Hello,
I just bought DCC, Crawjammer and Umerica and I wanted to combine them into something along the lines of Mad Max and Firefly had a baby and it knew magic.
So, first, is this the right place to post questions about combining these 3 together? If not, where?
I am pretty sure I am not reinventing the wheel with this so does anyone have anything they can share about how they did this?
I am sure I will have many more questions as I delve into this but I wasn't sure if this was even the correct place to start.
Thanks in advance,
Rob
merging games like DCC Crawljammer and Umerica questions
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- Gongfarmer
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- FLGS: muse comics
- Raven_Crowking
- Cold-Hearted Immortal
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Re: merging games like DCC Crawljammer and Umerica questions
Toronto Crawl Classics opens the door wide. Maybe I can help.
What questions do you have?
What questions do you have?
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.
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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- Gongfarmer
- Posts: 2
- Joined: Mon Feb 17, 2020 11:39 am
- FLGS: muse comics
Re: merging games like DCC Crawljammer and Umerica questions
I am trying to get a handle on the best way to incorporate some of the classes and spells from DCC into Umerica without really unbalancing the classes in Umerica. The space portion is easier but I was looking at some of the weapons and spells in DCC and comparing them to Umerica and I am not sure how to balance it.
- Raven_Crowking
- Cold-Hearted Immortal
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- Joined: Fri Mar 16, 2012 9:41 am
- FLGS: The Sword & Board
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Re: merging games like DCC Crawljammer and Umerica questions
Can you provide a specific example?
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.
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.