In between DCC games with ideas for the next one.

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Gameogre
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In between DCC games with ideas for the next one.

Post by Gameogre »

So I'm working on next time we move over to DCC. I'm thinking of doing the following.

No Thieves. Use the option from Crawl 1 and everyone can try thief skills.

No Clerics- Some of the clerics spells move to Wizard ones.

Hit Dice Pools from crawl 1- Everyone has extra pools of hit points they can use to heal up after a fight(to a certain limit).


I think this gives a much more swords and sorcery feel to the game and at the same time releases the cleric player to choose something more fun(he has complained loudly that he is tired of being a cleric and no one else wants that role.


What do you guys think? Anyone else done this?
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beermotor
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Re: In between DCC games with ideas for the next one.

Post by beermotor »

Clerics can be super fun, and crazy powerful. That said, I have been eyeing that no thieves rule for a while now. Looks like fun.
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finarvyn
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Re: In between DCC games with ideas for the next one.

Post by finarvyn »

Nice idea you have there. I'll be interested to see what develops in the campaign.

1) Some have argued from early in playtest that the cleric doesn't have much history in Appendix N (It does have a long history in RPGs, however) and thus the elimination of the class in some ways makes the game more like the books.

2) Early OD&D ('74 boxed set, prior to Supplement I Greyhawk) had no thieves, so there are many campaigns played without them. Your "everyone can try thief skills" solution is essentially what those folks do and it works just fine for them in OD&D, so I see no reason why it shouldn't work in DCC.

Essentially, your suggestion boils down to a "fighters and wizards" model, which should work pretty well.
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ecz
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Re: In between DCC games with ideas for the next one.

Post by ecz »

Gameogre wrote:So I'm working on next time we move over to DCC. I'm thinking of doing the following.

No Thieves. Use the option from Crawl 1 and everyone can try thief skills.

No Clerics- Some of the clerics spells move to Wizard ones.

Hit Dice Pools from crawl 1- Everyone has extra pools of hit points they can use to heal up after a fight(to a certain limit).


I think this gives a much more swords and sorcery feel to the game and at the same time releases the cleric player to choose something more fun(he has complained loudly that he is tired of being a cleric and no one else wants that role.


What do you guys think? Anyone else done this?
I'm also working to a DCC game revised with several changes in the core structure. Probably when my version will have a first decent form I'll post something to ask for comments and suggestions.
If I'm spending my time before my players have seen the rules to change/adjust something is only because the manual leaves (intentionally) a lot of room to the judge to make his own corrections according the tastes of his audience.

I need to be clear: the system is GREAT and I love it. It only needs a little of work to make it suitable for my players...
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