Search found 779 matches
- Thu Sep 01, 2011 9:55 am
- Forum: DCC RPG General
- Topic: Class Conversions for DCC
- Replies: 37
- Views: 62600
Re: Class Conversions for DCC
Creating a Gnome class should not be to hard with the DCC-RPG. Just blend the Wizard and the Thief classes. I think crafting some Gnome spells would be taping a few of the Wizard's spells, and translating some of the D&D Illusionist spells into DCC-RPG spells. I would not allow patrons for the ...
- Thu Sep 01, 2011 9:52 am
- Forum: Playtest Feedback: Characters
- Topic: Character Improvement Options
- Replies: 84
- Views: 177636
Re: Character Improvement Options
Checks everyone in the party will need to make (like crossing a narrow ledge, or climbing a wall using rope) DC 4-8 Checks a few key members of the party want to make where failure of any is a problem: DC 9-14 Checks where one character needs to make it to "be a hero" such as unlocking a ...
- Thu Aug 25, 2011 8:25 am
- Forum: Playtest Feedback: Combat
- Topic: Non-prof penalty
- Replies: 26
- Views: 69534
Re: Non-prof penalty
The last time this was brought up I tendered the simple solution but it hasn't gained a lot of mindshare: Just change the penalty to -2 and apply it to characters of all levels.
- Thu Aug 25, 2011 8:24 am
- Forum: Playtest Feedback: Characters
- Topic: Character Improvement Options
- Replies: 84
- Views: 177636
Re: Character Improvement Options
@abk108: The systems here that use the method of "roll 3d6 and gain +1 if the result is over your current value" help prevent characters with good stats from getting better. Rolling over a 15 is 1 in 6, over 16 is 1 in 12, over 17 is in 1 in 36 and you can't roll over an 18. Who is going t...
- Wed Aug 24, 2011 10:48 am
- Forum: Playtest Feedback: Characters
- Topic: Updated Cleric Class
- Replies: 40
- Views: 96615
Re: Updated Cleric Class
Of course, the other solution is to have unique deities and make the rules for "getting spanked" (or not) dependent on the deity in question. Aloof deities might have a "don't bug me unless the world is exploding" attitude and spank often. While a nurturing deity might not mind t...
- Mon Aug 22, 2011 10:15 pm
- Forum: Actual Play Reports
- Topic: DCC Beta Campaign test: Portland, OR
- Replies: 48
- Views: 152892
Re: DCC Beta Campaign test: Portland, OR
"Dice Pool," just saying it gives me the willies; in fact my feelings about dice pools are similar to your opinions on skills & skill checks... The only place dice pool applies to my idea was in terms of inspiration. My system is just a bastardization of the alternate ability score ge...
- Mon Aug 22, 2011 6:13 pm
- Forum: Actual Play Reports
- Topic: DCC Beta Campaign test: Portland, OR
- Replies: 48
- Views: 152892
Re: DCC Beta Campaign test: Portland, OR
Personally, I think the funnel can work for folks who want to go zero to hero with the proposal I made in this post: http://www.goodman-games.com/forums/viewtopic.php?p=45099#p45099 YIKES! That is terrifyingly complicated. It's Shadow run meets D&D... :roll: How is it complicated? It only appli...
- Mon Aug 22, 2011 7:49 am
- Forum: Actual Play Reports
- Topic: DCC Beta Campaign test: Portland, OR
- Replies: 48
- Views: 152892
Re: DCC Beta Campaign test: Portland, OR
Personally, I think the funnel can work for folks who want to go zero to hero with the proposal I made in this post: http://www.goodman-games.com/forums/vie ... 099#p45099
- Mon Aug 22, 2011 7:40 am
- Forum: Playtest Feedback: Characters
- Topic: Updated Thief Class
- Replies: 31
- Views: 74703
Re: Updated Thief Class
I think the real issue with the funnel is its reuse with each new game. Most RPG groups are static. The same 4-6 people play campaign after campaign. Among a group of 4-6, there's going to be someone whose tolerance for the funnel is going to 1 or fewer times and that's it. Granted, the same is true...
- Sat Aug 20, 2011 8:01 am
- Forum: Playtest Feedback: Characters
- Topic: Updated Thief Class
- Replies: 31
- Views: 74703
Re: Updated Thief Class
7-zip is safe for work. Really. It is an old, established freeware program.
- Thu Aug 18, 2011 10:39 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 330764
Re: Percentage Thief Skills
To answer your question, 1% increments seem relevant to me when the PC is high level. At that point, the % increase in skill becomes smaller and smaller since the high level PC is reaching the tip of human perfection. The Climb Wall percentages in AD&D and the DCC beta are good examples, in my ...
- Wed Aug 17, 2011 8:36 pm
- Forum: Playtest Feedback: Characters
- Topic: Updated Thief Class
- Replies: 31
- Views: 74703
Re: Updated Thief Class
* The thief skills come with better-defined DCs associated with their use. These DCs are not opposed by the other party's skills; there are hard DCs. (This goes along with some changes to the skills chapter, but you don't need that to make sense of the thief class.) Highly disappointed to hear ther...
- Wed Aug 17, 2011 6:47 pm
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 330764
Re: Percentage Thief Skills
I enjoy having a few things based on % simply for the reason that one can give increases or decreases in 1% increments, as opposed to 5% with the d20. Seriously, tell something that happens in an RPG where having 1% granularity models reality better than the courser 5% granularity. Have you ever, f...
- Wed Aug 17, 2011 6:40 pm
- Forum: Playtest Feedback: Characters
- Topic: Updated Cleric Class
- Replies: 40
- Views: 96615
Re: Updated Cleric Class
But seriously guys.. You have never heard of Open Office? Sun has been making sure we can open do anything MS can do for free for How many years now....? Sun was bought by Oracle and has not done a thing to make MS stuff "open" in a couple years. Within days The Open Source movement forke...
- Wed Aug 17, 2011 8:07 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 330764
Re: Percentage Thief Skills
Perhaps you missed the point of my no skills chapter. Don't have a list of what a thief can do. Once you have a list, you also have an implied list of things he can't do. It is the same problem as the MDoA problem. Some people will believe that the 7 listed options are the only options warriors have...
- Tue Aug 16, 2011 5:14 pm
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 330764
Re: Percentage Thief Skills
Here's a link to my no skill chapter thread: http://www.goodman-games.com/forums/vie ... 65&t=14599
- Tue Aug 16, 2011 12:01 pm
- Forum: Playtest Feedback: Characters
- Topic: A blasphemous idea
- Replies: 15
- Views: 38523
Re: A blasphemous idea
They could just post here. If you want to hunt down the old thread and crosspost this thread to it, go right ahead.
- Tue Aug 16, 2011 11:59 am
- Forum: DCC RPG General
- Topic: Pure Zocchi - Remove the d30?
- Replies: 12
- Views: 17098
Re: Pure Zocchi - Remove the d30?
I like the d30. I remember the old Armory rules supplements designed to only use d30's. Those are kind of neat when you are trying to put in more variation in charts without going to full percentile. Scotty: Keptain, I kin onlay giv ya full parcenteel fer a wee moment Kirk: Spock? Spock: I will end...
- Mon Aug 15, 2011 5:46 pm
- Forum: Playtest Feedback: Spells and Magic
- Topic: Corruption and Spell Fumble
- Replies: 32
- Views: 92066
Re: Corruption and Spell Fumble
Rumor has it that each spell will now have their own failure result but we don't know how that coincides with the old corruption rules, yet.
- Mon Aug 15, 2011 2:37 pm
- Forum: DCC RPG General
- Topic: Pure Zocchi - Remove the d30?
- Replies: 12
- Views: 17098
Re: Pure Zocchi - Remove the d30?
It is not really needed. At the level of variability you can just as easily use a d%. The +/- 1% at that range shouldn't matter.
- Mon Aug 15, 2011 10:26 am
- Forum: Playtest Feedback: Characters
- Topic: A blasphemous idea
- Replies: 15
- Views: 38523
Re: A blasphemous idea
My suggestion had been that AD&D-style sub-classes could become the next 5 levels or second tier of character development. That could work too. But my suggestion assumes there are only 5 levels to the base classes. At the beginning I said I wished this idea had come to me when we were arguing a...
- Sun Aug 14, 2011 5:45 am
- Forum: DCC RPG General
- Topic: Funky Dice & Weapon Damage?
- Replies: 10
- Views: 13619
Re: Funky Dice & Weapon Damage?
I'm not sure if he's willing to diverge that far from classic RPG style or not. Which is why it is worth challenging his notions? The world does not need another retro-clone. Certainly not at retail prices when so many clones are free on the web. DCCRPG has to be unique. Joe already picked Zocchi d...
- Sat Aug 13, 2011 9:22 am
- Forum: Playtest Feedback: Characters
- Topic: A blasphemous idea
- Replies: 15
- Views: 38523
Re: A blasphemous idea
I suggested something quite similar to this to Joseph back in March and he wasn't too keen on the idea. To me it's a good solution. An example I gave was fighter. After 5th level you could remain as a fighter for 6-10 or take a "sub class" of paladin or ranger for the next 5 levels until ...
- Fri Aug 12, 2011 12:36 pm
- Forum: Playtest Feedback: Characters
- Topic: A blasphemous idea
- Replies: 15
- Views: 38523
Re: A blasphemous idea
Much simpler. I haven't thought it that far ahead yet. But they would probably be a collection of 5 or so abilities no more powerful than the common 3E Feat. (More blasphemy, I know.) I don't like using the word feat though because most 3E feats are fighter feats and those kinds of abilities are alr...
- Fri Aug 12, 2011 7:40 am
- Forum: Playtest Feedback: Characters
- Topic: A blasphemous idea
- Replies: 15
- Views: 38523
A blasphemous idea
I wish I had thought of this several months ago. I've figured out how to mesh DCCRPG's limited choices at first level with having more than 7 classes: Prestige Classes. (Don't scream yet.) Unlike D&D3 Prestige Classes, there would be NO requirements (except perhaps race and even that requirement...