Showing posts with label DCC. Show all posts
Showing posts with label DCC. Show all posts
Monday, May 20, 2013
DCC Fimbulwinter - Session 5
Once again the session revolved around Magnus McAnthony, the asshole wizard with the d30 choking cloud spell.
Eventually one of the level 0 characters tired of this and stabbed him in the back, ending his reign of dungeon genocide. Then he was stabbed in turn by the other PCs.
Meanwhile the players encountered two really cool villains I'd developed and killed them both before they got to do anything cool.
PC deaths: 5
Treasure obtained: ~1500sp (that's silver standard mind you)
The high lethality has been fun but it's getting old. Only one character still survives from the 2nd session. Most of the deaths today could have been prevented if they hadn't fought each other and if they'd remembered to bring a cleric.
Saturday, May 4, 2013
DCC Fimbulwinter Session 4
"This choking cloud only lasts for another 2 minutes, so let's just run through the dungeon so we can clear as many rooms as possible before it expires!"
This was after the cloud had already killed three party members.
Three more PCs died before the session was over - the last of them by falling down a hole while fleeing from the dungeon.
No treasure acquired.
Sunday, April 14, 2013
DCC Fimbulwinter, Session 3
They finally got to level 1 and picked character classes.
- One PC is an absolute monster with 18hp and +5+d3 attack bonus. But to get his full attack bonus he must wield a pitchfork.
- A wizard PC rolled 98 for mercurial magic - can cast Choking Cloud with a d30 instead of d20.
- Party was hired to carry out a blood feud assassination. Reminded not to kill too many people or the feud would only be perpetuated further.
- Attack on the longhouse ended with the aforementioned wizard casting Choking Cloud, rolling a 30 on the d30 and slaughtering everyone in the building, men women children and slaves (but sparing the goat). No save - or rather, the save DC is equal to the spell check, so nobody short of a deity could have passed it.
- Then they burned down the longhouse to 'hide the evidence'. Now they have to leave town in a hurry, but they did get paid.
The group seems to love DCC. One player who started on 4th edition said he preferred this because he felt like he had "earned" the right to be 1st level (and have 18hp and a game-breaking perfect storm of attack bonuses.)
Friday, March 29, 2013
DCC Fimbulwinter - Session 1 report
I usually find play reports boring as hell so I will try to keep this snappy and interesting:
- 15 funnel PCs captured by anthropophagic elf sorceress
- Me one hour into the session: "Shit, I pulled my punches too much on this dungeon, I'm not even going to kill any of them"
- Sorceress critically fails two spell checks in a row, then rolls an enormous check and hypnotizes 5 PCs in one round
- PCs murdering each other. Not because of the hypnosis thing, purely of their own volition.
- Last PC flees for the exit. Grabbed by giant frog, shrugs off his backpack containing all the (meagre) treasure in order to escape.
I'm using an SP=XP system, with 0-level characters starting at -100xp. The sole survivor's only loot was a single silver spoon, so he is still 98xp away from acquiring a class.
- 15 funnel PCs captured by anthropophagic elf sorceress
- Me one hour into the session: "Shit, I pulled my punches too much on this dungeon, I'm not even going to kill any of them"
- Sorceress critically fails two spell checks in a row, then rolls an enormous check and hypnotizes 5 PCs in one round
- PCs murdering each other. Not because of the hypnosis thing, purely of their own volition.
- Last PC flees for the exit. Grabbed by giant frog, shrugs off his backpack containing all the (meagre) treasure in order to escape.
I'm using an SP=XP system, with 0-level characters starting at -100xp. The sole survivor's only loot was a single silver spoon, so he is still 98xp away from acquiring a class.
Thursday, February 21, 2013
FLAILSNAILS to DCC conversion (first draft)
rules not as yet tested for swiftly converting FLAILSNAILS PCs to DCC games and/or using OSR-compatible homebrew classes in DCC.
First, determine your character's base class:
If you fight good and do very little else, you are a Fighter.
If you fight good but also have some extra abilities such as ranger, paladin or racial powers, you are a Variant Fighter.
If you fight fairly well but have other abilities that make up at least 50% of your schtick, you are a Cleric.
If you have skills, sneaky stuff or other utilities that aren't fighting or magic, you are a Thief.
If casting spells is your primary thing, you are a Wizard.
Characters get attack bonus, action dice, critical tables and saving throws as per their base class.
Fighters get the Deed Die and Mighty Deed of Arms.
Variant Fighters don't get the Deed Die, and instead get an attack bonus equal to the average of the Deed Die they would have gotten, rounded down. (e.g. d3 = +1; d4 = +2; etc) They cannot perform Mighty Deeds of Arms.
Clerics and Wizards still cast spells as per their original system; no rolling on tables for you.
Thieves use whatever skills they had from their original system, but gain the ability to burn and regain Luck as a Thief.
Your DCC Strength, Agility, Stamina and Personality correspond to their equivalent stats in the original system. (Why they insisted on renaming Dex, Con and Cha I will never understand.) Your DCC Intelligence is the higher of your OSR Intelligence or Wisdom. Your Luck is rolled as you enter the DCC universe.
First, determine your character's base class:
If you fight good and do very little else, you are a Fighter.
If you fight good but also have some extra abilities such as ranger, paladin or racial powers, you are a Variant Fighter.
If you fight fairly well but have other abilities that make up at least 50% of your schtick, you are a Cleric.
If you have skills, sneaky stuff or other utilities that aren't fighting or magic, you are a Thief.
If casting spells is your primary thing, you are a Wizard.
Characters get attack bonus, action dice, critical tables and saving throws as per their base class.
Fighters get the Deed Die and Mighty Deed of Arms.
Variant Fighters don't get the Deed Die, and instead get an attack bonus equal to the average of the Deed Die they would have gotten, rounded down. (e.g. d3 = +1; d4 = +2; etc) They cannot perform Mighty Deeds of Arms.
Clerics and Wizards still cast spells as per their original system; no rolling on tables for you.
Thieves use whatever skills they had from their original system, but gain the ability to burn and regain Luck as a Thief.
Your DCC Strength, Agility, Stamina and Personality correspond to their equivalent stats in the original system. (Why they insisted on renaming Dex, Con and Cha I will never understand.) Your DCC Intelligence is the higher of your OSR Intelligence or Wisdom. Your Luck is rolled as you enter the DCC universe.
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