Does the cleric spell "Darkness" blind a person with Infravision (e.g. a dwarf)?
The description just says "...extinguishes the light of the sun..."
Search found 90 matches
- Tue Dec 11, 2012 7:09 am
- Forum: Magic and Spells
- Topic: Darkness spell and Infravision
- Replies: 3
- Views: 11480
- Thu Nov 22, 2012 7:16 am
- Forum: DCC RPG General
- Topic: Advantage/Disadvantage dice?
- Replies: 20
- Views: 31037
Re: Advantage/Disadvantage dice?
To add more context to the opening post; here are just a few more examples of 5e's advantage/disadvantage system: Race Dwarves get 'advantage' when making saves vs. poison. Monsters Drow's magic resistance gives them 'advantage' on saves vs. spells. Curses A curse of 'uglyness' may give you 'disadva...
- Tue Nov 20, 2012 9:03 am
- Forum: DCC RPG General
- Topic: Advantage/Disadvantage dice?
- Replies: 20
- Views: 31037
Re: Advantage/Disadvantage dice?
I don't understand. Is it purely where there's a situational bonus? It seems needlessly complex... In play, it is suppose to replace the endless minutia of situational bonuses/penalties. (E.g.: your mounted against a fallen opponent and the enemy has the sun in his eyes. Instead of +1, +1, +1, etc....
- Tue Nov 20, 2012 6:48 am
- Forum: DCC RPG General
- Topic: Advantage/Disadvantage dice?
- Replies: 20
- Views: 31037
Advantage/Disadvantage dice?
For anyone keeping track of the new D&D 'next' (5e) playtest, it is easy to see they are using lots of game concepts that DCC already uses (e.g. the fighter's 'deed' dice, etc. One idea that is new with 5e, is the concept of advantage/disadvantage dice. Generally, it is used any time the situati...
- Wed Nov 07, 2012 12:01 pm
- Forum: DCC RPG Adventure Modules
- Topic: People of the Pit
- Replies: 21
- Views: 40750
Re: People of the Pit
I'm mid-way through GMing this adventure. I had been DMing Pathfinder for about 5 years (and that *other* game for years before that). This is only the second time I have GM'ed Dungeon Crawl Classics RPG (DCC), and let me tell you, I'm have a BLAST. I haven't had this much fun GMing since the blue (...
- Mon Oct 29, 2012 12:42 pm
- Forum: DCC RPG Adventure Modules
- Topic: *Spoilers* People of the Pit - Area 1-19 The Looping Maze
- Replies: 15
- Views: 22616
Re: *Spoilers* People of the Pit - Area 1-19 The Looping Maz
I'm guessing this is how the area is to be played out by players (not characters): GM describes area. GM hands each Player the handout. Each player has 1 minute ( ? ) to draw his solution to the maze (with pen). At the end of the time, GM collects all papers. Each player is marked as follows: - Each...
- Fri Oct 19, 2012 6:54 am
- Forum: DCC RPG Adventure Modules
- Topic: The People of the Pit party size question
- Replies: 12
- Views: 17397
Re: The People of the Pit party size question
Question: will People of the Pit work with a 'funnel' of 0-level characters? (i.e. 4 for each player, so about 32-40 PCs). Or does this adventure specifically need the abilities of 1st-level PCs (e.g. healing, thief skills, magic, etc)?
- Thu Aug 09, 2012 9:51 am
- Forum: DCC RPG General
- Topic: Links to DCC RPG Resources, updated 6/21
- Replies: 121
- Views: 818462
Re: Links to DCC RPG Resources, updated 6/21
I think these are basically good to go if you are interested in adding them to the list: DCC RPG 0-level Character Creation Cheatsheet 2-sided sheet containing just about everything a player would need to create new 0-level characters. Only thing missing in the Occupation table. DCC RPG What to Rol...
- Thu Jul 19, 2012 10:21 am
- Forum: DCC RPG General
- Topic: Three Things I Don't Love About DCC
- Replies: 55
- Views: 115547
Re: Three Things I Don't Love About DCC
There's also the other issue: how do you track hit points lost from spellburn and hit points lost from damage? Does it reduce your maximum? The average Wizard is going to have something in the realm of 5 HP. That's not a whole lot of wiggle room either way and it will either lead to Wizards who woe...
- Wed Jul 18, 2012 8:40 am
- Forum: DCC RPG General
- Topic: Three Things I Don't Love About DCC
- Replies: 55
- Views: 115547
Re: Three Things I Don't Love About DCC
Using Hit Points makes it too easy for them to recover. Burn a few HP, Cleric heals, spells goes wild, burn a few points, Cleric heals, spell goes wild etc. Yes, but as the opening post notes: "...rule that only natural healing can bring those lost points back..." And also, as stated in t...
- Wed Jul 18, 2012 6:32 am
- Forum: DCC RPG General
- Topic: Three Things I Don't Love About DCC
- Replies: 55
- Views: 115547
Re: Three Things I Don't Love About DCC
7. Spell burning - I don't like the book-keeping that the current system creates. Hit points already abstractly measure a "weakening" character and should have been used here, along with a table for side effects to make it more interesting (and a rule that only natural healing can bring t...
- Mon Jun 11, 2012 10:30 am
- Forum: DCC RPG General
- Topic: Stomp the typo / Errata & FAQ
- Replies: 201
- Views: 1143980
Re: Stomp the typo / Errata & FAQ
Reprint from the "Character Sheets" thread: Thanks for these class-specific sheets, but I've found a few things which I can't find in the rules (I assume it was playtest stuff): Next to Agility, there is a box for "Missile Damage". I can't find a reference to this in the rules. C...
- Sun Jun 03, 2012 5:12 pm
- Forum: Characters
- Topic: Character Sheets
- Replies: 33
- Views: 74752
Re: Character Sheets
Thanks for these class-specific sheets, but I've found a few things which I can't find in the rules (I assume it was playtest stuff): Next to Agility, there is a box for "Missile Damage". I can't find a reference to this in the rules. Cleric sheet: under the lay-on-hands chart; it has refe...
- Thu Aug 13, 2009 5:26 am
- Forum: Wicked Fantasy Factory
- Topic: WFF #2
- Replies: 13
- Views: 60107
Re: WFF #2
Session #2: they made it up to the Giant's hips, down the other leg, and back up to the 'belly'. Everyone is having a blast (especially with the vertical combats in the levitation tubes). As a DM, this adventure seems like a perfect mix of puzzles, traps, and combat. While it is lite on roleplaying,...
- Fri Aug 07, 2009 4:50 am
- Forum: Wicked Fantasy Factory
- Topic: WFF #2
- Replies: 13
- Views: 60107
Re: WFF #2
Well, this is a late post, but... My group is currently going through WWF#2 and having a blast. While they have barely gotten up to the Giant's torso (so far), some of the players have said its the funnest adventure they have EVER been in (and they've played D&D for 10+ years)! I'll keep posting...
- Tue Jun 09, 2009 12:55 pm
- Forum: DCC Modules - 3E
- Topic: DCC #28 on PDF?
- Replies: 6
- Views: 15707
Re: DCC #28 on PDF?
Why? Did WotC change their policy?GnomeBoy wrote:If it is not available now,I'm guessing it will be before too long, given that GG can now start putting the 3.5 releases out as .pdfs again....
- Mon Jun 08, 2009 6:55 am
- Forum: DCC Modules - 3E
- Topic: DCC #28 on PDF?
- Replies: 6
- Views: 15707
DCC #28 on PDF?
Does anyone know if DCC #28: Into the Wild, is availible in PDF (electronic) format?
- Fri Aug 22, 2008 5:04 am
- Forum: Eldritch Role-Playing System
- Topic: how many rounds before it get's dull?
- Replies: 22
- Views: 39338
Re: how many rounds before it get's dull?
Here is a quote from another game that uses exploding dice: Q : Because of exploding dice, it looks like it’s better to have a d6 than a d8. So why would I want to increase my skills? A : Higher dice are better. Consider the standard Target Number of 4. A d6 has a 50% chance of success. A d8 has a 6...
- Thu Aug 21, 2008 10:04 am
- Forum: Eldritch Role-Playing System
- Topic: how many rounds before it get's dull?
- Replies: 22
- Views: 39338
Re: how many rounds before it get's dull?
which ability names did you change? These changes were mostly due to terminology familiarity with other rpgs, but some were just our own play-style. We don't think ( ? ) they have changed the spirit of the game any... Mastery changes have been left out of this discussion for space considerations. A...
- Thu Aug 21, 2008 8:59 am
- Forum: Eldritch Role-Playing System
- Topic: how many rounds before it get's dull?
- Replies: 22
- Views: 39338
Re: how many rounds before it get's dull?
We are using Core rules (with a few of the ability names changed). We had trouble balancing the opposed rolls (attempts were either too deadly, or too evenly matched).dancross wrote:Have you continued to use opposed rolls in combat or did you go back to the active dedense pools?
- Thu Aug 21, 2008 8:24 am
- Forum: Eldritch Role-Playing System
- Topic: how many rounds before it get's dull?
- Replies: 22
- Views: 39338
Re: how many rounds before it get's dull?
How about rolling the max result on the basic tier of an ADC allows the PC to roll another die of the same type? So one with D4 +D6+D6 (ranged > bows > short bow), who rolls 4 , 6, and 3 gets to roll the D4 again---rolls another 4---and the result is 17. Maybe keep that rule open-ended, so somebody...
- Wed Aug 20, 2008 5:11 am
- Forum: Eldritch Role-Playing System
- Topic: how many rounds before it get's dull?
- Replies: 22
- Views: 39338
Re: how many rounds before it get's dull?
I wonder if there is a "sweet spot" for the average length of a combat before things start to feel like "hit/miss, ho/hum". Or does it depend 100% on the group, the context, and all else? Our group splits play between ERP and D&D 4e. I've heard this comment several time: In ...
- Mon Aug 18, 2008 10:59 am
- Forum: Eldritch Role-Playing System
- Topic: Powergaming: Basic ability vs Specialization
- Replies: 10
- Views: 19253
Re: Powergaming: Basic ability vs Specialization
You can specialize in more than just what you're climbing, you can specialize in how you climb (such as climbing quickly or climbing one-handed or climbing stealthily). You can specialize in climbing surfaces in a particular state (such as climbing slick surfaces or climbing vertical surfaces). How...
- Mon Aug 18, 2008 5:25 am
- Forum: Eldritch Role-Playing System
- Topic: Powergaming: Basic ability vs Specialization
- Replies: 10
- Views: 19253
Re: Powergaming: Basic ability vs Specialization
Even 2d6 (6 CP) is better than 1d12 (8 CP). Yes, from a CP to CP point-of-view, more dice is always better. E.g.: d6 (2 CP) vs 2d4 (2 CP) But you also have to look at the specialties: how many, how often, etc. The rule's guideline is "Specialization should be useful in about 10-20% of the uses...
- Thu Jul 24, 2008 11:51 am
- Forum: Eldritch Role-Playing System
- Topic: Magic Resistance
- Replies: 14
- Views: 23951
Magic Resistance
We were wondering about the following overlap(?) in ability chains: Resistance > Magic Resistance > Specific source Willpower > Resist Magic > By type Willpower > Resist Control > Mind, body The Resilience PDP uses all three, so we know they are all a defense against magic, but what are the specific...