Showing posts with label DCC rpg. Show all posts
Showing posts with label DCC rpg. Show all posts

Friday, August 03, 2012

Yo, Banesfinger!

On an old post Banesfinger recently asked:

Does anyone know of a good Zocchi dice retailer (on-line) up here in Canada?


I asked around on Google+.  Here are the responses I got:



Eric BoydYesterday 4:05 PM
http://myworld.ebay.com/dark_elf_dice/?_trksid=p4340.l2559 has quite reasonable rates on shipping to Canada.

Ramanan SivaranjanYesterday 4:31 PM
This fellow was going to ship to Canada the next time he has another set of dice up for sale: http://www.ebay.com/itm/ws/eBayISAPI.dll?ViewItem&item=320952061652#ht_500wt_1083

Eric BoydYesterday 6:16 PM


Hope that helps!

Thursday, August 02, 2012

some Fiendish fragments

Okay, so thanks to Aplus's DCC Monster Helper charts I'm going to try converting some monsters from the Fiend Folio (the 1st edition version) to Dungeon Crawl Classics standards.  If I find this fun maybe I'll do a few posts along these lines.  I'd like to do up some straight conversions, some fixes to monsters that I don't think quite work as written and some of Zak's FF work.

Norker: Init +1; Atk big club +4 melee (d6+2) or bite +4 melee (d3); AC16; HD 2d8; MV 30'; Act 1d20; SP infravision 60'; SV Fort +3, Ref +0, Will -2; AL N; Norkers are to hobgoblins what cavemen are to humans.  Their hides are hella tough.

Flumph: Init +1; Atk spike drop +2 melee (d8+d4 acids for 2d4 rounds) or +1 ranged squirt musk; AC19 (underside AC11); HD 2d8; MV 20' (fly); Act 1d20; SP musk Ref save versus attack roll or shunned d4 hours due to skunklike smell ;SV Fort +0, Ref +2, Will +3; AL L; These enigmatic weirdoes can communicate with supernatural agents of Law but speak no tongue known to humanity.

Gorilla Bear: Init +2; Atk slam +6 melee (d8+3); AC15; HD4d8; MV 30'; Act 2d20; SP Any critical also triggers a hug for +2d8 damage; SV Fort +7, Ref +3, Will +1; A gorilla that is also a bear.  Possibly enjoys honeyed bananas.



Tuesday, July 31, 2012

quickie wandering monster tables for DCC RPG

Two things I like about the Dungeon Crawl Classics RPG are its good supply of neat monsters and its radical devotion to random die charts.  Two things I don't like are its lack of wandering monster charts and the absence of an index.  Well, maybe there are some wandering monster charts somewhere in the book, but without an index, how the heck am I going to find them?  So I made some.  These creeps are sorted mainly by hit dice and most of the die ranges are my guesswork.

Level 1 (d14)
  1. 2d4 Acolytes
  2. d6 Bandits
  3. d6 Deep Ones or Subhumans
  4. Demon, Type I
  5. 2d4 Dimensional Sailors
  6. d6 Giant Ants (workers) or Giant Rats
  7. d12 Goblins or Kobolds
  8. d6 Hobgoblins or Gnolls
  9. d6 Lizardmen or Troglodytes
  10. d6 Orcs
  11. d20 Peasants
  12. Primeval Slime, 1 hd
  13. Serpent Man with d6 Subhuman servants
  14. d12 Skeletons
Level 2 (d20)
  1. d6 Bat Swarms (mundane)
  2. Bandit Hero with 2d6 Bandits
  3. d8 Berserkers
  4. d4 Cave Octopi
  5. d4 Colossal Leeches
  6. Demon, Type I
  7. Gargoyle
  8. Ghost
  9. d4 Ghouls
  10. d4 Giant Beetles
  11. d4 Hell Hounds
  12. d4 Hollow Men
  13. d6 Killer Bees
  14. Knight with 2d6 Men-At-Arms
  15. d4 Living Statues (crystal)
  16. d4 Man-Bats
  17. Primeval Slime, 2 hd
  18. d4 Serpent Men with 2d6 Subhumans
  19. d6 Shroommen
  20. d4 Vombis Leeches with d6 Vombis Zombies
Level 3 (d16)
  1. d4 Androids
  2. d6 Cave Crickets
  3. Cockatrice
  4. Demon, Type I
  5. Friar with 2d6 Acolytes
  6. d6 Giant Ants (soldier)
  7. d6 Giant Centipedes
  8. d4 Giant Cobras
  9. d4 Living Statues (stone)
  10. Lizard, Giant
  11. Magician with d6 Peasants
  12. d4 Owlbears
  13. Primeval Slime, 3 hd
  14. d4 Underdark Slugs
  15. Witch with d6 Servitors
  16. d12 Zombies
Level 4 (d10)
  1. d4 Bat Swarms, vampiric
  2. d6 Bugbears
  3. Demon, Type I or II
  4. d6 Insect Swarms
  5. d4 Living Statues (Iron)
  6. d4 Ogres
  7. Primeval Slime, 4 hd
  8. d6 Rat Swarms
  9. d4 Giant Vipers
  10. d4 Time Travellers
Level 5 (d16)
  1. Ape-Man (Giant or Four-Armed)
  2. Basilisk
  3. Brain Elder
  4. Chimera
  5. Cyclops or Giant
  6. Demon, Type I - VI
  7. Elemental
  8. d4 Giant Scorpions or Giant Boa Constrictors
  9. d4 Harpies
  10. Hydra
  11. Manticore
  12. Minotaur
  13. d4 Mummies
  14. Primeval Slime, 5 hd
  15. d4 Shadows
  16. d4 Trolls
Notes:

I put Peasants on the first level chart under the assumption that the party could run into an NPC funnel group.

Given how often they come up, the GM should probably pre-generate some Type I Demons and Primeval Slimes.

Level 4 is kind of boring, isn't it?  It's like the calm before the storm of getting completely clobbered on Level 5.


Thursday, July 26, 2012

I live for stupid crap like this

So last night at the Armored Gopher we were playing a third session of the Dungeon Crawl Classics RPG.  The party was descending this big spiral staircase somewhere under the Tower of Zenopus when some stirges flew down and started harassing them.  Eustace the Bold uses a Mighty Deed of Arm (which I use as an ad lib stunt system, ignoring the details in the GM section) to swat one to the ground with his shield.  The beggar-thief and the cleric of Cthulhu try stomping on its head, but both roll miserably, bumping into each other in their haste to kill the prone bird-bat-mosquito thing.  On the next round the stirge gets up and attacks the cleric, rolling a crit.   I don't know if it was my idea or not, but I will totally take the blame for this next part: the cleric now has a stirge jammed in his crotch, sucking out his, and I quote, "dick blood".  The stirge in question is killed on the next round and gingerly removed from the area in question.

The proboscis-to-jimmy attack ended up only doing a single measly point of damage, but I doubt I'll ever forget that particular one point.  That cleric won't either, I reckon.

Wednesday, July 25, 2012

hybrid Chainmail/DCC spellcasting

Rolling dice to cast a spell goes back to Chainmail.  Here's the basic 2d6 chart:

2-5 Fail
6-7 Delay
8-12 Success

-1 for a first level spell, -2 for a second level spell, etc.

+1 caster level 1-2
+2 caster level 3-6
+3 caster level 7-8
+4 caster level 9-10
+5 caster level 11+

I may have that level chart slightly buggered up, as I'm doing it from memory.  A bunch of my gaming stuff is packed at the moment.  Also, note that the Delay category refers to the spell going off one Chainmail turn after the casting.  In my games I'd probably rule that the spell goes off the following round, provided nobody disrupts the casting in the meantime.

Anyway, even if you are a pretty strict Vancian adherent there's still lots of uses for a chart like this.  A moth eaten scroll with an incomplete spell.  Some joker with read magic trying to cast a high level spell directly out of a spell book.  Someone attempting to cast an Arduin spell that's rated a spell level beyond the scope of the rules you normally use.  Basically, any situation where the casting is less certain than normal conditions.

For DCC-style "you must roll for every spell" shenanigans, just add a "1 or less" category that sets off a spell fumble and an "oversuccess" result on a 13+.  While I don't mind making up spell fumbles and oversuccesses on the fly, a couple good rules of thumb for the latter might be in order.  Something like this:

  • Any spell with a variable based on caster level gains +1d6 levels.
  • Spells with no such variable double range, duration, etc as appropriate.
  • Magic Missile gains one bonus missile for each point over 12 rolled.

If you want caster Intelligence to figure into the roll, here's a chart for that:

Int 3: -2
Int 4-8: -1
Int 9-12: no modifier
Int 13-17: +1
Int 18: +2

These are the standard stat mods for BX D&D when applying a modifier to a d6 or 2d6 roll.  See Initiative Adjustment for Dex or Adjustment to Reaction for Charisma.

Monday, July 16, 2012

DCC fighter thoughts

So the Dungeon Crawl Classics RPG gives the fighterly types this thing called an Attack Die.  At first level you get a d3 and it increases in die size as you advance.  You roll this die every time you make an attack, in addition to the standard to-hit roll.  The Attack Die roll has three functions:

1) You add the roll to your to-hit roll.  A 12 on the d20 and a 2 on the d3 means you actually rolled a 14 to-hit.  Note that the Attack Die completely replaces the fighter's Base Attack Bonus.  I.e. A 1st level warrior has a BAB of d3 rather than +1.

2) If your combined roll is a hit, you also get to add the same number rolled to the damage you do to the foe.

3) You can declare a Mighty Deed of Arms, which is basically the stunt system of the game.  If you hit and if you rolled a 3 or higher on your Attack Die, you also pull off your Mighty Deed.

There's a bit more to the Mighty Deed rules we can ignore here, but overall there's some neat stuff happening with these rules.  Clearly you could just bolt these rules directly onto other D&D type games with little difficulty.  In general anything that makes the fighter types feel fresh and interesting seems to be worth investigating further, I think these rules need a little tweaking.

First of all, I don't like the idea of asking someone in a Google+ game to roll a d3 all the dang time.  I can bring extra funky dice to my FLGS games, but I don't think it's fair to expect everyone online to own a d3 or d5 or whatever.  Yes, there are work-arounds such as rolling a d4 and re-rolling 4's or using one of the d6/2 methods, but that just seems clumsy when you are using that faux die with every dang to-hit roll.

Second, I'm not sure I like stunt systems any more.  I'd rather the players just declare awesome actions and we resolve them on the fly.  About the only thing I like about codified stunt rules is that there existence suggests to players that stunts are possible, but there are other ways to communicate that fact,

So here's my idea for adopting the Attack Die to baseline D&D:  Keep the normal to-hit progression for fighter types.  Disallow weapon specialization or any other stuff that would give additional bonuses to fighters.  Instead, all fighters get to roll a d6 with every to-hit roll.  If the roll comes up a 6 then they get either +6 to-hit or +6 damage but not both.  Call it a Mighty Strike or some similar nonsense and Bob's your uncle.

Yeah, a +6 modifier on either roll is pretty big and bad but keep in mind that there will be times when the d20 roll plus 6 will still be a miss.  You could use a d4 and get a 25% chance of +4 to-hit or damage instead of a ~16% chance of +6, but I hate rolling d4s.  Does anyone like those things?