I am going to go out on a limb and say that the DCC RPG rules perhaps should include neither specific grappling rules nor a DR system. These areas should be left up to the DM to either rule on by fiat, or for the DM to address in houserules in a way which fits with how he runs his game world, or both.
One thing that many of the D20 based systems don't really leave room for is one of the things which was considered a strength of many OSR systems. EGG in the 1e DMG encouraged DMs to rule by fiat and to change the rules as necessary to fit the rules to their games. After all the rules serve the player, not the other way around.
In today's OGL and GSL systems we seem to have moved in the opposite direction. We are all turning into rules lawyers. Granted we are doing it out of necessity due to the complexity of the rules, but it is a trend that I see none the less. It feels like we end up servants to the rules.
One of the reasons that I think the rules fit into 64 pages was the fact that the authors knew they couldn't fit every game situation into the rules as 3e and 4e try to do. Or perhaps they just didn't want to try to account for every situation in the rules.goodmangames wrote: * I am continually impressed that every pre-1980 edition of D&D managed to pack the entire rules set into 64 pages, give or take. I believe that modern rules "bloat" is one entry barrier for the hobby. Plus I know that many of us are grown-ups now, without an entire summer to blow learning a new game, and I'd really like to publish a game that is actually playable by a significant chunk of the gaming population - which means easy to grasp, easy to learn, and not a massive tome. As such, I am focused on a relatively short rulebook as the primarily (and probably only) rules product. There won't be a PHB, DMG, MM, etc. There will be one book. Maybe a rules supplement once a year or something to support any evolution of the game, but not much more than that.
So, let's just houserule it.