Posts Tagged ‘Dungeon Crawl Classics’

DCC – Spell Addiction

June 7, 2018

dcc-wizard-1

For the uninitiated, in Dungeon Crawl Classics wizards roll a d20 to cast spells and compare the result to a chart to determine the spell’s ultimate effect.  However, if you roll a natural 1, you get a thing called spell misfire.  Basically, you screw up the spell and something bad happens.

So, a new idea for a spell misfire effect is Spell Addiction.  In essence, a caster becomes addicted to casting a particular spell.  If they don’t cast that spell at least once a day, they suffer a -1 die step penalty on all action die rolls until they do.

If the wizard happens to gain a second instance of spell addiction for the same spell, then they need to cast the spell at least twice a day, or suffer a -2 die step penalty on all action die rolls.  A third instance of spell addiction with the same spell is even worse, and so on.

How do you treat spell addiction?  Hell if I know, but I’m guessing it’s probably really difficult and involves a quest for some rare ingredient, or a visit to a health guru living on some distant mountain top.

This concept could be extended to other magic items as well.  Say, developing an addiction to healing potions, or an inability to ever part with your awesome magic sword, or you develop an intense fear of ever removing your magic armor because it would leave you vulnerably “naked.”

Granted, to a certain extent players already do some of these things, it’s just largely hand-waved or glossed over.  But there are times when it could be really interesting (“Sorry, you can’t bring your chaotic magic sword Lifebane to your meeting with the king, no matter how badly you ‘need’ it.”)

Another possibility, in the spirit of DCC, is to gain Spell Addiction on a spell check roll of natural 20 instead.  All that magical power going to your head, it’s a rush!  Every spell casting after that is just an attempt to chase that initial high of arcane power.

Cheers!

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Jury Rigged Weapons for Crawling Under a Broken Moon

January 15, 2018

umerica

Reid San Fillipo recently released the Umerica Survival Guide, based on his DCC fanzine Crawling Under a Broken Moon.  It’s a post-apocalyptic setting for Dungeon Crawl Classics, sort of a mix between Mad Max and Thudarr the Barbarian.

The Umerica rules add a new piece-meal armor system.  Instead of increasing Armor Class, armor mitigates damage.  Armor is represented by a die step (d3, d4, d5, etc.), which you roll to see how much damage is reduced by.  The really neat thing about this is that you can increase your armor die step by adding scavenged materials to it, and if you roll a 1 on the armor die, your armor degrades from the damage it’s taken.  It really gives the game a nice Mad Max vibe.

I thought a similar system for weapons would be cool, too.  What I propose is you start with some kind of base weapon.  In this case, let’s say it’s a wooden baseball bat.  Adding scavenged materials to the weapon increase the damage die by one step.  For example, say a bat starts with d6 damage; then you hammer some nails into it, increasing the damage to d7.  Then you find a strand of barbed-wire, and add that on, increasing it’s damage to d8.  After that, you wrap some duct tape around the handle, for a better grip, increasing damage to d9 (or d10, depending on how you follow the die chain), and so on.

However, each time you roll maximum damage on the die, it degrades a die step.  You swing the bat so hard, some of those bits and bobs you added break off.

A few weapons roll two or more damage dice.  In these cases, each modification upgrades all the dice rolled for the weapon.  However, if even one of the damage dice get a maximum result, the weapon degrades.  These are usually more sophisticated weapons which are more likely to break down in harsh apocalyptic conditions.

More advanced weapons with higher damage dice, like firearms and energy guns, are less likely to degrade, but they can still do so.  And players can add scavenged technology to try and repair or upgrade them in a similar fashion.  You could also use this as a system for improvised explosives.

You may or may not want to require a roll of some kind to see if the modifications are successful.  If you want to keep things simple, just assume that any character with an appropriate occupation, and the right tools, automatically succeeds.  Otherwise, require a Luck check, or an appropriate ability check vs. DC 10 for simple things (like baseball bats), DC 15 for modern firearms, or DC 20 for advanced technology, such as lasers and deathrays.

Cheers.

DCC/WH40K Mashup – The Grim Dark Future Funnel

March 30, 2017

wh40kpic

A few weeks ago I ran a one-shot mashup of Dungeon Crawl Classics and Warhammer 40K (ish), which I called the Grim Dark Future Funnel.  The players rolled up a series of WH40K(ish) themed Level-0 characters who set about exploring a space hulk for salvage, xeno-tech and ancient relics.  The players had a strict time limit (in real time) to explore the ship before the Imperium blew it to pieces.

Not having time to map this stuff out properly, instead I just measured out inches for movement and range, and used templates for certain weapons, like grenades and flamers.  I improvised terrain using blocks of Styrofoam and a few other bits.

I allowed replacement characters to teleport straight into the space hulk, but I required a Luck roll to make sure they didn’t accidentally materialize inside another object…or person.

Highlights include the players deciding that firing automatic weapons into melee combat was an acceptable thing, accounting for a high number of funnel character deaths.  And the mad scramble to exit the ship before it blew up.  A handful of characters were oh so close to getting off the ship, but didn’t quite make it (sorry guys 🙂 ).

Here’s a link to the rules I came up with.  For small templates, use about a 1.5″ diameter, for large templates use maybe a 2″ diameter, and for flamer templates use a 12″ rule.  I bought some cheap 6″ rulers to measure movement, which is perfect for most character’s movement.  Psychic attacks are made using an opposed Personality check vs. the defender’s Will save.

Out of the Vault – A Post-Atomic Funnel Crawl

August 25, 2016

Votf

Here’s a simple little funnel occupation table and an accompanying equipment table.  The idea is a Vault somewhere needs something and has to send a bunch of  expendable  citizens out to the wasteland to find it.  Death and hilarity ensues.

Mutant Crawl Classics Kickstarter – Last Call

July 16, 2016

mccb&w

The MCC Kickstarter is down to the last 3 days, so if you were thinking about jumping on the bandwagon, now’s the time.  The KS campaign has already cleared several stretch goals, plus there’s an add-on for the funky dice you need for DCC/MCC, as well.

dccsotss

I got the chance to play a little Dungeon Crawl Classics a few weeks ago, doing a 0-level funnel (Sailors of the Starless Sea).  The numerous charts for DCC had always been a turn-off for me, but I found in practice they weren’t so bad after all (for 0-level characters, at least).  Plus, the adventure just had a really cool, funky vibe to it: weird magic, non-traditional monsters, and lots of opportunities to get your 0-level funnel dudes killed off. 🙂  Alas, none of my characters survived, but I had a blast playing.

As I’m impatient for post-apocalyptic goodness, I’m already kicking around ideas for my own version of a DCC PA game, though it would be all-funnel, all the time.  I’m thinking 0-level wasterlanders with laser guns and atomic grenades.  Sure they can die fast, but they can also kill things fast.  Just don’t get too attached to your characters.

Cheers.

DCC Funnel Character Creator

June 19, 2012

Most of these guys will be dead soon. 😦

Just wanted to point out something I thought was kind of neat.  It’s an online ‘funnel’ character creator for Goodman Games Dungeon Crawl Classics RPG, by Purple Sorcerer Games.  I like that it’s super quick and easy to use, and it puts four novice characters on one sheet of paper.  I’m not much interested in DCC itself, but I almost want to build my own RPG just around this character generator.


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