module compability

Fritz Leiber's Lankhmar setting, home to the legendary Fafhrd and Gray Mouser, is the first officially licensed setting for the DCC RPG.

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catseye yellow
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module compability

Post by catseye yellow » Mon Apr 27, 2015 3:15 am

as it says. i would love to know if i can use 'regular' dcc modules with little or no change with dccL characters?

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Re: module compability

Post by finarvyn » Mon Apr 27, 2015 8:42 am

We don't have any official word yet, but I think that since DCC Lankhmar is fundamentally DCC that most of the rules will still apply and therefore non-DCC modules could be run as Lankhmar modules and so forth.

The rules changes I've heard about so far don't seem to be "game changers" to the point where a module wouldn't be compatible from one rules set to the other.
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catseye yellow
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Re: module compability

Post by catseye yellow » Tue Apr 28, 2015 1:58 am

the only game changer that i see is exclusion of clerics. i am really curious to see what is the alternative to clerical healing.

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Re: module compability

Post by GnomeBoy » Tue Apr 28, 2015 10:23 am

catseye yellow wrote:the only game changer that i see is exclusion of clerics. i am really curious to see what is the alternative to clerical healing.
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Re: module compability

Post by ragboy » Tue Apr 28, 2015 12:53 pm

GnomeBoy wrote:
catseye yellow wrote:the only game changer that i see is exclusion of clerics. i am really curious to see what is the alternative to clerical healing.
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Re: module compability

Post by DM Cojo » Tue Apr 28, 2015 4:31 pm

I don't know much about Lankhmar, but I don't see myself changing much. Even if Lankmar stories don't have clerics, I can't imagine my game without one. I will probably just run Lankhmar as another alternate planet or dimension for my DCC campaign and use all the same rules and characters.

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Re: module compability

Post by catseye yellow » Wed Apr 29, 2015 12:14 am

that playtest report mentioned using luck in some way to 'heal' damage. i am itching to find more.

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Re: module compability

Post by finarvyn » Wed Apr 29, 2015 4:15 am

The nice thing is that none of the tweaks mentioned so far in this thread (or any rules adjustments that I've seen posted elsewhere) seem to be an issue as far as module compatibility goes. :D
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Re: module compability

Post by catseye yellow » Wed Apr 29, 2015 9:14 pm

my thoughts excatly but i am just chatting up myself like an alcoholic waitng for a barman to bring him a drink.

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Re: module compability

Post by finarvyn » Thu Apr 30, 2015 2:41 am

catseye yellow wrote:my thoughts excatly but i am just chatting up myself like an alcoholic waitng for a barman to bring him a drink.
I'm with you on this 100%. It's almost a crime to give us a Lankhmar teaser then tell us almost nothing about it. And I haven't been able to get ahold of the Ningauble module yet, either, so I can't even lord that over folks. :lol:
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catseye yellow
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Re: module compability

Post by catseye yellow » Thu Apr 30, 2015 10:37 am

i am waiting for the pdf. although i suspect once i have it it will just further wet my appetite.

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Re: module compability

Post by finarvyn » Thu Apr 30, 2015 12:44 pm

catseye yellow wrote:...wet my appetite.
It's "whet" actually, as in to sharpen. "Whet my appetite." One of those wacky things where two words sound pretty much the same but aren't quite. My wife uses the phrase "the point is mute" instead of "the point is moot" because she'd never seen it in print. It makes sense her way, too, I suppose. :lol:

And as to your actual point, I agree. Actually, I'll take the PDF or the print copy or anything I can get my grubby hands on. Even someone with a copy just telling me more about it. I'm not picky. 8)
Marv / Finarvyn
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catseye yellow
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Re: module compability

Post by catseye yellow » Thu Apr 30, 2015 12:55 pm

ha! live and learn. of course i have never seen it in print.

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Re: module compability

Post by finarvyn » Fri May 01, 2015 4:33 am

No prob. Sorry if I sounded like a jerk. It occurred to me after I posted that it might have come off as being a little snarky. Not my intent at all. :(

Oh, and I see that the print version of the Ningauble module is listed as for sale on the GG webpage. :D
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Re: module compability

Post by catseye yellow » Fri May 01, 2015 6:44 pm

everything fine. don't worry.

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Re: module compability

Post by Rick » Sat May 02, 2015 6:25 am

finarvyn wrote:Even someone with a copy just telling me more about it. I'm not picky. 8)
I have it. It's approx 15 pages long, not including cover, full page art, or map. Speaking of the map it's presented as two pages of geomorphs as the Cave is always changing.

It's not an adventure, it's more of a supplement focused on Ningauble and his cave. That said, besides a half-dozen landmarks within the Cave (Trembling Bridge, Pit of Ultimate Truth, Pool of Consequences, Staircase of Error, Great Gate, Audience Cave), five possible entrances/exits are detailed (1 Ilthmar & the Sinking Lands 2 the Sea of Monsters & the City of Ghouls 3 Ool Hrusp of the Land of the Eight Cities 4 Rime Isle 5 Quarmall) and with each are two adventure ideas and one fully fleshed out encounter.

Ningauble is fully presented as a DCCRPG patron (no unique spells). Doug Kovacs' kickass art is featured throughout and Ratface Slipshot makes a welcome return.

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Re: module compability

Post by catseye yellow » Sat May 02, 2015 7:20 am

RATFACE! i want filcher took back too!

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Re: module compability

Post by finarvyn » Sun May 03, 2015 3:29 am

Rick wrote:
finarvyn wrote:Even someone with a copy just telling me more about it. I'm not picky. 8)
I have it. It's approx 15 pages long, not including cover, full page art, or map.
Thanks for the detailed info. 8)

The geomorphic map is a clever idea, but since it's Goodman Games I start to expect that on a regular basis. Love the multiple exits with adventure hooks. Can't wait to see the Kovacs artwork!
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"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
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Re: module compability

Post by Nyarlathotep5150 » Tue May 19, 2015 4:11 pm

As far as healing, they could just take the easiest route and just further abstract what hit points represent. Instead of having it be an amount of "cuts and scrapes." have it represent your fighting spirit/stress/fatigue (similar to how it works in Transylvanian Adventures). Then they could just create a Courtesan style class with healing powers (insert lay on hands joke here). Similar to how Fallen Empire made the Witch class to fix the loss of the Cleric, for the exact same reason.
I hope they do something more profound than that, but that is a quick and easy fix. When in doubt, reskin it.
Either way, can't wait for the boxset.

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Re: module compability

Post by Gameogre » Wed May 20, 2015 10:03 am

I think it would fit the flavor much better to have Cleric as a modified class. This setting is actually one of the few that had tons of religion and priests in it from the S&S era.

It's just the cleric didn't act like the typical rpg healer.

I say leave cleric in but take out healing and turn it into some luck based thing.

Let Clerics be unshackled from their healing chains!

Now that would take a major reworking of the class but it shouldn't be too hard.

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Re: module compability

Post by Nyarlathotep5150 » Wed May 20, 2015 4:33 pm

Or just have a luck based healing but give a class a variant of the Halfling lucky charm bonus. To give people luck back. I don't know how they'll actually do it, but I have faith that it will be awesome.

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Re: module compability

Post by Doug Kovacs » Sat May 23, 2015 9:29 am

catseye yellow wrote:RATFACE! i want filcher took back too!

My rough idea is that any illos featuring band memebers in the Lankhmar stuff happened prior to Sailors on the Starless Sea.
Filcher Took might still be alive but since there are no halflings native to Lankhmar it is unlikely he will pop up, but who knows… I didn't know I would be bringing Ratface Back until I needed to figure out why the band would be in Lankhmar at all following the whole sundering of the band on the Purple Planet.
Turns out they are aren't. They were there before and they may have even met Shana in Ninguables cave. I'm not sure about that yet.
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Re: module compability

Post by finarvyn » Sun May 24, 2015 3:24 am

Doug Kovacs wrote:...since there are no halflings native to Lankhmar it is unlikely he will pop up, but who knows…
The whole thing with Ningauble's cave means that one can push the boundaries here at will and whim.
Marv / Finarvyn
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-- Gary Gygax
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-- Dave Arneson

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Re: module compability

Post by emirikol » Fri Jun 05, 2015 2:29 pm

Regarding non-cleric healing, we used "waste your gold on stuff" approach in our Hyborian games. Wasting gold meant that you were spending downtime drinking , gambling, fraternizing, etc. Find a suitable amount and say goodbye to the magical healing crutch forever :)

jh

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Re: module compability

Post by fym66 » Sat Jul 25, 2015 8:20 pm

Any movement on this? I'd like to run a Lanklhmar funnel for my characters. Any mods out there? Any level 1 mods after that?

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