Alternate Spell Combat

“When wizards make war the earth trembles,

the sky screams, and reality buckles.”

I’ve voiced my irritation over the DCC spell duel rules multiple times in the past, and stated that it’s the most likely thing I’ll rewrite eventually. Well, that eventually is now.

The root of the problem here is that my group recently transitioned to high level play: the casters at my table are fourth to sixth level, most with additional action dice for multiple spells. This has resulted in combat rounds (and a lot of the non-combat activities as well) turning into a slog through spell result tables, causing the flow of the game to grind to a halt. Add to that the fact that a  single spell duel frequently derails the session into a game of counting momentum, checking multiple tables and comparing matrices, effectively distancing everyone but the casting wizard from what is going on in game, and you’ll probably understand why I’ve started to look for ways to speed up the process.

It should be added that I like the idea of counterspelling, spell duels and even phlogiston disturbances. I’m just not happy with how the core rules present and execute this activity, and thus decided to hack the rules for myself.

Have a look at the alternate rules below, and tell me what you think!

Cheers,

AMP

DCC – Alternate Counterspell Rules

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Illustration by the ever artistic Danny Prescott.

The Ice Aurochs

“They walk the floes, never stop.

They are cold meat, blood of ice.

They die, we eat.

Always less, herds never grow.”

– Geskarr, northern barbarian

This week’s article on KitN was communally created on the DCC RPG Facebook group (link here). It continues the frosty theme of recent weeks, as the north is covered in snow and it is easy to imagine great herds of frozen beasts walking in the soft blizzard.

Big thanks to bygrinstow for his contribution to this piece (check out his monstrous blog here and his Night Soil #0 zine here)!

Cheers,

AMP

DCC Monster – Ice Auroch

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