Search found 898 matches
- Tue Aug 18, 2015 3:05 am
- Forum: DCC RPG General
- Topic: Speed questions
- Replies: 4
- Views: 7385
Re: Speed questions
Yep, speed is important during chasing, plus at the beginning of an encounter and during combat I do keep a mental note about approximately how far away are groups from each other. In some cases I even have a sketch for myself. As for players, I'll only tell what they see or sense. In the fury of ba...
- Tue Jul 28, 2015 9:19 pm
- Forum: Rules discussion
- Topic: Saving throws
- Replies: 4
- Views: 10494
Re: Saving throws
Are attack bonuses, spell slots, thief skill bonuses, action dice cumulative? Nope, so why would be saving throws cumulative? That would be insane, as you already realized. The modifiers in the table are the current modifiers for that level.
- Thu Jul 23, 2015 10:32 pm
- Forum: Magic and Spells
- Topic: Word of Command
- Replies: 8
- Views: 23792
Re: Word of Command
Check out the monster descriptions in bestiary for ghouls, mummies, shadows, skeletons, zombies.Lordpiovra wrote:If I am allowed to digress, what is the source of this statement?Undead are usually immune to sleep, charm, and hold spells
- Thu Jul 23, 2015 4:53 am
- Forum: Magic and Spells
- Topic: Word of Command
- Replies: 8
- Views: 23792
Re: Word of Command
I've a question concerning this spell. Isn't too much powerful? Every spell can be powerful in DCC RPG. Every spell can be weak in DCC RPG. Every spell can f*ck up either the target, or the caster for days or a lifetime in DCC RPG. You can paralyze (hold) every sentient being... Unless they misinte...
- Wed Jul 22, 2015 11:05 pm
- Forum: Rules discussion
- Topic: Luck Regenration
- Replies: 24
- Views: 58537
Re: Luck Regenration
Yep. It increases the maximum, at least at my table.SixSkullsSevenPits wrote:Also: Any luck awarded by the GM after the session modifies max luck and so is a completely different than thief/halfling luck recovery, right?
- Wed Jul 22, 2015 11:02 pm
- Forum: Rules discussion
- Topic: Luck Regenration
- Replies: 24
- Views: 58537
Re: Luck Regenration
OK makes sense, but what about thieves and halflings? Their "luck recoveries" are limited by the PCs current max luck, right? So if the hypothetical PC with the 12 luck was a halfling and didn't use any luck during an adventure, they couldn't use their luck recovery. If they did use luck ...
- Fri Jul 10, 2015 9:34 pm
- Forum: Judges' Forum
- Topic: Running Sailors of the Starless Sea for the first time...
- Replies: 3
- Views: 11647
Re: Running Sailors of the Starless Sea for the first time..
Don't worry about screwing up. Let the players replenish their losses from the beastmen's prisoners. Don't be afraid to let characters die. It's a pretty straightforward adventure.
- Wed Jul 08, 2015 9:31 pm
- Forum: Rules discussion
- Topic: Luck Regenration
- Replies: 24
- Views: 58537
Re: Luck Regenration
I didn't have an upper limit for luck. We had a character with 19 Luck by the end of the campaign. I'm curious how that works when Recovering the Body? If someone has a 20 Luck, can they not die until they run out of Stamina? Well, if someone's that lucky or could reach that high, he deserves to su...
- Wed Jul 08, 2015 9:04 pm
- Forum: DCC Lankhmar
- Topic: Monsters in Lankhmar
- Replies: 2
- Views: 17955
Re: Monsters in Lankhmar
I'm new to Leiber's world of Lankhmar, and was curious as to what kinds of monsters or bizarre creatures are present. That would spoil a lot of stories, why not start reading the Lankhmar stories? They are very easy to read, you can finish them quickly. :) But if you really want some information, h...
- Wed Jul 08, 2015 2:32 am
- Forum: DCC RPG Adventure Modules
- Topic: center of aereth ???
- Replies: 11
- Views: 30638
Re: center of aereth ???
IIRC yes.catseye yellow wrote: will journey to the center of aereth get a purple planet/chained coffin treatment? kickstarter? boxed set? more pages?
- Tue Jul 07, 2015 9:35 pm
- Forum: DCC RPG General
- Topic: Advancement
- Replies: 12
- Views: 19625
Re: Advancement
For example, Sailors of a Starless Sea -- it's kinda long for a funnel...especially with the new Summoning Pits/Area H in the new digest copy... I don't know about the new area, but the original Sailors can be easily finished within five hours. It's not a huge adventure, and the encounters run very...
- Mon Jul 06, 2015 10:56 pm
- Forum: DCC RPG Third Party Publishers
- Topic: Steel & Fury (Purple Duck Games) is available now!
- Replies: 22
- Views: 56635
Re: Steel & Fury (Purple Duck Games) is available now!
I had a RoleMastery tingle from the preview. Looks fun.
- Mon Jul 06, 2015 10:55 pm
- Forum: Rules discussion
- Topic: Luck questions
- Replies: 4
- Views: 13402
Re: Luck questions
1. I let them. A wizard with low luck won't risk burning Luck to avoid corruption. It has far better uses than that, like avoiding DEADLY things. 2. I give them a hint if they would miss a roll by few. That's usually enough to figure out how much luck to burn. 3. I didn't have halfling class in my g...
- Mon Jul 06, 2015 10:38 pm
- Forum: Rules discussion
- Topic: Luck Regenration
- Replies: 24
- Views: 58537
Re: Luck Regenration
I didn't have an upper limit for luck. We had a character with 19 Luck by the end of the campaign.
- Sun Jul 05, 2015 10:53 pm
- Forum: DCC RPG General
- Topic: Stomp the typo / Errata & FAQ
- Replies: 201
- Views: 1088587
Re: Stomp the typo / Errata & FAQ
Under the Halfling description it mentions characters being drawn from Traders and N'er do wells. This was reflected in the 0 level occupation chart of the Beta rules but by the time it came to print the 0 level occupation chart had been populated with Haberdashers, glove makers and so on. Does the...
- Sun Jul 05, 2015 10:47 pm
- Forum: DCC RPG General
- Topic: Combat in the Funnel
- Replies: 5
- Views: 9620
Re: Combat in the Funnel
I was just wondering how other judges handled it -- I didn't think there is usually space for 15 peasants to crowd around a humanoid creature and dog-pile it. If there isn't enough place, the rest can stand back, or join with pole arms and missile weapons. If there is enough place, then lob in an a...
- Thu Jul 02, 2015 10:48 pm
- Forum: DCC RPG General
- Topic: Class cheat sheets
- Replies: 8
- Views: 14188
Re: Class cheat sheets
These are pretty cool.
- Thu Jul 02, 2015 7:26 am
- Forum: DCC RPG General
- Topic: DCC RPG Player Handbook PDF?
- Replies: 5
- Views: 9652
Re: DCC RPG Player Handbook PDF?
It's properly bookmarked, especially in the most critical section: spells!
- Tue Jun 30, 2015 9:42 pm
- Forum: DCC RPG Adventure Modules
- Topic: upcoming DCC adventures
- Replies: 5
- Views: 15971
Re: upcoming DCC adventures
I think we'll learn more after GenCon.
- Tue Jun 30, 2015 9:42 pm
- Forum: DCC RPG General
- Topic: Class cheat sheets
- Replies: 8
- Views: 14188
Re: Class cheat sheets
Has anyone made these -- sheets with short lists of class powers for easy reference? Which class powers are you thinking about? The official sheets have place for lay hands, thief skills, etc... The rest of them can be written down too on them, but most class abilities are quite easy to remember (e...
- Sun Jun 28, 2015 7:53 pm
- Forum: DCC RPG General
- Topic: Advancement
- Replies: 12
- Views: 19625
Re: Advancement
1. I couldn't find it in the rules...do players receive XP during the adventure as they get it, or at the end of the adventure? For example -- during the funnel, what if they players receive enough XP to bump them to first level? They just suddenly become first level? It seems like it'd stop the ac...
- Tue Jun 23, 2015 10:29 am
- Forum: DCC RPG General
- Topic: "Advanced" Dungeon Crawl Classics
- Replies: 11
- Views: 16518
Re: "Advanced" Dungeon Crawl Classics
That being the case, I was hoping to just get some ideas on what people would add or want to see in the hopes that someday we will get a Goodman product that details some additional options. I'm still not sure if I should use my original "elite class" approach for my next campaign, or rew...
- Tue Jun 23, 2015 5:10 am
- Forum: DCC RPG General
- Topic: "Advanced" Dungeon Crawl Classics
- Replies: 11
- Views: 16518
Re: "Advanced" Dungeon Crawl Classics
For me advanced doesn't mean more complexity, but more content.
- Mon Jun 22, 2015 8:21 pm
- Forum: DCC RPG Adventure Modules
- Topic: "You died here." Sincerely, The GM/Author
- Replies: 4
- Views: 15124
Re: "You died here." Sincerely, The GM/Author
I always cross the character sheet and write the time and reason of death on it.
- Mon Jun 22, 2015 8:18 pm
- Forum: DCC RPG General
- Topic: "Advanced" Dungeon Crawl Classics
- Replies: 11
- Views: 16518
Re: "Advanced" Dungeon Crawl Classics
How about racial hit dice for 0-level characters? Or +1d/-1d penalty to the hit dice of some races on all levels.fireinthedust wrote:More durable 0-level characters? 4hp plus Stamina mod as standard would be better than random. I know it's about wise use of resources, but 1hp can be a bit low.