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Old School Essentials vs. Dungeon Crawl Classics

Started by Batjon, June 27, 2021, 06:34:42 AM

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Batjon

If you had to choose between this game and Dungeon Crawl Classics to run/play, which would you go for and why?

Eric Diaz

Probably OSE because you can get it for free online in SRD format; it is simpler and I'd add my own stuff.

DCC RPG has a lot of additional content; great tables, etc. If I could get that online, I might choose DCC, and cut down some tables.

(my ideal level of detail is somewhere between the two, which is why I have written my own version).
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TheShadowSpawn

Old School Essentials, hands down. DCC has a fairly weird niche feeling that puts me off. The player characters become really powerful really fast.

I own every DCC product because I love the production values and art, but each time I try to run it the general consensus is the group would rather play OSE or some other BX variant.

I don't like the excessive use of charts for almost every aspect of the game. I find that it's slow and cumbersome.

The use of the extra dice , I find, is a barrier of entry for newer players.

Finally, I really loathe the standard d20 initiative system.

OSE is is succinct, well organized and perfectly compatible with my library of materials. New players take it quickly as well. 

Crusader X

OSE.  Because B/X is my favorite RPG.  And I dislike DCC's need for dice that I don't already own.

Batjon

I really want the mercurial style magic that DCC has with it being dangerous and unpredictable.  Have any of you found a way to implement something like that into your OSE games?

Eric Diaz

#5
Quote from: Batjon on June 27, 2021, 01:10:56 PM
I really want the mercurial style magic that DCC has with it being dangerous and unpredictable.  Have any of you found a way to implement something like that into your OSE games?

Well, yes, kinda. The system I've mentioned takes inspiration from B/X and DCC. Here is the part about magic:

A spell is a way of bending reality in accordance to
one's desires. Anyone can learn spells, but they are very
dangerous to use, especially to those who don't have the
Spellcasting skill.
Casting a spell requires a spellcasting check with either
Intelligence (for magic-user spells) or Wisdom (for cleric
spells). The DC is defined by the spell's level: 10 + (spell level
x2), according to the table below.
Memorizing a spell requires spending a feat; it then
becomes a part of the character and can be used freely. In
any case, the spell must first be found through adventuring
(see the next page).
Level 0 spells are called "cantrips" and, unless they are cast
against a foe, require no dice rolls (and can be cast as bonus
actions). Unless the spell says otherwise, the effects of a
cantrip are up to the GM and should be very minor. For
example, a magic-user that has memorized Fireball can
light a torch instantaneously.
Anyone can cast spells if they have a grimoire or scroll (see below).
Spell Level Spell DC Spell Power
0 10 1
1 12 2
2 14 4
3 16 8
4 18 16
5 20 32
6 22 64
7 24 128
8 26 250
9 28 500
The spell's level is chosen freely by the spellcaster upon
use, regardless of character level. A level 3 magic-user can
cast a level 7 spell, for example, although that might be
dangerous.
All spell effects are based on spell level, not caster level.
For example, some spells cause "1d6 damage/level". This
means a fifth level spell would cause 5d6 damage. Some
spells get exponentially stronger with level; for example, a
spell could teleport the spellcaster "up to Spell Power in
feet", meaning a sixth level spell would allow the magician
to transport himself across 64 feet.
Characters need to have at least one free hand to cast a
spell. They must also be able to speak. Encumbrance affects
Spellcasting negatively.
The range and duration of each spell are described after
their names.

[...]
Spell mishaps
Failing a spell check can be dangerous. A simple failure
costs the spellcaster 1 hit point per spell level. A fumble
causes other dire consequences in addition to this loss; this
is called a spell mishap. The effects of a spell mishap must
be previously agreed upon with the GM. As a standard rule,
use the effects below.
A magic-user has the spell completely wiped from his or
her memory and cannot cast it again until he or she spends
1d4+spell level hours in study and meditation in order to
relearn the spell. Magic-users must carry spell books ($100,
weight 1/3) around for this purpose – they start with a
"free" book for each spell they have.
If the spellcaster is a cleric, his or her deity is displeased
with the PC's hubris, and the PC is unable to recover the
spell before spending 1d4+spell level hours in prayer. They
need a holy symbol to do so. Afterward, the cleric must
complete a simple task (such as fasting until taking 1 point
of Constitution damage) or risk angering his or her deity
(GM's call). Clerics of evil deities often perform sacrifices
instead!
A second fumble before the spellcaster recovers from the
first one (when trying to cast another spell, for example),
causes a spell catastrophe. The exact effects are up to the
GM, but possibilities might include the inability to cast
spells until a greater quest is fulfilled, the summoning of a
great demon, the destruction of all the party's items or the
building they are in, etc.
A fumble caused by someone that hadn't memorized the
spell can always cause a spell catastrophe (GM's call).

(from Dark Fantasy Basic
https://www.drivethrurpg.com/product/229046/Dark-Fantasy-Basic--Players-Guide)

This is not exactly compatible to OSE, but if you roll a d20 plus INT plus caster level with the DCs above, I reckon you'll be in the right ballpark.

EDIT: whoops, my bad, I think mercurial magic means something else. I was thinking spell mishaps, etc., which I incorporated from DCC.
Chaos Factory Books  - Dark fantasy RPGs and more!

Methods & Madness - my  D&D 5e / Old School / Game design blog.

Batjon

Which do you think is more rules-lite? DCC or OSE with the Advanced Books options like the extra classes and race separated from class?

Eric Diaz

Quote from: Batjon on June 27, 2021, 02:26:46 PM
Which do you think is more rules-lite? DCC or OSE with the Advanced Books options like the extra classes and race separated from class?

OSE is certainly a lot more rules light than DCC. I am not familiar with the advanced book, unfortunately.

I'd guess they'd still be more more rules light than DCC, but the difference would be small IMO, and if I had both books I'd choose DCC, because the complexity being equal DCC has more "awesomeness" IMO.
Chaos Factory Books  - Dark fantasy RPGs and more!

Methods & Madness - my  D&D 5e / Old School / Game design blog.

Slambo

DCC hands down. It is my favorite game system. Though OSE certainly is a good time too.

Mad Tom

Probably OSE/BX for a campaign or longer module. For a one-off or pick up game DCC funnels are a blast.

It's been a very long time since I've done any higher level play with B/X, but it seems to hold up pretty well. As I understand it, DCC starts to break down around mid-level and higher (~ level 5).

Regarding Mercurial Magic, it looks like it can be added to OSE, but you would have to add a luck score to player stats for it to work. Likewise you could probably graft on Spell Burn, Corruption and Mighty Deeds (for Fighters). It might all require enough fiddling that you may as well just play DCC at that point.

If you want to have some simple but crazy unpredictability with spellcasters in OSE, just add in the first-level Summon spell from LotFP. Though that can destroy a campaign pretty quickly.

JeffB

I already have the best version of OSE- Moldvay/Cook/Marsh.

I like DCC, but it's not a daily driver for me. I ran it for a bit, but tired of it over time.  I've stolen the mechanical bits I like and implemented them into other rulesets. I keep the book around for inspiration.

TheShadowSpawn

Quote from: JeffB on June 28, 2021, 12:40:00 PM
I already have the best version of OSE- Moldvay/Cook/Marsh.

I like DCC, but it's not a daily driver for me. I ran it for a bit, but tired of it over time.  I've stolen the mechanical bits I like and implemented them into other rulesets. I keep the book around for inspiration.

I do love my Moldvay books, however I prefer OSE's organization and presentation. Its basically (pun intended) the same game, just organized in a way that I find it easy to reference during prep and play.

Lynn

I don't think they are readily comparable.

I don't know that much about OSE, but it looks very much like it reads on the tin.

DCC has become its own thing with the funnel, funky dice, critical tables, corruptible nature of magic and the like.

OSE is like eating a classic cheese burger that came off the grill during a 1950s style backyard barbecue.

DCC is ordering a cheese burger and given 10 default condiments that include braised sea cucumber and artichoke bottoms.
Lynn Fredricks
Entrepreneurial Hat Collector

Rhedyn

DCC. I have some great APs for it and the system is just more interesting.

Keep in mind. DCC is written as 0D&D from a different timeline. It's different in a lot of places and no where near as clean as B/X. If you want a more pure OSR experience and really lean into OSR philosophy, OSE is much more useful.

Hakdov

I really wanted to like DCC but there are a number of things that really turned me off of it.  They make such a big deal about simulating Appendix N books but I feel like they are way off.  What appendix N books featured a bunch of nobodies going off to get killed in a dungeon?  Which ones featured clerics?  Which ones had protagonists that were mutated wizards?  Why the god awful 70's themed art with bellbottoms and afro's?  I grew up in the 70's and I sure wasn't reading anything with cover art that looked like that.  It's a weird mishmash of random stuff that is even more incoherent than D&D is which is saying a lot. 

meh, I say, meh...