Hi guys,
Here's a quick rundown on some of the alternate rules suggested in this thread.
But first, as a general status report, the time "from beta to November" is dedicated to revising, re-writing, polishing, playtesting, and generally finalizing the core rule book. The release of the core rule book
is the "rules update from the beta"; there is no in-between. All your feedback (plus a mad sprint to finish the freaking manuscript) is what I've allotted us several months to process.
In addition to the core rulebook, we're working on the modules. Harley just turned in another manuscript this past week; Doug sent me roughs on three more module covers; and some other module authors, not yet revealed, have sent in their work as well. The way this whole "publishing thing" works is I need to keep publishing more books.

Thus, it never ends...I always have to be working on several projects at once...and there are always several past the horizon line of what seems to be right in front of me! Trust me, you guys wouldn't enjoy having a core rulebook with no modules behind it. Right now there's a lot of work being put into the modules, which I hope to announce in early to mid August. The manuscripts are complete for 8 modules, by the way, and by mid August we should have final cover art and/or solid cover mockups for at least 7 of them, hopefully all 8 - enough to show off some of the extensive support you will see flowing on the heels of the core rulebook.
And, in addition to that, there is some "business stuff" I've been attending to...working on the 3PP license, finalizing some considerations on dice manufacturing, printer quotes, and so on. (Anybody else interested in a limited run leatherette cover variant for DCC RPG? That's what I've got quotes cooking on right now...)
So, long story short, I've been a little bogged down by other things. I'll try to stop by the boards more often to give more brief updates. But keep in mind that the beta rules are only a part of the final core rulebook, and the core rulebook is only part of the overall project, and I've still got many tens of thousands of words to write over the next couple months...ay yi yi, I'm psyching myself out here!!
With that said, feedback on some of the notes in this thread:
Until we know how the power curve is going to be spread over 10 levels (splitting gains between levels still?) it's hard to crunch the numbers.
I may be reading too much into this comment related to the old "mini-levels between levels" question, so first I'll answer that then get to the other question. Regarding mini-levels, I love the concept of them but that won't be part of the core rules. I might reference it as an optional rule with some basic ideas on how to do it, but there are two strong reasons to keep "discrete levels" in DCC RPG.
First, easy point of entry for existing D&D players. Although this may sound anathema to some of you, I do want to maintain some conceptual links between DCC RPG and D&D. Many of you have noted that DCC RPG isn't "pure" Appendix N - i.e., there's still a cleric class, which, though debatable, clearly doesn't share the same provenance to Appendix N as classes like the fighter or magic-user. It's important for me that existing D&D players -- as well as "lapsed" D&D players -- be able to quickly and easily pick up the basic concepts of DCC RPG. Certain D&D "foundations" thus have to be kept: hit points, armor class, attack rolls...and levels. DCC RPG is fundamentally a "highly flavored variant" of D&D 3E, and levels are part of that.
Second, compatibility with other D&D 3E variants. This is more of a business reason than something game-driven, but the market right now is already quite fragmented compared to several years ago. I'd like to retain some loose compatibility with C&C, Pathfinder, and other 3E-derived games. This goes beyond just levels but they're one of the "building blocks" that allow some conversion across similar systems.
As to the core question of the note above, related to play at levels 6-10, that's something I'm putting to paper right now. Writing a game is a funny process...you can PLAY a game without a lot written down. It's getting everything on paper that's the slow part! As levels 6-10 take shape they'll continue to evolve with play on this end and, eventually, your comments from publication of the core rulebook. They're a different beast than levels 1-5 so I'm following my commitment to include the basic rules in the core rulebook, but there won't be much on the "additional campaign elements" such as building keeps and towers.
"CLASS DIE for all classes"
No plans to do a class die for all classes. One of the quirks of OD&D which I've always loved is the proliferation of mini-systems within the basic rules. In modern game design parlance this is a thing of horror, much like the walking dead and upside-down crosses. Mini-systems?!? Lock the doors and get the shotgun, somebody's gotta die!! But personally I love it: it's the "spirit of adventure" in a rules system, where the creators are trying out new things, playing with options, and picking the right rules for a situation rather than maintaining consistency with a "system" at all costs. With that preface, I want to keep the class dice as a fun mini-system that makes certain classes distinct. The concept really works well with fighters, and works pretty well with thieves. I don't want to force it onto other classes where it doesn't naturally fit. And I'd rather have a distinctive feel (and a distinctive mechanic) for each class. One of the things I like least about 4E is how every class feels the same. (I don't mean to start a 4E flame war here -- just my personal observation on one element of the game.) The last thing I want to do is introduce mechanical similarity across classes in DCC RPG.
What I'd rather do is take some of the
play challenges and find a good rules mechanism to resolve them, whatever that mechanism might be. Keep in mind that DCC RPG play went on for a good 6 months or so before the Mighty Deeds idea (and the class die idea) ever appeared. They definitely add a lot to the game but DCC RPG existed without this idea and, frankly, could continue to be played without this idea. And the Mighty Deed appeared as a reaction to the fact that everyone in the private playtests thought wizards were awesome and warriors seemed lame by comparison. The challenge wasn't a mechanical one; it was a
play challenge: "How can we make warriors more fun to play?" So the challenge now is not, "How can we introduce class dice to other classes?" but "What areas of play still aren't fun enough, and what rules would make them more fun?" I'd rather think in terms of play challenges, and find the mechanics to make the play better. That's what keeps a game fun, even if it doesn't fit a modern concept of design elegance. So class dice may appear elsewhere if they're the best fit for resolving a play challenge...but I try to avoid applying a mechanic simply for its own sake.
"No skills, just ability checks (and d10 for actions inappropriate for class)"
Agreed on the use of d10 for unskilled checks. That was a great idea. As for no skills entirely, I'm going back and forth. Pros: You're right that there is basically no skill system now, so it's almost the same mechanically as what exists now. And it's more straightforward. Cons: A generation of players were raised on 3E skills, and the "skill system" forms a common bridge.
Did I ever tell you my story about spell names? I know I've told this before but there are some new people so here goes. In the earliest DCC RPG rules, every spell had a unique name, like
Cadixtat's Axe of Unmaking. I remember running games at cons and giving the players their spell lists...and I'd get these blank stares. Every spell was a unique name and the players had absolutely no idea what to do. On top of that there were these weird charts and spell check dice and ay yi yi it seemed too complicated!! So I took the names back to conventional D&D spell names. At the next con I handed the wizard player his table of spells and I said, "So this spell is like
magic missile but there's this table of results -- you roll d20 and add your level instead of just taking the same result every time." Using familiar spell names reduced the learning curve by 15 minutes, and made the game much more accessible. Learning the rules became a conversation about how the spell check system worked, about the important part of the new game, rather than a conversation about naming convention. The common spell names form a lexicon we all share...the unique spell names, on the other hand, were cool but restarted the learning curve from ground zero.
It's the same with skills. Everybody knows what a Spot check is, what a Listen check is, what a Jump check is...etc. These terms provide a common lexicon for everyone who has played D&D in the last 10 years. And they're a bridge for people coming in from other systems currently in play. Removing that could inadvertently change the conversation on learning the rules from something simple to something more complicated.
I need to actually try a few games at cons without the traditional skill names and see how people react. A lot of this is the "ease of entry" I mentioned above - shared terminology makes a big difference in how easily people transition into a new game. Right now, DCC RPG has a skill system that basically isn't a skill system...it pretty much is an attribute-based system. But the use of skill names makes it easy for a certain set of players to grasp. There's value in that, but it's hard to pin down how much.
"Birth Augur as a flat +1 (to mitigate fluctuating luck)"
Dude...
Conan was born on the battlefield. And look what it did for him!
Maybe I need to emphasize the nature of birth augurs...there is definitely a mechanical element, but there's a reason the game names them and calls them
birth augurs. Appendix N is filled with prophecies, legacies, and birth rights. Not just Conan -- all of Lovecraft's myriad bachelors who inherit haunted properties, Robert Wolff in the World of Tiers series, etc. This is all part of the character funnel: the idea is that chance can have a big impact on what kind of person you become. The birth augur is meant to be a bit of role playing, not just a mechanical convention. And it's not always positive...a lot of Lovecraft's bachelors end up dead or insane...
But I can see what you mean from the perspective of making stat calculations easier. You're right that it's a pain to recalculate stats. Maybe there's some in-between there. Maybe it's a flat +1 or -1, depending on whether your Luck enters positive or negative territory? But then you can't have the "awesome factor" of rolling an 18 Luck and having it modify your spell checks (a natural-born wizard!)...something to chew on here.
"get rid of infravision"
Heresy.
"smaller funky dice in place of big negative modifiers"
Love this idea and plan to use it in several places.
"No spell levels"
Went down this road early on, and rejected it. As a level 1 wizard, would you like to select from a massive list of 150 spells?? Levels serve a valid purpose in organizing information for the player.
A separate question is the risk vs. reward in casting higher-level spells: a roll of 12 succeeds in casting a level 1 spell but fails in casting a level 4 spell, so should a roll of 20 be more powerful for the level 4 spell than the level 1 spell? "Yes," I think, but there's more to it and I haven't completely solved that puzzle yet.
"scrap electrum pieces"
I like electrum pieces...in part because they're illogical and weird.
Race as Race
Race and class have generated an awful lot of discussion. I'll save this one for a more lengthy discussion elsewhere...don't want to get too sidetracked here. Not that it's not important but this is a can of worms all in itself...
Spells having individual spell failure charts related to the effects of the spell
Love this idea. I actually have a long list of things I'd like to further do with spells. I think the mercurial magic table is currently too narrow. What I originally wanted to do with that list was make it a massive set of cross-referenced tables that tied together alignment, birth augur (yes, birth augur!), and school of magic (originally I had each spell tied to one) so there was even more variability in results. Right now the same mercurial results crop up too often if you play a lot. Tied to that, there would also be a wider range of spell failures, not just the generic ones, as well as more possible crits - imagine a unique, specific critical result for each spell! It could be really cool.
But all that is a tremendous amount of word count and published space for something that won't add materially to the game experience. Even just doing unique spell failures would be a lot of effort for modest reward, and potentially take up page count for something that wouldn't crop up that often. (I'm already facing the decision of "what to cut" on some rather neat material.) Or, to phrase this slightly differently: would you pay $5.00 more for the finished book to have these features? I agree the idea of unique spell failure charts is cool, but right now I have a bunch of other stuff to finish up before November! Maybe for the first annual... actually, that would be a great place for these...
So, hopefully that addresses a few of the questions out there. What else did I miss? Post the one-liners here and I'll try to address them as they come up.
Let's avoid having this thread turn into discussion of the individual topics listed above - save that for the many threads already out there. This can be the "Joseph answers questions in summary form" thread, if that helps any...
Thanks,
Joseph