Search found 379 matches
- Fri Oct 07, 2011 6:37 pm
- Forum: DCC RPG General
- Topic: Cleric spell casting table similar to DCC?
- Replies: 4
- Views: 6492
Re: Cleric spell casting table similar to DCC?
Yeah that's kind of what I had going, with more options. I was hoping to find some that had more "fun" options as I see gods acting in odd and mysterious ways. The problem is trying to make a single table that will make sense for all the various types of gods out there. There are lots of g...
- Fri Oct 07, 2011 5:44 am
- Forum: DCC RPG General
- Topic: Cleric spell casting table similar to DCC?
- Replies: 4
- Views: 6492
Cleric spell casting table similar to DCC?
Anyone know of any house rules or published RPGs that have random casting tables for clerics similar to the Disapproval Table in DCC? Better yet would be one that has a mix of beneficial and negative results ie: - the gods aren't listening: spell lost and no effect - a light only you can see shines ...
- Thu Sep 29, 2011 9:31 pm
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
You are right and I apologize. The whole "impossible" statement irritated me for some reason and I couldn't resist the urge to respond but I was rude and should have worded it nicer.jmucchiello wrote: And this is all I'm asking for. So why be a jerk about it when you want the EXACT same thing I do?
- Sat Sep 24, 2011 8:23 pm
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
As written, the DCC beta makes it impossible to trip an opponent. .... Why is it impossible? Because there is no rule or guideline on it? Technically they shouldn't be able to sleep or eat or even walk then. Afterall how do I know if he successfully walks, what if he trips? What if he chokes on his...
- Fri Sep 23, 2011 3:00 pm
- Forum: DCC RPG General
- Topic: Thieves, Luck and DCC RPG
- Replies: 6
- Views: 14184
Re: Thieves, Luck and DCC RPG
------------------------------------ Option one: Keep same mechanics but limit them ------------------------------------ At a very minimum, remove the class die from thief class. Make the luck modifier a straight d4 no matter what the class level of the thief. They also have to decide ahead of time...
- Fri Sep 23, 2011 9:12 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
My only concern is to give the player some sort of option to perform a called shot without impinging upon the warriors mighty deed ability. I am just not getting this I guess. This game uses a modified d20 system as it's base, there are rules for this sort of thing out there already. If it isn't in...
- Fri Sep 23, 2011 9:05 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
In all pre 3e versions of D&D any character could attempt anything that is now on the MDoA list! All they had to do was come up with a brilliant idea: like shooting the rope to make the escaping bad-guy fall from the cliff, pushing the enemy wizard out the convenient window, deliver a passionat...
- Fri Sep 23, 2011 12:01 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
My experience over the last few decades has taught me that the Fighter/Warrior class is what people play when the stats won't support anything more interesting. Fighters/Warriors are not unique in any sense: historically, or in the fantasy literature: they are ubiquitous. Stamped out out of a "...
- Sun Sep 18, 2011 8:55 pm
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
An experienced GM won't require rules for this sort of thing but I can see why you might want him to write a paragraph to explain to new GMs how to deal with situations like this that aren't covered in the book. I am sure he will have a section on this, every RPG does. That said I really hope this s...
- Sat Sep 17, 2011 11:46 pm
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
I just think the other classes don't need a deed die at all. Assign a difficulty (called shot difficulty of -8 is a good base for most deeds, -4 to -12 is a good range) and allow a save/ability check by the opponent to prevent it. This latter part is the key to the whole thing as no matter what the ...
- Sat Sep 17, 2011 6:35 pm
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
Using luck as a power point pool, just like thieves already do in DCCRPG, reminds you of 4th edition daily powers???? Does not compute. Well the difference is that normally if a thief runs out of luck points he can still attempt the same things as when he had the points, he is just more likely to f...
- Fri Sep 16, 2011 8:38 pm
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
No, you tell them they tried and failed because they are out of luck. Reminds me of a 4th edition "daily power" that's been used up somehow... Yuck. If the wizard is out of magic and the thief is out of luck I suggest they try to escape/find cover/buy some time etc. Gandalf knew when to s...
- Fri Sep 16, 2011 7:26 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
Exactly. Probably my bad Hamakto for not being clear! The way I understood the original suggestion was... "an Orc chief is roteating a terrible flail crackling with magical energy. The warrior tries to cut the chain, disarming the Orc, but he fails. The orc hits the warrior who is slain on the...
- Thu Sep 15, 2011 8:59 pm
- Forum: Playtest Feedback: Combat
- Topic: Two-Handed Weapons are not "Great" weapons
- Replies: 13
- Views: 38923
Re: Two-Handed Weapons are not "Great" weapons
Ok I shouldn't have said "equivalent" but I think we all know what I was getting at...fjw70 wrote: This isn't true. The averages are the same but the higher dice also have higher max (and min) damage. So they aren't equivalent.
- Thu Sep 15, 2011 7:48 am
- Forum: Playtest Feedback: Combat
- Topic: Two-Handed Weapons are not "Great" weapons
- Replies: 13
- Views: 38923
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-hander...
- Thu Sep 15, 2011 7:33 am
- Forum: Playtest Feedback: Combat
- Topic: Two-Handed Weapons are not "Great" weapons
- Replies: 13
- Views: 38923
Re: Two-Handed Weapons are not "Great" weapons
That d10 weapons becomes equivalent to a: d12 with +1 strength d14 with +2 strength d16 with +3 strength Are you really comfortable with a d16 weapon on the starting equipment list? If the strength bonus is also x2 for to-hit bonus you now have a d16 weapon with an extra +3 to hit. That may be the b...
- Wed Sep 14, 2011 11:22 pm
- Forum: Playtest Feedback: Combat
- Topic: Two-Handed Weapons are not "Great" weapons
- Replies: 13
- Views: 38923
Re: Two-Handed Weapons are not "Great" weapons
1.) Double the strength modifier, i.e. +1 damage is now +2. A negative modifier could be doubled the same way. -1 is now a -2. These two-handed weapons are so great in size that only the strong have a chance of wielding them properly. Double the strength modifier is probably too much but I would li...
- Wed Sep 14, 2011 7:25 am
- Forum: Playtest Feedback: Combat
- Topic: Mighty Deeds for other classes
- Replies: 56
- Views: 145494
Re: Mighty Deeds for other classes
My suggestion would be to resolve these kinds of attacks for non-warriors in the same ways they would have been resolved in older editions of AD&D: e.g. called shots can be attempted with a very high to-hit penalty; things like disarms or blinding attacks can be determined by a called shot that...
- Mon Sep 12, 2011 9:05 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: Cleric spells by level VS Wizard spells known/level limit
- Replies: 9
- Views: 29926
Re: Cleric spells by level VS Wizard spells known/level limi
They pick a limited number of spells exactly how the wizards do. 4 at first level, and 1 new spell per level. There really isn't a difference between calling on a patron to cause a metaphysical change to the planet and having a god cause a metaphysical change to the planet from the planet's point o...
- Sat Sep 10, 2011 9:03 pm
- Forum: Playtest Feedback: Spells and Magic
- Topic: Can we have a sample of a "new" spell?
- Replies: 8
- Views: 26912
Re: Can we have a sample of a "new" spell?
Thanks a lot for doing this. I definitely like this new system better.
- Fri Sep 09, 2011 5:41 pm
- Forum: Playtest Feedback: Spells and Magic
- Topic: Can we have a sample of a "new" spell?
- Replies: 8
- Views: 26912
Can we have a sample of a "new" spell?
Just curious (with the delay) if we could have a sample of what a new spell looks like with spell-specific corruption and what-not? Doesn't even have to be a spell we haven't seen. Show us an updated Rope Trick or Magic Missile or something. I just want to know how it looks so I can start creating s...
- Fri Sep 09, 2011 5:38 pm
- Forum: DCC RPG General
- Topic: Goodman, please don't publish DDC RPG until after November!
- Replies: 72
- Views: 96400
Re: Goodman, please don't publish DDC RPG until after Novemb
Great news. Obviously it would be nice to have it magically ready for November but I'd rather have it done "right" than rushed.
Thanks.
Thanks.
- Wed Aug 31, 2011 1:35 pm
- Forum: Actual Play Reports
- Topic: A mini campaign
- Replies: 7
- Views: 22850
Re: A mini campaign
Sounds like a fun start!
- Sun Aug 28, 2011 11:58 am
- Forum: Playtest Feedback: Characters
- Topic: Updated Cleric Class
- Replies: 40
- Views: 96675
Re: Updated Cleric Class
Thanks for the explanation!!!
- Sun Aug 28, 2011 11:49 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: Homebrew Patron w/unique spells & taints
- Replies: 19
- Views: 61178
Re: Homebrew Patron w/unique spells & taints
Great stuff Ragboy! A long term campaign with a wizard that uses that patron is going to be crazy at higher levels.