A System for 20 PC Levels

Especially new players to DCC RPG sometimes complain about their perceived “too slow” character progression or the long intervals between levelling up. Here I offer a (largely illusionary) solution to silence them.

My system boils down to giving the PCs a chance of increasing one of their Ability scores (plus a few extra HPs) upon attaining “pseudolevels” situated between the 10 regular class levels of DCC RPG. This system does not require any modifications to the game mechanics, but Judges should alter it to better fit their gaming style/campaign. Continue reading “A System for 20 PC Levels”

The satyrs are here!

“From the forest they all came!

Proud of heart, quick to revel!

And their dance, will stop NEVER!”

This has been a long while coming, but I finally finished the rules for the satyrs as a DCC race.

The whole thing started with a critical fumble next to a randomly encountered circle of old stones (see Random Encounters, in a Weird World for additional notes on how I run random stuff like that): one of the group’s elves disappeared to the Elflands for a night, and I decided that the fruit of his misadventure would eventually appear, looking for a farther figure.

And he did. After that, the dad spent a while in the Elflands with his son, and I had valid reason to grow him up (since the Elflands run on wibbly-wobbly time, of course).

So, I give to you the rules for running satyrs as a class in DCC. With great thanks to Danny Prescott for the art. I think it really drives the point home.

Double cheers to all,

AMP

Race rules for the satyr: DCC_Satyr_AMP

Character sheet for the satyr: DCC_SatyrSheet_AMP

 

Full Body Hit Locations

“Hey, while adventuring, you’re likely to get hurt. Like HURT hurt. Real bad. You sure you’re up for it?”

A while back, I came across this image:

It reminded me of a hit location table I made for a Runequest-based game I used to run years back. (Apparently the above image is from the Wellcome Collection, CC 4.0 International license, link here: https://wellcomecollection.org/works/a4p368p9?query=feldtbuch).

So I figured that I’d make an updated version of the old image, with a little more design applied. It’s a 2d20 full-body table, and it has been approximately optimized so that most attacks hit the arms or the torso. Have a look, try it out.

My old rule for hitting nerves (rolling a 2 on the new table) is double damage on the next location rolled, but feel free to come up with your own.

I’ll follow up with separate tables for lower and upper body hits, of course.

For giggles, I’ve provided the original version as well (it’s in Finnish, but you get the basics). “Osumapaikka” is Finnish for hit location, if you want to stun your friends with your understanding with your knowledge of obscure Northern lingo.

Cheers,

AMP

Full body hit location table: Hitlocations_AMP

Hit locations, old school & in Finnish: Osumapaikat_1

Judge’s Checksheet

“Lotsa things can ‘appen to a delver, under the mountain or in the forgotten places. Some get set on fire, some fall down ‘oles. Others come back blind, crippled, or worse!

You’d do best to stay at home boy, tendin’ the turnips an’ sloppin’ the pigs.”

I don’t use a Judge’s screen: I let the dice fall where they may, and make all rolls out in the open. But recently, I had to figure out how the DCC rules handle blindness.

After eventually finding the rulings somewhere under the warrior deeds, I figured that I’d need some assisting notes for further sessions. So I made these cheatsheets.

Some of the rulings are my own, and some are fairly directly based on official sources, or dug up from various modules. Have a gander, and use them if you find them useful! And please, suggest more stuff I could add to the set!

Additionally, you may have noticed some cool new art on the site. Joni Kesti plays in my Monday game, and illustrates the adventures of the Bitterweed Barrow Allstars every week. I am extremely eager to show these images to our readers, and super happy to share the load of content production with fresh new Knights.

Cheers,

AMP

DCC Judge’s Checksheet: DCC_Checksheet_AMP

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. Continue reading “Hit Location System for DCC/d20”

“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. Continue reading ““Advanced” DCC RPG Rules”