While I still
love DCC RPG, I am looking for something lighter now (but still DCC and using
the modules!). After all, DCC is such a treasure trove of good rules. I usually
praise it for the having the best take on D&D iconic classes while still
retaining that classic D&D feel. So, yes, in a certain way I am trying to
build my DCC Lite (and I am probably not the first). This post is just me rambling
about what I would keep in a DCC Lite (among other random stuff).
I want something
that I can start right away with minimum fuss and book checking (and still feel
like DCC). My first reaction is to get rid of base progressions from Attacks,
Saves and such. I also want to keep Critical Hits and Fumbles, but I want to
avoid all those tables for now. I want a Saving Throw system, but one that uses
the original idea of saving (from Chainmail and OD&D).
I am very
influenced right now by Knaves/Black Hack/SS&SS/GLOG/5TP, so my DCC Lite
would be centered on DCC RPG’s 6 ability scores: Strength, Agility, Stamina,
Intelligence, Personality and Luck.
Nonetheless… time
to kill a sacred cow: get rid of the scores. I just want the modifiers. I will try
to keep DCC RPG’s table of Ability Score modifiers and see how it goes (it also
keeps inflation at a minimum and looks like older editions). So, if your roll
Strength 12 your stat would actually be STR+0. If you rolled a Strength 14 you
got STR +1.
The basic rule
is still rolling a d20. Initial DC is 10. Easy stuff (with consequences) would
be DC 5, hard stuff is DC 15 and dramatic epicness would be DC 20 (DC 25 would
be deity territory). I will address more about checks when I talk about skills.
I want to start
at Funnel, so each PC would just roll his 6 stats, 1d6 + Stamina mod hit points
and a Background. Each PC should have 1 character only; however I am thinking
on allowing a player to reduce 2 of his LUCK to start with a 2nd PC.
Oh, about LUCK.
You still roll LUCK for random stuff, passive perception, and such. However,
your Luck Points start as 10 plus LUCK (so, if you have LUCK -1, that is 9 Luck
Points). LUCK and Luck Points are tracked separately. You can burn 1 Luck point
BEFORE rolling to gain a +1d4 (or +1d6, still not sure) to any check during the
game (not while advancing) or to gain a Save. LUCK itself never changes, but
Luck points usually go down.
You recover
Luck points by Carousing, making sacrifices to the Gods or permanently killing
an Un-dead (1 per encounter; as Un-dead are hated by all the Gods as they are
basically souls that do not go the Afterlife and thus to a deity’s power
source).
You can burn 1
Luck to Save. Basically, after you are screwed you can request a Save (ex: you
were hit by a poisoned arrow, you did not saw the pit trap and fell, you were
in the wrong spot when the dragon breathed fire etc.) you can burn 1 Luck and
request a Save. Usually that is flat d20 roll and if you roll 10+ (it could be
more) you avoid the worse. Yes, you can request a Save after failing a normal
check. HOWEVER, when you request a Save basically to “roll again” and you fail
again, you suffer a Fumble. This does not happen when “there was nothing you
could do”. For example: if you are caught in the area of a fireball or dragon
breath, failing the Save is not a fumble. If the Judge does not want to inflict
a Fumble you lose another Luck point (a generous Judge could return the Luck
Point if you roll a natural 20 on a Save).
Advancement
would be diegetic. That means no classes, feats and other automatic mechanics
are involved. Leveling up usually will get you just: 1 extra Hit Die (usually a
d6 and you reroll all your Hit Dice and keep the highest sum); you recover your
Luck points, and maybe +1 to a stat every even level. EVERYTHING else depends
on the campaign. You want to fight better? You convince the Guard Captain into
training you. You want to be more agile? You convince the local Thief Master to
teach you his tricks (that might give you +1/+2 to Saves based on reflexes or 1
free Save each day). Want to be more though? Then survive with your barbarian
friend in the Dire Wood during all winter (that might grant you more hit points
when leveling, maybe a better Hit Dice). Etc. The idea is the Questing for the
Impossible, from the DCC RPG Core Rulebook, is now the official way to get
powers. Yes, character will get powerful more slowly but for me that is
actually better, as I can use more modules. Character development will also be
more natural to the campaign.
I want a
pick-up game, so the Background would define most of your stuff. Including your
initial equipment. You can choose your items DURING GAME, if your Background
would allow it. For basic dungeoneering stuff I would write a general list
(torch, rope, 10 ft. pole etc.) and during the first session each PC could ask
if they have that item. I would then cross the item from the list, say “Yes”
and 1 PC in the party has the basic item. That should allow me to start right
away.
Each PC can
carry 10 items plus his STR. That is your Inventory/Encumbrance Each item above
your limit leaves with a -1 Die Chain penalty (instead of rolling a d20 you now
roll a d16).
Each PC can
usually adventure for a number of turns equal to 6 plus his STA. One turn is
usually 1 hour for wilderness exploration or 10 minutes for dungeon
exploration. After that the Judge start inflicting Fatigue. Each level of
Fatigue is one less level of Inventory/Encumbrance. A turn resting and eating
would erase 1 Fatigue.
Now, I removed classes,
but I still want the iconic class features as stuff you can train or gain
during the game. Let me see what we can take from each class…
The Warrior,
for example, has the best combat class trait that I have ever seen in a d20
System: The Mighty Deed of Arms! (besides the most awesome named class feature).
I am going to
describe here how I use it, so you are alerted in case I am not following the
official version. Basically, every time the Warrior attacks, they roll the
traditional attack roll (a d20) and a Deed Die. At 1st level that is
1d3. The Deed Die is always added to the attack roll. However, BEFORE rolling,
a Warrior can declare a maneuver (like disarm or push the adversary). If the
Deed Die comes with a ‘3’ and the attack hits, the Warrior roll damage PLUS the
maneuver effect. If the Deed comes lower than ‘3’ but still lands, the Warrior
just roll damage. Does that mean you have to declare a crazy stunt every round?
No, if the Warrior just roll the Deed Die without declaring anything, they just
add it roll to attack AND damage.
It is simple
and – in one struck – DCC RPG got rid of all those feats, maneuvers, styles,
and other crunch from other d20 Systems. It is also modular. You can
practically remove the Deed Die and add it to other game. In my DCC Lite, if I
would offer the Deed Die usually as a result of training with a Weapon Master
(maybe the Deed Die would work just with one weapon or style). If I added it to
a game like Knaves, I would just change it to a d4 or d6, with the extra it
would work as a Usage Die (if a 1-2 came up you lost the Deed Die until you
could rest/train/use one action to recover your stance). Done!
And forget
rules light systems! If used D&D 5E I would also use the Deed Die (which is
closer to the original idea of Expertise Die from the D&D Next playtest and
which I find a lot more elegant, simple, and funnier them the current
Battlemaster and Maneuver system of 5E).
In my current
DCC RPG game I am also inclined to grant 1 Die Chain bonus if you request a
maneuver that is good with your current weapon. Like using an axe to shatter
armor or a flail to ignore a shield. In those cases, a d3 Deed Die would become
a d4. I am still not sure about this.
Now lets us
take a look on the Thief (and thus on Skills) for my DCC Lite.
DCC RPG already
has the perfect Skill system. That is, for general uncertain stuff that anyone
can do and where failure might be interesting you roll a d20 plus your modifier
against a DC of 10 (a good description or Background can help you avoid the
check, of course). If you try something that you are totally untrained (like
closing someone’s wounds or trying to read Old Elvish), you will roll a d10 (if
roll at all). Things based on Background (your previous occupation, your
current diegetic class and stuff that you managed to train in game) define when
you roll a d20. For example: in my current DCC campaign the party’s Berserker
trained with a noble that new tracking and hunting – the Berserker now rolls a
d20 for “Ranger stuff”.
DCC RPG Skill
system’s genius really shines when placed side by side with D&D’s bastard
class: the Thief. Like others, I do not appreciate how the Thief discourage
other classes from attempting “Rogue stuff” in many d20 games. You also have
the issue that in most pre-D&D 3rd games, the Thief Skills at 1st
level were ridiculously low. There are A LOT of rulings and variants on the
internet addressing that (from treating the Thief skills as supernatural
powers, to rolling only when the Thief fails a normal Stat check or don’t
describe exactly what he did etc.). I
rather like DCC RPG’s solutions. Everyone follows the normal Skill system. That
means that if your Background is an urchin or a hunter, it makes sense to roll
a d20 in a stealth check (minus any armor or encumbrance). If someone is
watching you roll an opposed check, otherwise the usual DC is 10 (and probably
higher). What about the Thief? Well, besides his Ability Score modifiers they
have their classic Thievery Skills which gives them usually a +1 to +3 bonus at
1st level. But the real catch is that the Thief operates on a
different scale than other PCs. Take for example, Hide in Shadows: most PCs
would have to find a place to hide and roll opposed checks. Not the Thief.
Their DCs for Hide in Shadows are not opposed. Usually, if there are places
with real shadows where they can hide, Thieves roll against a DC of 5 (they are
THAT good!). If you are in broad daylight with guards, most PCs would probably
roll a d10 opposed by a d20 from the guards. Not the Thief. Those bastards roll
against a DC 20 (and it is not that hard, considering the usual bonus of +3 at
1st level and the probable bonus of +10 at 4th-5th
level). Yes, DCC RPG’s Thieves are ninja! It is such a simple rule that you
don’t need to change anything else to implement it in other games. I am not
sure why but it reminds of the position and effect rules from Blades in the
Dark.
The Thief
Skills would work perfectly in any rules light system. For my DCC Lite I am
thinking on removing those complicated Skill Progressions and just keeping the
Thief’s scale. In other words, a Thief-trained character would just need to
beat a lower DC for that skill in which they were trained by another Thief (no
opposed checks).
Now, before
moving on, I would probably change the untrained Die Roll rule for my DCC Lite.
Nothing against the d10 but I would establish that an untrained roll is a -3
Die Chain penalty. That means that instead of a d20 your roll a d12. That would
also work for weapon proficiency (and a d12 is less harsh than a d10 in my
mind… besides, we barely used d12s).
OK, I know I
still must address the Thief’s Luck and Backstab but lets us leave that for
another post. I also need to check the Critical Hit, Fumble and Spell’s tables
that I will use. To finish this post, I just want to briefly address the Cleric.
The Cleric of
DCC RPG (at least the Lawful one) is already the PERFECT Cleric, so I will just
remove the spells for now. The Cleric’s magic system is already perfect just
with Lay on Hands, Turn Unholy and Divine Aid. For my DCC Lite I would give the
Cleric just one of those powers per quest. They are already considerable
powerful and VERY useful. The idea that the Cleric has powers that work
constantly instead of spell list also fits the class better in my mind,
bringing it closer to the original Hammer Movies/Van Helsing concept.
Hope you enjoyed
the rambling. See ya!
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How I am feeling after writing this post! |