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Let's Talk DCC
Oh, those 'zocchi' dice are already one knock against it. Can you even still get those? How much do they run?
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I've never played 1st ed d&d, but I have all the books and this is considerably lighter to play. Of course it depends on the judge and how they run it, but the guy who typically runs games I'm in encourages us to just do whatever and be creative. He draws out maps on the fly, but they're just to explain the room to us (I'm extremely visual), we don't battle on them and everything is eyeballed.
The system offers a lot of freedom in play and the classes are generally really cool. I've played halfling, thief, fighter, spell caster and maybe a couple others and never felt like I had nothing to do in a fight. The magic system is really cool, a lot of the combat abilities are.
Does that help at all?
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DCC does play pretty fast and light. Structurally it is a very stripped down version of 3e. A lot of things are left up to DM fiat. The gonzo nature of the random tables throws a LOT of uncertainty into the game. You might fumble your spell casting check and have your head turn into a chicken's, or knock over three opponents with one blow, or whatever. It's all over the place, and the group really has to be on board with that kind of goofy fun.
Compared 3e and 4e, there's no emphasis on optimized character builds or any of that nonsense. No feats, no skills, no Vancian casting, no at-will/encounter/daily powers. But once you get past zero level, the characters are surprisingly competent.
The classes are nice and distinct, and all have a different feel to them. All fun.
The adventures, well, it's been years since I read the two D&D ones you mention, but I really like the DCC adventures. The two main authors, Harley Stroh and Michael Curtis, are some of the best in the business. They really bring the bizarre to every module. Planar travel, Cthuloid-headed cult leaders, weird magic items, mutations, death gods, the whole nine yards. I will note that the first few adventures for DCC proper are pretty average; I think they were still trying to figure out what they had going on and were writing in more of a 3e/4e mindset. But Sailors on the Starless Sea, The Sea Queen Escapes, and Swords Against Death are all great and can hold their own against any of the classics.
Zocchi dice are available for a couple bucks each. The app that Bull Nakano mentions is great, but I also got the dice. They're fun, and not really any weirder than d12s were in 1975.
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the funnel is a trade off. Each player gets 3-4 level 0 (they have 1d4 hp) characters and they do a short adventure. The benefit is it allows you to get your modern RPG players used to character death and allows for funny stories of the few characters that exceed the odds and become level 1 heros. The downside is it forces you to play a certain kind of coming of age story at the start of each campaign. The idea that your character trained for 20 years to be a sword master isn't really an option.
The Zoochi dice in my view are positive of the game. The game uses them to cut out stats over head and book keeping. Rather than adding and subtracting numbers you get a better die for your attack. Also rolling weird dice is fun. The d7 is hard to get, but most of the others can be acquired fairly cheap on ebay.
It isn't basic but it is definitely DnD. Its a half way mark between 3.5 and basic in its rules.
The magic system is awesome. Probably my favourite thing about the game. I'm not really big on fire and forget magic. Here you have to make a check and failing it has serious consequences for your character. So its a risk reward system.
The only other major downside to the game is you will spend a fair amount of time looking up tables. Each spell has a table as do a crits etc. The tables add a lot of colour and entertainment to the game so i quite like it, but it could turn others off.
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I'm liking what I'm hearing. It looks like there's a 3rd printing of the rules. I assume it has any necessary revisions and is the most recent set to get.
Oh, Bull, anyway I can get an electronic copy of that reference book to print off?
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- hotseatgames
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The game is great, great fun. I found out about DCC RPG just before I found out about Dungeon World, and my group had a total blast playing. As has been said, the modules by Harley Stroh and Michael Curtis are awesome, pulpy, swords-and-eldritch-sorcery stuff.
I know you said you didn't want to hear about the Funnel, but if you do get going on a campaign, I cannot emphasize enough the pleasures of the Funnel. Characters who emerge alive from a Funnel feel like heroes in a different way than in any other game, because their origin story has essentially been played out at the table.
If you're curious about actual play, I logged my group's first Funnel experience here . I touch on some of the DCC RPG mechanics, but regrettably not the most awesome ones (Patrons, Magic, Deeds of Arms), because they don't even come into play until you reach level 1!
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docs.google.com/file/d/0B2qlP_VOf718UDVRSExzVzJMTzg/edit
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Anyone have any idea how different the final, published rules are vs the beta (which still seems to be available in Goodman's downloads)?
www.goodman-games.com/downloads/
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- metalface13
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Is there a GM screen for this or only the ones included in those kickstarter projects I missed?
Also, I understand that Impact miniatures is supposed to start selling DCC dice. Are these out yet? it looks like you can order a few singles on their site, but I was under the impression I could do a onetime purchase on a tube of all the dice.
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Goodman Games have recently announced that they will be releasing a dice set (Gencon announcement) though someone. Its not out yet. Gamescience Dice (by rumour now defunct) are still available. A full Game science set will cover your DCC needs. They are pricy but they are the best RPG dice around. Sharp edges and all that.
I do not believe there is currently a GM screen, but i could be wrong. The game could use one. There is a dice app however at purple sorcerer games website that is quite handy.
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