC
So, I haven't been abducted by aliens, joined a cult, or had my own private Mayan meltdown. I've been working my ass off. I found a job as a temp driver with FedEx and I've been working all the hours they will give me in hopes of impressing them enough to keep me. Now, as we approach the end of their "peak time" I am waiting to find out if I was impressive enough.
During my hiatus I downloaded the free pdf of Delving Deeper. I am quite impressed. It does what it set out to do, and does so beautifully. If LBB-style play is something you desire, definitely give it a look.
However, as I read it and marveled at the power of its simplicity, my mind kept wandering back to DCC. You see, DCC fulfills two of my most heart-felt desires:
During my hiatus I downloaded the free pdf of Delving Deeper. I am quite impressed. It does what it set out to do, and does so beautifully. If LBB-style play is something you desire, definitely give it a look.
However, as I read it and marveled at the power of its simplicity, my mind kept wandering back to DCC. You see, DCC fulfills two of my most heart-felt desires:
- Magic is unpredictable. Truly unpredictable. There are a slew of games that require some sort of spell check roll to successfully cast a spell. DCC turns that concept up to 11. Each spell has its own unique casting table. Where the "unpredicability" before was simply does-it-work-or-not, with DCC the result and effectiveness are inextricably bound together. Where there may be fairly static fumbles/criticals on the casting roll, DCC's casting roll is on a sliding scale. Catastrophe at one end, dizzying success at the other, with all other results in between. Variable, random, and undeniably exciting.
- Warriors are the kings of the fight. No other class fights as good as the fighter. Fighters are truly deadly and not to be trifled with. They have variable to-hit bonuses and damage bonuses that scale with level. At first level their bonus is d3, so each turn they may enjoy a bonus to hit and damage (one roll determines both) of +1 to +3, plus STR bonus, if applicable. At 4th level the bonus has increased to d6, and by 10th, it is d10+4. So, your 10th level fighter will have, on average, a +9.5 to hit and damage, plus STR and/or magical bonuses. Sure, it could be a +5, but it could also be a +14. What really separates Warriors, though, are the Critical Tables. This is another concept where DCC takes a tried-and-true idea and cranks it to 11. Each class has its own crit table. Warriors (and dwarves who roll on the warrior tables, just not with quite as much potential for devastation) have three tables that they progress through as they gain levels. Additionally, Warriors roll increasingly better dice on their increasingly more lethal crit tables as they gain levels. Oh, and one more thing, their potential for crits goes up as they gain levels. It starts at 19-20, and tops out at 17-20 at 9th level.
Of course, there's much more to the game than this. It is incredibly easy to find all manner of reviews and breakdowns of the rules. This is just two of the things that DCC takes to another level, and I am very happy with how it was done.
Now, I'm going to do a post on Wizards' spells. It was some crap I was writing for this post and realized it needed to be its own thing. So, let's proceed, shall we?
Monday, October 22, 2012
Anguish and Abandon
Disclaimer: What follows is not meant as a comparison of two fine games. I am merely using the two games to contrast two different play styles, since they are such iconic representations of their respective styles.
As you know, immediately preceding my current obsession with DCC I had a dalliance with LotFP. There is a fundamental difference in their implied styles of play that I felt like pointing out.
Lamentations is notable for its total lack of a bestiary. There are several reasons that the author chose to go this route, but there is one that matters most to this post. In the implied setting of LotFP there are no "evil races". There are no orcs, goblins, trolls, ogres, or giants. There are no dragons who wear their moral affiliation in their color. This means that every time a character kills it requires accepting that the character is killing. There are no free passes. There are no unrepentant races or groups. There are no creatures that it is OK to kill. In a way, this makes LotFP very story-driven. At least that is how I define such things. The more angst the game promotes, or the more focus a character's internal conflict (or downward moral spiral) is given, the more I tend to think of the game as story driven. For example, in such a game, the killing is often anti-climactic to the fact that the character made the willful decision to kill.
At the other end, we have DCC. With the exception of wizards needing to be ever vigilant of the dangers of their craft, killing is done with wild abandon. Spells can succeed spectacularly, raining death. Warriors can perform deeds of great daring in pursuit of their enemies. While DCC does encourage unique monsters, it also includes the old favorite "bad guys", ripe for the slaughter.
While there is a part of me that can really appreciate the style of LotFP, it's not really the way I want to play anymore. Maybe when I was in my "serious role playing" phase, sure. Now, if I can ever manage to get a game together, I just want to have a few laughs, some hair-raising chills, thrilling adventures, and ultimately kill some monsters and take their shit. And for all the angst-love I have for LotFP (and it is considerable), I want to do all that killing without having to anguish over it.
Thursday, October 18, 2012
Firstest with the Mostest
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"I didn't really talk like a total hick" |
At any rate, I think his personal philosophy of battle holds up pretty well in Dungeon Crawl Classics. Allow me to explain.
I was reading a forum post over on the Goodman Games forum. It's about combining DCC and AD&D. The parts that I found of particular interest were concerned with using old 1E modules with DCC and the conversions necessary for such. Module T1: The Village of Hommlet was batted around quite a bit. As I read it, my very first thought was to use the fluff and descriptions, but for anything mechanical, just grab the Libram (my personal nickname for the DCC rulebook). It seems pretty straightforward to me. Hommlet is a shining example of Gygaxian naturalism, so subbing in one set of mechanical details for another shouldn't really be a problem. Plus, both games are founded on a core belief that encounters do not have to be fair or balanced. So, if a DCC version of a monster is too powerful, the characters should just beat feet and look for a way 'round.
So, all that sounds fine, up to now. But . . . Hommlet is a 1st level module. What about using more potent modules, like White Plume Mountain? DCC tops out at 10th level. So, Gods forbid the party should ever enter the Steading of the Hill Giant Chief. Can you imagine a 10th level fighter with d8 hit dice strolling through the G series? Sure you can, but not very far through it, right?
Which really starts bringing this post full circle. I realized something wonderful about DCC combat. It is fast and deadly. Yes, the characters don't walk around with triple-digit hit points. Their damage potential though is off the charts compared to any other form of D&D, except maybe 4th with its semi-mystical "Powers".
A DCC Hill Giant has AC16 and an attack bonus of +15, doing 2d8+8.They average a crit about every 5 rounds, have 8d10 HP, and roll a d24 for attacks. Yikes! Oh, and their crit table is a thing of terror. So, what about our fighter? Well, he'll have 10d12 HP, not the d10 of AD&D, so that's a start. He can attack up to three times a round. One of those is with a d14, but that is mitigated by the attack die. His attack die will grant him a minimum of +5 to-hit and damage each round. It could be as high as +14, and remember: the single roll applies to all attacks and damage for the round. So, if he gets a +14, and assuming he hits all three times (a very safe assumption with a +14 to-hit also), he will do at least 45 points of damage. That is if none of the attacks crits and all his damage rolls come up 1's. Which brings us to crits. Our fighter's threat range is 17-20, which translates into a 20% chance for a crit each turn, or one every five turns, like his giant opponent. A 10th level fighters crits are the stuff of nightmares.
What does all this mean? It means lots and lots of blood and gore flying around from the start. It means that when the fight is joined the warriors need to wade in and handle business real quick. I haven't studied the monsters yet, but I suspect that each level is challenged similarly. So, the monsters are stone cold killers, more than capable of meting out enough damage to ruin a character in short order. But the characters are also capable of raining down death. A sound plan, when there's time to formulate one will be beneficial, and in some situations crucial. Along with an exit strategy. Always know which way to run. Survival is a matter of who hits hardest and fastest, or avoids getting hit at all.
Wednesday, October 17, 2012
New Look
If you're reading this, you already know. I completely revamped the look of the blog. Tim pointed out that it was difficult to read as I had it, what with the semi-transparent background. I made the background opaque, which made it easier to read, but didn't do anything for my aesthetic. I had been batting the idea around for a cleaner look, something more focused on the content. You know, more substance, less style. Of course, that puts the onus on me to provide the substance. Who's idea was this, anyway?
Anyway, if the new look moves you, please let me know. If it is easier or harder to read, which look you prefer (hopefully the new one, cause I really don't like changing it all that much). Please let me know, because even though I may have started this for me, it is more about us now, and we're all in this together.
Anyway, if the new look moves you, please let me know. If it is easier or harder to read, which look you prefer (hopefully the new one, cause I really don't like changing it all that much). Please let me know, because even though I may have started this for me, it is more about us now, and we're all in this together.
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