Search found 9 matches
- Tue Aug 18, 2015 5:23 pm
- Forum: DCC RPG General
- Topic: Speed questions
- Replies: 4
- Views: 7385
Re: Speed questions
Awesome, thank you guys.
- Tue Aug 18, 2015 6:21 am
- Forum: Rules discussion
- Topic: Assisting with skill checks (minor spoilers for Sailors)
- Replies: 4
- Views: 15171
Assisting with skill checks (minor spoilers for Sailors)
So the rules sort of imply that assisting others with skill checks is possible, at least in some cases (obviously it would have to be a check where assisting made sense), and this makes logical sense (and is common in similar games) however there are no guidelines on how, mechanically, to do so. For...
- Mon Aug 17, 2015 6:12 am
- Forum: DCC RPG General
- Topic: Speed questions
- Replies: 4
- Views: 7385
Speed questions
So how exactly does character speed come into play during your games? I know in past (different) games I've used speed for two things: 1) In-game battles, speed determining movement across a battlemat, however it seems many people use more abstracted movement in this game making that largely moot. 2...
- Mon Aug 17, 2015 4:50 am
- Forum: DCC RPG General
- Topic: Advancement
- Replies: 12
- Views: 19625
Re: Advancement
I haven't actually played yet, but have thought about this a bit. One thing I really like about the funnel is that it allows for players new to the game, and particularly RPGs in general, to have a chance to learn the basic rules without having to worry about a lot of other rules, the obvious ones b...
- Sun Aug 16, 2015 7:14 am
- Forum: DCC RPG General
- Topic: Positioning for combat, traps, etc with so many characters
- Replies: 20
- Views: 22631
Re: Positioning for combat, traps, etc with so many characte
Good idea, I'm deciding on which I am going to run, Portal or Sailors (the former seems more straight forward, the latter seems more interesting) and cutting out sections does sound like a good idea, at least for Portal for sure, then just get a few chips to use as players (pennies or what have you)...
- Sun Aug 16, 2015 6:06 am
- Forum: DCC RPG General
- Topic: Positioning for combat, traps, etc with so many characters
- Replies: 20
- Views: 22631
Re: Positioning for combat, traps, etc with so many characte
Exactly, though having a rough placement in every room, not to the point of drawing up a grid but just general placement, may solve that (or at least be a reasonable combination). If you don't mind letting me know (in this thread or PM) how things went, particularly movement both in combat if it app...
- Sun Aug 16, 2015 4:49 am
- Forum: DCC RPG General
- Topic: Positioning for combat, traps, etc with so many characters
- Replies: 20
- Views: 22631
Re: Positioning for combat, traps, etc with so many characte
Yea, thanks for that, I noticed after I posted the second that it needed mod approval but by then it was too late :) Apologies. Thanks also for the responses, very helpful, looking forward to running my first DCC game next week. I agree that, in general, I don't like counting squares in games as it ...
- Sat Aug 15, 2015 7:28 pm
- Forum: DCC RPG General
- Topic: Positioning for combat, traps, etc with so many characters
- Replies: 20
- Views: 22631
Tactical map or no?
So I made a longer post that must have been eaten, so I'll just get to the point: This game seems to, at times, encourage a more abstract battle scene (due to having so many characters, particularly in funnel games). On the other hand, at times it seems to encourage tracking position closely, due to...
- Sat Aug 15, 2015 5:27 pm
- Forum: DCC RPG General
- Topic: Positioning for combat, traps, etc with so many characters
- Replies: 20
- Views: 22631
Positioning for combat, traps, etc with so many characters
So basically what it says on the tin, combat and positioning can be tricky in regular games, but in this one (in funnels at least) there can be over a dozen (to say nothing of the seventy-something clay soldiers in the first map), how do you handle this? Now, ordinarily I can go either way on whethe...