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
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.
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.
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
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!