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The DCC RPG Is What I wanted from HackMaster

Started by AnthonyRoberson, July 17, 2012, 12:20:15 PM

Previous topic - Next topic

Roger the GS

Aha, I guess I am stuck in the 4th edition era. So what's 5th like?
Perforce, the antithesis of weal.

Marleycat

I had always thought the 5th Age was present times.
Don\'t mess with cats we kill wizards in one blow.;)

Kaz

Quote from: TristramEvans;561989I ran a Shadowrun game set in the future of the world of Ravenloft. Strahd Industries, The Azarolich virus, a cyborg Lord Soth, etc. Great fun.

I bet. Holy shit.
"Tony wrecks in the race because he forgot to plug his chest piece thing in. Look, I\'m as guilty as any for letting my cell phone die because I forget to plug it in before I go to bed. And while my phone is an important tool for my daily life, it is not a life-saving device that KEEPS MY HEART FROM EXPLODING. Fuck, Tony. Get your shit together, pal."
Booze, Boobs and Robot Boots: The Tony Stark Saga.

Clockpunk

As an avid fan of HackMaster (both previous and new version), and writer for both iterations of the game, I too find the DCC RPG a fantastic read.  The magic system is excellent, as is the attitude.  Nothing prevented either of these being ported over...

Marleycat

Quote from: Clockpunk;562360As an avid fan of HackMaster (both previous and new version), and writer for both iterations of the game, I too find the DCC RPG a fantastic read.  The magic system is excellent, as is the attitude.  Nothing prevented either of these being ported over...

Tell me how. Please?  I actually like both games but like tinkering better. One day Marley shall have her perfect game, yes it's possible fuckers, back off.:D
Don\'t mess with cats we kill wizards in one blow.;)

Clockpunk

#35
Quote from: Marleycat;562489Tell me how. Please?  I actually like both games but like tinkering better. One day Marley shall have her perfect game, yes it's possible fuckers, back off.:D

Be glad to, Marleycat! ;)

First off, the magic system.  The corruption and manifestations are an easy enough concept to port over from similar/related spells (or develop entirely).  The scaling level of effects may also be carried over through either the use of the contested roll (to see whether the target is affected) serving a secondary purpose as an 'intensity' roll (as it were), or another dice roll serving in such a capacity.  To me, the Spell Point boosting system would work wonderfully well generating a tiered level of effects (it may be argued they already do, to a degree).  Or, more simply, whenever a spell is cast from a scroll, or learned, only one such tier of effect is learned, which could be used to encourage the development (through research or finding other instances of the same spell) so that bigger, better and flashier effects may be unleashed!

Personally, it is with these tiered effects that I think the Spell Copyright system of HM4e could also be brought in nicely. ;)

As for the attitude, well... that arguably boils down to monster selection (I have worked on converting a number of 'fun' HM4e serious-yet-still-retaining-'gonzo'-qualities - many of those have been submitted and are still awaiting KCo consideration, but the Crawling Claws was the first such beastie to see print!).  HackJournal 39 (the latest one) feature a piece I wrote on making the most/taking advantage of hunting/battle trophies in-game.  Just little additions that emphasise the 'Kick Arse, take names(to kick later), loot the bodies, and party hard!) attitude that I love to see in games.  I can't say too much about other submissions I have been working on since HMB was released (skills, armours, rules... those which capture the spirit of the HM seen in Knights of the Dinner Table), and you can be sure I am doing all I can to have them see publication in some capacity.

I'm sure Jolly can testify to that last point! :p

The other component I have seen praised in the DCC RPG are the critical hit charts.  They are well done, but... they are rather limited compared to the tables formulated for HM.  They are slated for the forthcoming GMG, but a preview is included in HackJournal 36.  Likewise with the fumbles (HJ...35, I believe, but may be an issue off there).  HJ 39 also features official rules for checking the likelihood of falling asleep on guard duty - something many GMs may find useful (and with the guidelines there to slap down any cries of 'foul'!)

Otherwise, I would be inclined to add a hitpoint kicker (say, 10-15 depending on your campaign), double the healing rate, look forward to the (hopeful) inclusion of the Hackmaster Smartass Smackdown Table, and have fun!



For what it is worth, I am also in the middle of writing up a Dungeon Keeper class for the DCC RPG (based on the videogame), with a focus on attaining wealth and a nastier assortment of minions than others... inspired by the brilliant multiple Darwinistic character generation rules. Just so I don't seem *too* biased towards one system. ;)

Marleycat

Quote from: Clockpunk;562595Be glad to, Marleycat! ;)

First off, the magic system.  The corruption and manifestations are an easy enough concept to port over from similar/related spells (or develop entirely).  The scaling level of effects may also be carried over through either the use of the contested roll (to see whether the target is affected) serving a secondary purpose as an 'intensity' roll (as it were), or another dice roll serving in such a capacity.  To me, the Spell Point boosting system would work wonderfully well generating a tiered level of effects (it may be argued they already do, to a degree).  Or, more simply, whenever a spell is cast from a scroll, or learned, only one such tier of effect is learned, which could be used to encourage the development (through research or finding other instances of the same spell) so that bigger, better and flashier effects may be unleashed!

Personally, it is with these tiered effects that I think the Spell Copyright system of HM4e could also be brought in nicely. ;)

As for the attitude, well... that arguably boils down to monster selection (I have worked on converting a number of 'fun' HM4e serious-yet-still-retaining-'gonzo'-qualities - many of those have been submitted and are still awaiting KCo consideration, but the Crawling Claws was the first such beastie to see print!).  HackJournal 39 (the latest one) feature a piece I wrote on making the most/taking advantage of hunting/battle trophies in-game.  Just little additions that emphasise the 'Kick Arse, take names(to kick later), loot the bodies, and party hard!) attitude that I love to see in games.  I can't say too much about other submissions I have been working on since HMB was released (skills, armours, rules... those which capture the spirit of the HM seen in Knights of the Dinner Table), and you can be sure I am doing all I can to have them see publication in some capacity.

I'm sure Jolly can testify to that last point! :p

The other component I have seen praised in the DCC RPG are the critical hit charts.  They are well done, but... they are rather limited compared to the tables formulated for HM.  They are slated for the forthcoming GMG, but a preview is included in HackJournal 36.  Likewise with the fumbles (HJ...35, I believe, but may be an issue off there).  HJ 39 also features official rules for checking the likelihood of falling asleep on guard duty - something many GMs may find useful (and with the guidelines there to slap down any cries of 'foul'!)

Otherwise, I would be inclined to add a hitpoint kicker (say, 10-15 depending on your campaign), double the healing rate, look forward to the (hopeful) inclusion of the Hackmaster Smartass Smackdown Table, and have fun!



For what it is worth, I am also in the middle of writing up a Dungeon Keeper class for the DCC RPG (based on the videogame), with a focus on attaining wealth and a nastier assortment of minions than others... inspired by the brilliant multiple Darwinistic character generation rules. Just so I don't seem *too* biased towards one system. ;)

Cool thanks for the tips.:)
Don\'t mess with cats we kill wizards in one blow.;)