MCC & DCC mash up: the whole kitchen sink!

Mutant Crawl Classics is the warped, mutant sci-fi twin to DCC. All Plantients, Manimals, Mutants and PSH are welcome here...

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blackstone
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MCC & DCC mash up: the whole kitchen sink!

Post by blackstone »

Been a long time since I've been here, so "hello"!

I just picked up the MCC rules at Origins and was wondering if anyone has any suggestions beyond the standard rules of mixing DCC with MCC. Basically take both books and use everything in them! the ultimate post-apoc mashup!

Any help would be appreciated.
"There's a fine line between sanity and insanity...I jump rope with it."
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Raven_Crowking
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Re: MCC & DCC mash up: the whole kitchen sink!

Post by Raven_Crowking »

"Make your zeros from either source, level the survivors up from either source, and good luck!"

The funnel should indicate artifact density so that human/PSH characters can choose classes appropriately. Or not. MCC humans have Darwinian Luck. DCC humans do not. MCC humans resist mutation. DCC humans do not.
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.
blackstone
Ill-Fated Peasant
Posts: 6
Joined: Tue Aug 15, 2006 6:29 am
Location: Aurora, OH

Re: MCC & DCC mash up: the whole kitchen sink!

Post by blackstone »

Cool. Nothing else needs to be "tweaked"? I should be able to run as is?
"There's a fine line between sanity and insanity...I jump rope with it."
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Raven_Crowking
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Joined: Fri Mar 16, 2012 9:41 am
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Re: MCC & DCC mash up: the whole kitchen sink!

Post by Raven_Crowking »

At a guess, yes. You can always add (or not add) artifacts or DCC magic items to tweak balance.
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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