The more I play Dungeon Crawl Classics RPG the more I want to play it.
It’s gotten the “jaded gamer” in me excited about playing a d20-based system again.
DCC RPG pushes the reset button on Dungeons & Dragons. It’s a reboot.
This is the kind of “D&D” rules system I’ve been wanting for a long time. Here’s why:
10. The 0-Level Character “Funneling” System.
You get 3-4 characters. Roll 3d6 in order. All zero level. No special powers. No spells. No special equipment (save for maybe a hand weapon and a “trade” good). And go.
Survivors will reach 1st level. If they survive.
Watch as players start using teamwork to survive. Watch as players grow attached to these peasants.
9. Mortal Combat
You’ve got critical hit charts–characters can end up with broken bones and worse.
You’ll want to think twice about entering combat.
You’ll need think about tactics.
8. The Mighty Deeds of Warriors and Dwarves.
These “Fighters” can perform deeds in combat like characters in books or cinema. They can blind foes by striking them in the eyes, shoot an apple off somebody’s head, disarm an opponent and send their blade flying.
And your character doesn’t need a special feat or skill to do any of these things. They just need declare them before hand, roll high on their special “deed die” and the referee describes what happens.
They’re not Tolkien elves. They have demons for patrons and are allergic to iron. They are mysterious beings even when run by a player, but even their special abilities don’t overshadow other classes.
6. Magic is mysterious and chaotic.
Each spell has a table of nearly unpredictable results which They can cast a spell over and over again, so long as they succeed on their spell checks (Roll 1d20+caster level+other modifiers). Only if they fail is the spell gone for the day. Rolling a “1” could mean misfires or even corruption by their magical power (fortunately, Luck can help reduce these effects).
5. Clerics Don’t “Turn Undead,” They “Turn Unholy.”
Clerics have chance to ward off just about any creature harmful to their faith, not just undead.
4. Fickle Gods and Supernatural Patrons.
Sure, your character (especially a cleric or patron) can call upon/pester their supernatural allies for aid as much as you desire. But it can (and eventually will) cost you. Clerics can find themselves in disfavor with their god. Wizards, well–you do like your soul, don’t you?
3. Funky dice.
It’s time to break out of your comfort zone and track down a d30, a d24, a d16, a d14, d7, a d5, and d3. If you don’t have these, the book shows you how to generate the numbers you need.
Your dice bag will appreciate the increased variety of its contents.
2. The Luck Ability Score.
Woe to the player who views Luck as a “dump” stat. All classes find having a high luck score useful.
Luck, in a nutshell, helps keep your character from suffering adverse affects. You can “burn” luck points to gain bonuses, but luck is hard to get back (except for Thieves and Halflings).
Learn the rules of Luck. Master them.
1. The Sense of Wonder is Back.
Every dragon is unique. The rules encourage the GM to keep monsters mysterious. Certain NPCs may use powers not accessible (or explicable) by the PCs.
Leave what you know from previous d20-based games at the door.
This is why DCC RPG will be my game of choice for the foreseeable future.
(And no, I wasn’t paid by Goodman Games to say that).