Hit Location System for DCC/d20

I have long enjoyed the hit location mechanics in games such as RuneQuest and Warhammer, as I feel they add a nice element of further excitement and deadliness (discouraging murderhoboism) to combat and other perilous situations. Additionally, e.g. missing limbs can provide nice conversation pieces in-game and otherwise enhance roleplaying.

Most of the burden of book-keeping falls on the players, for a change. Probably counts as a plus as well…

Being unsatisfied with the d20 stuff I found online on the matter at hand, I came up with my own system, which you can find as the linked PDF below. Most of the (few) game-dependant mechanics are for DCC RPG, but I have mentioned some alternatives for various editions of D&D as well. In any case, converting this system between most d20 games should present little difficulty.

It is naturally up to the Judge/DM/GM how completely they want to adopt the system into their games. For every creature in the world? Just for the PCs, major NPCs and epic opponents? Other:_______________?

Happy dismemberment: Hit Location System

-MM

“Advanced” DCC RPG Rules

Apparently there exist some people/Judges/players who have wished for “advanced” DCC RPG rules. Those who do not feel content with the bare-bones approach to skills, combat and whatnot in our Goodmanly Sacred Tome of Rules. Those who, for some benighted reason, have heeded not the Dark Master’s words to the effect of “incorporate what fiddly mechanics thou seest fit to fill in the blanks”, but look upon others to do so.

For what it is worth, I hereby present most of my own house rules for a more “fiddly” DCC RPG game, ones that I use in my present campaign as the omnipotent Judge. Feel free to use none, some or all of the mechanics in the included, somewhat lengthy, PDF document. Some of them be the fruits of my personal fevered phantasy, whilst others are unceremoniously gleaned from forum postings (seeking the authors’ permission) and various D&D iterations, without shame or apology.

Zuppie’s DCC RPG Rules Addenda: ADCC v. 0.9

Bottoms up,

MM

 

Shadows in the Sanctum!

“Us dwarves, we’re good with the caves. I mean, we live underground, can see in the dark, what’s there to be afraid of?

But we still carry a lantern with us, everywhere we go.

Why, you ask?

Well, would you like a shadow following you home?”

I’m happy to announce that the Knights in the North are networking, way over to the other side of the grand pond that is the Atlantic! Your’s truly features in the most recent Sanctum Secorum Companion, with an article on strange shadows.

Please, check it out, and don’t forget the podcast either!

Cheers,

AMP

DriveThruRPG link: Sanctum Secorum – Episode Companion #29

Podcast episode: Sanctum Secorum #29 – Creep, Shadow!

 

Zuppie’s DCC RPG Homebrew Fumble Tables

“Prithee, Sir Warrior, thou wouldst call thyself full-bodied & able; yet thou didst just shew a Vulgar Display Of Blunder, which hath put our party entire in sad & saucy peril!”

“Nay, thou fond Wizard, I have merely become Discombobulated for the nonce!”

Let us keep this short and sweet: in my opinion the fumble table in the DCC RPG rulebook does not list all of the results in an ascending & logical order of severity. Hence my re-arrangement & partial rewrite of them, and the addition of Missile and Non-Humanoid Monster fumbles. As stated in the document below, I have also changed the armour/dice types for fumbling in order to get more varied and extended results on the tables.

This little homebrew has worked wonders (at least from the Judge’s viewpoint) in my DCC campaign and it is to be hoped that it shall in yours, gentle Judge, as well.

Zuppie’s DCC RPG Fumble Tables: zuppies-dcc-rpg-fumble-tables

Cheers for fears,

MM