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The DCC RPG: anyone playing it?

Started by Akrasia, February 04, 2013, 01:00:09 AM

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Akrasia

Quote from: Spinachcat;624651...
I sense DCC has a WFRP 1e vibe. You play it grim and perilous knowing that Bad Stuff is on the horizon and its about how far you can push into the darkness before the dice betray you.

Does DCC have a system of 'fate points' like WFRP 2e?  (I know that you referred to 1e, but I'm only familiar with 2e.  Also, I thought that 2e's fate points helped keep the 'grim and perilous' stuff from being too discouraging for players.)
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Akrasia

Quote from: finarvyn;624853DCC runs a lot like old-school D&D. It has a few core classes, basic stats that are similar to those in OD&D, and in general has a similar style to the old "appendix N" literature that I love to read. I think that it plays fast and loose and gives a lot of opportunites for a GM to "sandbox" campaign settings.

I've run quite a few games and like DCC a lot. The two factors that seem to bother people most are (1) the large number of tables, and (2) the odd dice types. Frankly I don't think that the tables are a big deal because I print off the table for each spell for my wizard characters, and it's easy to "fake it" with regular polyhedral dice.

Heck, I'm old enough to remember when people got all hissy about not owning d20's or d8's. All they owned were d6's. :p

I have no problem with the idea of using tables in a RPG.  I used to run MERP a lot.  My only worry would be if they became too hard to reference while GM'ing (which was one of the reasons why I mainly stuck with MERP over Rolemaster back in the day).

The odd dice types are a little annoying, but not necessarily a deal-breaker.

I like the 'Appendix N' vibe of the game as well (well, at least from the beta and from what I've read online).

Hmmm...
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K Peterson

Quote from: Akrasia;624928Do you dislike crit and fumble tables in general, or specifically the DCC ones?
I don't like them generally-speaking.

AnthonyRoberson

Quote from: Akrasia;624929Does DCC have a system of 'fate points' like WFRP 2e?  (I know that you referred to 1e, but I'm only familiar with 2e.  Also, I thought that 2e's fate points helped keep the 'grim and perilous' stuff from being too discouraging for players.)

In DCC, characters have a Luck attribute. They can permanently 'burn' points of luck and use them in a manner similar to Fate points.

Simlasa

Quote from: Akrasia;624929Does DCC have a system of 'fate points' like WFRP 2e?  (I know that you referred to 1e, but I'm only familiar with 2e.  Also, I thought that 2e's fate points helped keep the 'grim and perilous' stuff from being too discouraging for players.)
You can burn Luck, which is 'permanent' for all but Halflings and Thieves... but you can get it back in various ways, usually as a sort of reward for a successful endeavor.
Being low on Luck is undesirable though... for one thing it makes you the likely target when the enemy is deciding who to attack first.

RPGPundit

I would be curious to know how well DCC holds up at higher-level play. I have no doubt that it plays well at 0-level, and probably 3rd-level but I'm wondering how it actually manages with 6th or 7th level characters; that is, if it can stand up to a long sustained campaign.

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I've played the funnel and had an Elf falconer survive. He's currently preparing to attract a familiar. The funnel is brutal, but so far, our 1st level play has been pretty normal . Of course, my Elf has cast all of 2 spells so far - and probably won't be too liberal with them in the future either.

Personally, i think the luck-burning ability of Thiefs and Halflings is a notch up from other class abilities.

deleted user

Quote from: RPGPundit;625100I would be curious to know how well DCC holds up at higher-level play. I have no doubt that it plays well at 0-level, and probably 3rd-level but I'm wondering how it actually manages with 6th or 7th level characters; that is, if it can stand up to a long sustained campaign.

RPGPundit

I've played it at 5th level, no complaints, but by then wizards are truly freaky (we had an all-wizard party!) and unwelcome in any civilised settlement.

RPGPundit

Freaky is one thing, but the real question is whether they're mechanically fucked?

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DestroyYouAlot

Played a campaign for a few months, had a blast before it got put on hold.  (I'm hoping to get back to it at some point, although the DM's running LL right now and that's a gas, too.)  

We ran through the funnel, ended up with an elf (believe he started off as a scribe's assistant or some such).  As the party warlock, I was playing a personal game of chicken with the DM - he was laying all kinds of temptation in front of me to cast spells, and I was doing my damnedest to put off making the inevitable dark bargains for as long as I could.  (Never did actually settle on a patron being.)  

Think we were 3rd level or so when it got back-burnered, and it did just fine at that level.  Hopefully at some point I'll have more stress-test data for mid-level.
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RPGPundit

So again, I'm curious to know, just how debilitating are wizard mutations in the course of actual play to mid-levels?

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Fiasco

The system is packed with awesome but I dunno, it doesn't seem to lend itself to long term play. I'd play it as D&D amped up to 11. Run 10 shortish but epic adventures which take the party from 0th to 10th

One thing I dig is that even 1st level parties do epic stuff rather than save the village from a few goblin raiders.

Eisenmann

I'm about ready to pick our DCC game back up so hopefully we'll get to run everyone up several more levels.

I'm curious to see how crippled magic users get at higher levels. Though, even if they get pretty "skewed", I'll probably consider that a feature.

K Peterson

In a moment of weakness, I order some Zocchi dice today. They looked shiny.

Couldn't find a d30 that looked worth a damn, so if I get around to trying out DCC I'll have to use a control dice.

Votan

Quote from: RPGPundit;625737So again, I'm curious to know, just how debilitating are wizard mutations in the course of actual play to mid-levels?

RPGPundit

I wonder if it depends on how you play them.  I suspect that a Gandalf type (very reluctant to cast spells) is likely to be able to use luck to avoid the worst parts of casting.  

Traditional wizards live fast and then mutate into otherworldly creatures.  This feels a lot like the Lankmar or Theives World in that respect, so this may be a feature and not a bug.