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PostPosted: Thu Oct 12, 2017 1:58 pm 
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Far-Sighted Wanderer

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I love DCC but it's turned out to be a little too barebones and basic for my group. We'd absolutely love to see DCC's incredible foundation built upon with more fleshed out advanced rules. Has anyone heard of any ideas or plans for an official Advanced DCC supplement or rulebook?


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PostPosted: Thu Oct 12, 2017 4:13 pm 
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Far-Sighted Wanderer

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FLGS: Quantum Games
RabidWookie wrote:
I love DCC but it's turned out to be a little too barebones and basic for my group. We'd absolutely love to see DCC's incredible foundation built upon with more fleshed out advanced rules. Has anyone heard of any ideas or plans for an official Advanced DCC supplement or rulebook?


.....why?


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PostPosted: Thu Oct 12, 2017 7:57 pm 
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TheDiceMustRoll wrote:
RabidWookie wrote:
I love DCC but it's turned out to be a little too barebones and basic for my group. We'd absolutely love to see DCC's incredible foundation built upon with more fleshed out advanced rules. Has anyone heard of any ideas or plans for an official Advanced DCC supplement or rulebook?


.....why?


Why what?


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PostPosted: Fri Oct 13, 2017 6:05 am 
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RabidWookie wrote:
I love DCC but it's turned out to be a little too barebones and basic for my group. We'd absolutely love to see DCC's incredible foundation built upon with more fleshed out advanced rules. Has anyone heard of any ideas or plans for an official Advanced DCC supplement or rulebook?


Advanced rules for what, exactly?

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Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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PostPosted: Fri Oct 13, 2017 7:51 am 
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Some of Joseph’s design goals were to use 3x era rules, stripped of complexities like feats, attacks of opportunity, miniatures and battle-mats, etc, to run games that had the same “feel” as OD&D sessions back in the 1970s. So I do not think an Advanced version is in the works, at least not from Goodman Games.


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PostPosted: Fri Oct 13, 2017 8:08 am 
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FLGS: Gibson's Gaming and Trade Post (Blairsville), The Upkeep (Blue Ridge)
that being said, there are a lot of great 3rd party products you can get to make it as advanced as you like- and it's easy enough to port in rules from other systems.

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Arvis (l) kith mapper
Str9(0) Agi11(0) Sta15(+1) Per12(0) Int12(0) Luc17(+2) AC10 HP4 flint knife(x2)+2(1d4+2) or club+0(1d6) Spd30 Init0 Ref0 Fort1 Will0
chest w/ flask, mushroom bits(x4), ebon fruit, hand-sized mirror, thick leather & ink (Att/dmg flint knife+2) Planetary Common
Beega the Butcher (l) kith stonecutter
Str4(-2) Agi12(0) Sta14(+1) Per7(-1) Int8(-1) Luc11(0) AC10 HP3 stone axe-2(1d6-2) or flint spear-2(1d8-2) Spd30 Init0 Ref0 Fort1 Will-1
stone tools, empty flask, large sack w/Ythothian head, Hag's head, hagflesh Planetary Common
Darag DEAD laid down her life for the honor of her pack...
Kolo DEAD struck down battling that which is an abomination in the eyes of the Masters...
Moarbanez DEAD -died gloriously cleft in twain by a glaive...


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PostPosted: Fri Oct 13, 2017 9:38 am 
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Fenris Ulfhamr wrote:
that being said, there are a lot of great 3rd party products you can get to make it as advanced as you like- and it's easy enough to port in rules from other systems.


That's why I asked what he was specifically looking for!

:D

_________________
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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PostPosted: Fri Oct 13, 2017 8:47 pm 
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Far-Sighted Wanderer

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Raven_Crowking wrote:
RabidWookie wrote:
I love DCC but it's turned out to be a little too barebones and basic for my group. We'd absolutely love to see DCC's incredible foundation built upon with more fleshed out advanced rules. Has anyone heard of any ideas or plans for an official Advanced DCC supplement or rulebook?


Advanced rules for what, exactly?


Separate class and race, more character building options, dominion and stronghold building/management rules, proficiencies, etc. Essentially, a version of DCC based on AD&D instead of OD&D.


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PostPosted: Sat Oct 14, 2017 6:29 am 
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RabidWookie wrote:
Separate class and race


People have done it. There are now multiple classes for dwarves, elves, and halflings, though, in various resources. "Race as class" is a design aesthetic, I believe, intended to allow human dominance and intended to keep the demi-humans from being just like the humans (but better). The best option, I believe, for separating race from class can be found here: http://ravencrowking.blogspot.ca/2012/1 ... evels.html

Quote:
more character building options


The design of DCC is that you build your character through play, rather than selecting from a menu. As a result, the options for characters are literally limitless. The only things standing in the way are (1) what the judge will allow, and (2) what the player is willing to risk.

There are many classes available now, including ones in free resources like blogs and the Gongfarmer's Almanac. I now go one further, and let players design their own classes for particular characters if they want. The class design has to get my approval, though. http://noahms456.blogspot.ca/2014/07/3r ... -list.html

I guess to answer better, I would have to know what character options you want. Be aware, though, that character "building" options are intentionally avoided in DCC. You build your character through play, as with the original game through 1st Edition AD&D.

Quote:
dominion and stronghold building/management rules


There are a plethora of such rule systems available, most of which can be used with DCC with few (or no) changes. I would recommend the AD&D 1e DMG for basics. Still, I wouldn't mind seeing a DCC-specific set of rules for domain play.

Quote:
proficiencies


See above for notes on menu options. In DCC, your occupation and class determine your basic proficiencies, with events during play modifying these as determined by the judge. Nothing prevents you from adding in proficiencies from 2e or the 1e Dungeoneer's and Wilderness Survival Guides. If you do so, though, I would be careful not to add those proficiencies that model common adventuring tasks, as they are assumed in the game's design. I would also caution you to use them as rewards for play, rather than as things players merely choose. For an example of how this can work, see The Seven Deadly Skills of Sir Amoral the Misbegotten. http://www.drivethrurpg.com/product/117 ... isbegotten

Quote:
Essentially, a version of DCC based on AD&D instead of OD&D.


I honestly think that DCC was based, in part, on a "best of" Gygaxian D&D. Occupations, for instance, have a definite relationship to the Secondary Skills of the AD&D 1e DMG. So, in that sense, you already have your wish.

Remember that this is a game that is designed to be expanded upon in whatever way you want. In some places, I think you will find, the author has attempted to force you to expand upon it. Bend, fold, spindle, and mutilate. Make it your own!

_________________
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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