Search found 307 matches
- Mon Jun 10, 2013 12:33 pm
- Forum: Rules discussion
- Topic: Appendix N healing. Or how to get better without a Cleric
- Replies: 10
- Views: 17426
Re: Appendix N healing. Or how to get better without a Cleri
To throw another thought out there for everyone. I would only play this if there were no clerics in the party, because if there was a Cleric it would make their healing too powerful. Divide all incoming damage in half and assign it to two columns. The two columns would be temporary damage, the secon...
- Mon Jun 10, 2013 7:49 am
- Forum: Rules discussion
- Topic: How often can a cleric retry lay of hands?
- Replies: 20
- Views: 36613
Re: How often can a cleric retry lay of hands?
...the deity has told them he/she will not heal opposite or opposing aligned Party members any longer until the Cleric converts them to their religion... We'll see how that plays out. So when they can't get healed from within their party, what then? Personally, I like the idea of a class mechanic t...
- Fri Dec 02, 2011 6:49 am
- Forum: Playtest Feedback: Other
- Topic: Old School versus 4E
- Replies: 13
- Views: 36797
Re: Old School versus 4E
House rules are very good. Our group plays with a very small set of house rules. Why? Because we like to keep in shape for tourneys at Gen Con! So we try to keep to core rules for most of the game so we do not suffer too bad at tourneys... To be honest, the main changes we make to the game are tweak...
- Fri Nov 04, 2011 5:12 am
- Forum: DCC RPG General
- Topic: Thoughts on Appendix N and Magic
- Replies: 6
- Views: 10235
Re: Thoughts on Appendix N and Magic
So, not only do wizards have to deal with Patrons and corruption, but they ain't getting any either! Who wants to be a mage now? :lol: I feel very strongly about enforcing this little tidbit of color - we'll see how my players react. As long as your group does not consist of LARPers.... you should ...
- Fri Oct 14, 2011 11:42 am
- Forum: Playtest Feedback: Characters
- Topic: 3d6, in order
- Replies: 91
- Views: 199003
Re: 3d6, in order
Possibly not true in DCC RPG.finarvyn wrote: Ah, but if you awarded 550 GP to this, you'd also be giving him the 550 XP!
![Smile :)](./images/smilies/icon_smile.gif)
- Fri Oct 14, 2011 5:18 am
- Forum: Playtest Feedback: Characters
- Topic: Alternative to "3d6, in order"
- Replies: 36
- Views: 94255
Re: Alternative to "3d6, in order"
I'm just going to throw something out there that I've thrown out there so much over the last 8 or 9 months that it hardly sticks to the wall anymore. DCC really, really needs one or a few "variant" ability score options for (a) creating characters that are higher than 0-level and (b) gene...
- Tue Oct 11, 2011 5:02 am
- Forum: Playtest Feedback: Characters
- Topic: Alternative to "3d6, in order"
- Replies: 36
- Views: 94255
Re: Alternative to "3d6, in order"
Point well taken, and I agree with this 100%, but on the other hand I can see where if folks want characters to be "heroic" they want to see some aspect of their character actually be above average. More so than what a standard "3d6 in order" might achieve. "Call of Cthulhu...
- Mon Oct 10, 2011 9:35 am
- Forum: Playtest Feedback: Characters
- Topic: Alternative to "3d6, in order"
- Replies: 36
- Views: 94255
Re: Alternative to "3d6, in order"
I think that players who insist on large stat values without any truly low stats (like things were in 0e, 1e, and 2e) are cheating themselves of some wonderful opportunities for RP. I do think you nailed it on the head. It is easy to RP 18 in a stat... but the RP difference between 10 and 13 (+0 an...
- Mon Oct 10, 2011 5:02 am
- Forum: Playtest Feedback: Characters
- Topic: Alternative to "3d6, in order"
- Replies: 36
- Views: 94255
Re: Alternative to "3d6, in order"
I do understand where you are coming from, but I would like to caution everyone on adjusting the stats upwards too much. From my reading of the rules, the DCC RPG is designed around very little stat bonus. That a character will have one bonus (with maybe a penalty). This bonus is usually small. As y...
- Thu Sep 29, 2011 2:48 pm
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 154012
Re: Mighty Deeds for other classes
I am not going to address all of your comments as it would get to be too big of a thread. :) The only one that I wanted to clarify was you take that I accused anyone not playing a Fighter/Warrior a power gamer. That was not my intention. I just found that at higher levels, spell casters take much mo...
- Fri Sep 23, 2011 7:12 am
- Forum: DCC RPG General
- Topic: Thieves, Luck and DCC RPG
- Replies: 6
- Views: 14759
Thieves, Luck and DCC RPG
I would like to start this out with the following statement: I know what I am asking is opening a prior can of worms. But I feel that it is still worth bringing up because of how unbalancing Thief Luck can be. That being said... :) I think that thief chances for success should be moved back to perce...
- Fri Sep 23, 2011 6:36 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 154012
Re: Mighty Deeds for other classes
The DCCRPG (whether accidentally or purposely) has restricted such behaviors and actions to the warrior class in an attempt to make it interesting. Tortog, I think your statement is true. That is why I started this thread to begin with. How do we keep the warrior class interesting while allowing th...
- Fri Sep 23, 2011 6:18 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 154012
Re: Mighty Deeds for other classes
True, but IMO allowing the players to burn stats to "thumb their nose at fate" is a terrible mechanic. Especially since one of the stated design principles is (in the design blogs and on the threads): game balance through randomization. {Translation for those not fluent in DM-speak: "...
- Thu Sep 22, 2011 6:08 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 154012
Re: Mighty Deeds for other classes
Assuming no one can change the authors mind on the warriors only MDoA, here is an alternate mechanic I've been considering: non-warrior classes wishing to perform the MDoA, choose the chart and then describe the MdoA they wish to perform (just like a warrior would) then they make there attack roll ...
- Fri Sep 16, 2011 9:34 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 154012
Re: Mighty Deeds for other classes
I like this, the problem is it still hasn't solved what happens when the wizard wants to trip the orc off the bridge later... Or the thief needs to do it again but is out of luck. Telling them they simply "can't" seems silly. My suggestion would be that you are back to a 3e type situation...
- Fri Sep 16, 2011 9:19 am
- Forum: Playtest Feedback: Other
- Topic: Problems and Suggestions after Weeks of Play (Long)
- Replies: 19
- Views: 54269
Re: Problems and Suggestions after Weeks of Play (Long)
Thanks for the detailed reply! Here are some quick notes in response... 1. The names of ability scores. We have a mix of previous D&D players and players who’ve never played RPGs before. Also DCC is really similar to D&D. It’s just confusing given these two factors to reference non-standard...
- Fri Sep 16, 2011 5:17 am
- Forum: Playtest Feedback: Other
- Topic: Problems and Suggestions after Weeks of Play (Long)
- Replies: 19
- Views: 54269
Re: Problems and Suggestions after Weeks of Play (Long)
So my proposal to Joseph was based on a challenge/encounter XP system. It was easily scale-able to control how fast or slow characters could level up. In some of the examples, I put in the email it took approximately 30 seconds to calculate XP for a series of encounters. This sounds good with a cav...
- Thu Sep 15, 2011 11:48 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 154012
Re: Mighty Deeds for other classes
I vote for this. It is both simple and consistent with the rules. (I take it that of course you don't add the luck burn to damage like you would with MDoAs!) And it makes sense to give Thieves and Halflings this little advantage: Unless I misunderstood what you wrote here.... You cannot 'burn' luck...
- Thu Sep 15, 2011 10:37 am
- Forum: Playtest Feedback: Combat
- Topic: Two-Handed Weapons are not "Great" weapons
- Replies: 13
- Views: 40557
Re: Two-Handed Weapons are not "Great" weapons
Good point about the first round reach. I hadn't thought about that ... hrm. //H If you roll initiative every round, then you can do something like this: Simple but not applicable to all situations: 1st round initiative (closing) 2nd round initiative (once you are in melee) Slightly more complex, b...
- Thu Sep 15, 2011 9:52 am
- Forum: Playtest Feedback: Other
- Topic: Problems and Suggestions after Weeks of Play (Long)
- Replies: 19
- Views: 54269
Re: Problems and Suggestions after Weeks of Play (Long)
I like the idea of something simple, but also of giving XP for treasure value as well as defeating monsters and traps. I like the idea of something gut simple like total value of treasure found (excluding magic) plus 10 per hit point of monster defeated divided by total number characters (with henc...
- Thu Sep 15, 2011 8:55 am
- Forum: Playtest Feedback: Combat
- Topic: Two-Handed Weapons are not "Great" weapons
- Replies: 13
- Views: 40557
Re: Two-Handed Weapons are not "Great" weapons
I still think 2-handed weapons are being done backwards. To simulate a "strike first" potential I would actually have an init bonus (d30 instead of d20). I run with individual initiative on the first round only, then switch to party vs. party (d6) so it works well together. If the 2-hande...
- Fri Sep 09, 2011 5:12 am
- Forum: Playtest Feedback: Characters
- Topic: Cleric Sacrifice???
- Replies: 15
- Views: 44375
Re: Cleric Sacrifice???
I do really, really like the idea of running a quest for your god/church to do something beneficial for you, I just don't know how this would count towards something like a sacrifice penalty. Maybe after the quest the Clerics holy symbol is imbued with a number of charges they can use for the sacri...
- Thu Sep 08, 2011 10:23 am
- Forum: Playtest Feedback: Characters
- Topic: Stat Increases As Levels Increase
- Replies: 20
- Views: 53531
Re: Stat Increases As Levels Increase
After having a player or two use my incautious agreement for some between downtime to Spellburn themselves nearly to a pile of Ash to cast a find familar spell recently. I think I am going to include the following two (House) rules:- 1) When you spell burn you instead of burning 1 point at a time y...
- Thu Sep 08, 2011 10:17 am
- Forum: Playtest Feedback: Characters
- Topic: Cleric Sacrifice???
- Replies: 15
- Views: 44375
Re: Cleric Sacrifice???
I don't totally disagree with everyone here as sacrifice mechanic needs to be in the class. But I would actually like to see sacrifice (as currently written) removed from the Cleric class. You should never be able to 'chuck gold in the sewer' to get rid of an accrued penalty. This just starts to pro...
- Mon Aug 29, 2011 6:28 am
- Forum: Playtest Feedback: Characters
- Topic: Updated Cleric Class
- Replies: 40
- Views: 100895
Re: Updated Cleric Class
meh... It's a game mechanic... I'll use it; but I'll be quite liberal with knocking down the accumulating modifier. Anytime the cleric is using their powers to further their Gods ethos: no penalty applied. To me it makes no sense to do otherwise. Tortog, You can house rule anything you want. But if...