Tuesday, April 22, 2025

Tweaking DCC XP rewards

I should really ditch the DCC XP rewards system, as it is not OSR. It rewards fighting, so fighting becomes the thing. Some may counter that avoiding fights can also grant XP in DCC, but it is super hard to judge how much to give in those cases*.

But I am trying to give it another shake, for some reason. 

Readers of the blog may recall I messed with XP rewards for exploits. It worked too well. We had a player level up three sessions in a row. Way too fast. So I want something that is just slightly fast. I can still repurpose some of those exploits as Luck score rewards instead.

Here is what happens when we multiply XP rewards by a small bit, then round the numbers to the nearest integer:

Level     Base 1 XP     Base 2 XP     Base 3 XP     Base 4 XP
13567
24579
346810
447912
5581114
6591216
75101317
86111519
96121621
So if you have a level 1 dingus who is a survivor of a bloodbath, instead of getting 4XP, they actually get 5XP. The game Judge doesn't have to change their 0 to 4XP scale, they just need to show this table to the players.

How does this look in play? Well, I'll have to find out, but if we imagine average XP for average fights, we get something like this:
To Level     XP Needed     Avg XP / Enc     Encounters Needed
2405.258
3606.2510
4807.0012
51008.0013
61209.5013
714010.5014
816011.2515
918012.7515
1020013.7515

Maybe that will be fast enough, especially if I give XP for a variety of risky events. Maybe too fast! I may have a followup report some day.


*: Oh, you didn't know that the chest you didn't mess with was trapped... have uh, 3XP cause maybe you wouldn't have saved versus the poison needle in a hypothetical world? Oh, now you want to go back and mess with the chest cuz you think it being trapped means there will be treasure and if you survive the trap you'll get more XP?


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Share good posts with good goblins. Claytonian at the gmails.

Saturday, April 12, 2025

Consolation Hobbit


The following was posted to the defunct Basic Red blog. I scrounged it from The Wayback Machine, as the Internet Archive may be gone (again) someday itself. So, in other words, I didn't make this, but to quote Indian Jones, "that belongs in a museum!" 

I did fix a couple typos tho and edited in a little smidge of clarity /taste. Please forgive my thickie archeology. 

HD, Saves, Attack as Thief.
Requires 2 Ability Scores of 7 or less.
You may use no armor but leather and may use one-handed weapons/small weapons/d6 weapons, but nothing that needs two hands apart from a shortbow.
You may use a shield with a melee weapon but if you do then your weapons only do 1d4 damage. The shield grants you an extra point of AC bonus from what normal folk get. No speed penalty but you can carry a quarter of what a normal human can.

Instead of tying your bonuses to which specific values took the hit when you rolled up your pawn I'm just going to give you a list of hobbit abilities to choose from. Each poor score give you one point to buy an ability.

None of these hobbit abilities improve as you level and you can't choose any of them more than once. Even if your scores are reduced below 6 later in game, you do not get new abilities, but neither do you lose these abilities should your scores later improve.

Speaking of leveling, if you are part of any successful adventure or perilous scrape that results in a member of your party leveling up, then you level up as well. You don't track XP and certainly not gold for XP because your fortune is the fortune of others. You may still only advance to 8th level.

At 8th level, you gain any 3 Hobbit powers you don't already have, are free to establish your own private Estate which will attract a bunch of distant relatives to live on your lands, are considered fluent in the language of any creature you met in your journeys, and may choose to Retire. Retirement is important because you can come out of retirement ONCE and be treated like a level 16 Fighter by those around you, also gaining equivalent to-hit and save benefits.

The hobbit abilities you get to choose or roll from are:
  1. Christina Ricci: If you wander away from the party for one Exploration Round and are not immediately accosted or killed then you may rejoin the party at any point by declaring yourself to be inside something nearby, like a chest or barrel or cabinet or monster corpse. You do not have to explain how you got there, it just has to be barely big enough for you to fit into; rooms, closets, wagons, etc are not a suitable use for this.
  2. Charming Manner: +3 Reaction roll. Note that this does not confer a Morale bonus for retainers.
  3. Escapist: Like "shields shall be splintered" without the shield; if you can explain how being little, thinking carefully, or leaps of faith might have spared you from what might have been a disastrous magical effect, hazard, or killing blow, then congratulations, you made it. Usable once per day. You can expend your use for the day to conveniently be able to wriggle out of bonds or through bars or whatever and get away, so long as there is the narrative possibility.
  4. Barrel Rider: You gain a swim speed equal to the fastest land speed in the party, can hold your breath for at least 2 minutes, and do not suffer check/attack roll penalties associated with being underwater.
  5. Forager: You have a 3/6 chance of finding enough food to feed the party in wilderness or grassland, 2/6 in a city, 1/6 in a dungeon.
  6. Bravery: Whenever a fight breaks out you may elect to suffer from Fear, as the spell, and immediately make a saving throw, making a save at the top of each round. If you save against this effect then you may consider enemies you engage this round to be under the effects of Fear for a number of rounds equal to what you experienced, minimum 1, no save.
  7. Plain Hobbit Sense: You always use your best/lowest save when dealing with mind-affecting magic/effects unless the source of that mind alteration is beer or drugs, in which case you are a lightweight and take any penalties for the effects after one dose.
  8. Redecorating: You make anywhere you sleep more homey. A Hobbit camp lets everyone who rests there regain 1 extra HP cumulative per night they and the Hobbit have slept there/settled in. If your players automatically reset to max HP after a night's rest, don't, but if you do anyway then add this bonus instead to the first healing the characters receive between safe night's rests, under the logic that a morning's invigoration puts one on the right foot throughout the day. Add 1 to the odds of a wandering monster check when Hobbit camping in the wilderness or dungeon.
  9. Overlooked: Your enemies who ambushed your party literally just don't look down and see you. You never act in a surprise round but are never targeted, unless you are alone.
  10. Hustler: Hobbits are passingly familiar with most common games and better at learning new games. If a Hobbit engages a NPC in a game as a distraction or tries to cheat at the game they add their level to the attempt.
  11. Dressed For Movement: Hobbits dress for comfort and like lots of layers, because it's like taking a blanket with you. The first missile attack targeting a Hobbit always makes a hole in their clothes but leaves them unscathed, although arrows and bolts will pin them in place. When falling this has a 1/10 chance of snagging them halfway down the fall, but when climbing it has a 1/10 chance of snagging them and causing a fall.
  12. Far From Home: A reminder of your life back home - being able to score your favorite tobacco, hearing someone else sing an old folk song, running into another Hobbit - eases your homesickness so much that it can overcome the effects of game elements like level drain or sanity loss, and in the presence of these players who are cursed or wield a cursed object are not affected by this curse. All these examples have a limited shelf life/benefit proximity so you're not untouchable but you can endure the strange foreign lands you encounter a bit better.
  13. A Bit O' The Drink: You respond well to a little liquid hospitality. A tall warm pint reinvigorates you as from a night of rest.
  14. Sworn to Carry Your Burdens: Magic or cursed items never count toward your encumbrance.
  15. Friendship is Magic: If there is another Hobbit or halfling (meh) in the party you are each +1 AC. If there are three Hobbits (but not halflings) in the party you each gain +2 to hit. If there are Hobbits, FOUR Hobbits, in the party then you all gain +1 Constitution. If this puts your Constitution above 7 you do not lose your existing abilities.
  16. Hillfolk: You wayfind and identify herbal, fruiting, or decorative flora as a Ranger of the same level, or 3/6 chance. You also have a 95% chance of tracking foxes and sheep.
  17. Reputable: Your exploits have a life of their own, even if you toil in obscurity. Once per session you can confer a boastful title upon yourself, your allies, or one of your carried weapons.This duplicates the effect of an NPC's failed Morale check.
  18. Bill: Any ponies you ever own gain +2HP every time you level and can Hear Noise/Search and Hide/Move in Shadows/Sneak as a Thief/Specialist of your current level. You may also use a Thief/Specialist's Climb rating to keep your saddle or navigate difficult terrain with this pony. They gain Morale 12 while you are alive.
  19. Rally Monkey: When you suffer damage from a critical hit your allies benefit as if from a surprise round on the next round of combat.
  20. That Dank Shit: You can always find pipe weed when shopping, and you (and only you) can always exchange pipe weed for spell casting or alchemical services.

Saturday, April 5, 2025

New DCC Dwarven Jobs & Backgrounds


In this post, we continue to flesh out the slightly samey-trending jobs of DCCRPG. Or just use this for whatever Dweorg characters you make in other games. 

 I tried to envision a society that is often underground and deals with fantastic flora and fauna. No doubt they kill and eat many underworlders too. Also, my thing about dweorgas being made out of treasure is seeded in here.

  1. Turnspit (rat-skewer rotator “one time I roasted a wumpus”)

    • Trained Weapon: Spit-rod (as club)

    • Trade Goods: Roasted meat skewer, apron stained with grease, underworld cookbook

  2. Pick-harness (battlefield scavenger and smith)

    • Trained Weapon: Crowbar (as club)

    • Trade Goods: Salvaged armor scraps, pouch of rivets, rags of various oil saturations

  3. Pinchpenny or Clutchfist ("Strict financial records must be kept." Note that Dwarven greed is primarily centered around building new dwarves of precious materials, lest abominations be made.)

    • Trained Weapon: Coin purse (as flail)

    • Trade Goods: Ledger of debts, pouch of copper coins

  4. Sawbones ("Bite down on this")

    • Trained Weapon: Bonesaw (as dagger)

    • Trade Goods: Healing salve, set of surgical tools, leather dentata

  5. Gulchcup (bartender/shroom-wine sommlier/mine quartermaster)

    • Trained Weapon: Tankard (as club)

    • Trade Goods: Firkin of moss-ale, drinking goat-horn

  6. Mix-metal (silversmith that works in pewter and copper too)

    • Trained Weapon: Ingot-hammer (as club)

    • Trade Goods: Ingot of silver, set of jeweler’s tools, planishing-hammer, damascene pauldrons, mithril wire

  7. Pick-lock (locksmith/trapsmith)

    • Trained Weapon: Crowbar (as club)

    • Trade Goods: Lockpicks, pouch of stolen trinkets, fine tools & screws

  8. Chiurge-dirt or Chiurgydirty (gem-miner/sapper)

    • Trained Weapon: Pickaxe (as ax)

    • Trade Goods: Pouch of gemstones, miner’s lantern, shovel, battle-scars

  9. Boxsqueeze ("I play. You sing. We split the tips.")

    • Trained Weapon: Knife

    • Trade Goods: Squeezebox, plaque of folk tunes

  10. Waxcrack (Cave apiarist and fissure sealer)

    • Trained Weapon: Candle-iron (as club)  

    • Trade Goods: Blocks of tallow, wick coils, sealed letters, bee-censer

  11. Shite-poke (“Aye, me if only goat-gong were as good as dwarf-dung...”)

    • Trained Weapon: Shovel (as ax)

    • Trade Goods: Bag of manure, gardening gloves

  12. Fetch-water

    • Trained Weapon: Yoke (as staff)

    • Trade Goods: Rope, cave-bear bladders, dowsing-rod

  13. Sweep-chimney (spelunkers and declunks the sooty tubes that lead out)

    • Trained Weapon: Broom (as staff and extendible rod)

    • Trade Goods: Bag of soot, cleaning rags

  14. Turnwheel (“I got an ax to grind...”)

    • Trained Weapon: Wrench (as club), awl (as dagger)

    • Trade Goods: Brass gears, leather belts, whetstone

  15. Blowcoal

    • Trained Weapon: Fire-poker (as club)

    • Trade Goods: Bag of coal, bellows, faggot-craddle

  16. Forge-ax ( “No nobler weapon than an ax. Hammers are for forging.”

    • Trained Weapon: Forge-hammer (as club), and an axe, of course

    • Trade Goods: Bundle of iron ingots, whetstone

  17. Blasstunnel

    • Trained Weapon: Dynamite plunger (as club)

    • Trade Goods: Satchel of blasting powder, miner’s goggles, bag of guano powder

  18. Guard-horde

    • Trained Weapon: Halberd, small shield

    • Trade Goods: Iron keyring, set of manacles

  19. Gempolish (lapidary)

    • Trained Weapon: Gem cutter (as dagger)

    • Trade Goods: Pouch of uncut gems, polishing cloth, jeweler's lathe

  20. Bitesheep (fiery preacher allowed to level as a cleric of a dweog-god)

    • Trained Weapon: Holy rune-graven censer (as flail)

    • Trade Goods: Tome of sermons, vial of holy water

  21. Fist-bread (pit-fighter)

    • Trained Weapon: Brass knuckles

    • Trade Goods: Bloodstained bandages, pouch of betting tokens

  22. BrightStatue (clan statue-breeder)

    • Trained Weapon: Chisel (as dagger)

    • Trade Goods: Small stone statue, block of marble, gold-leaf

  23. Spout-deep (deep lore sage)

    • Trained Weapon: Rune-etched staff (as quarterstaff)

    • Trade Goods: Ancient tome, vial of glowing ink, tattoos of lore

  24. WardShaft

    • Trained Weapon: Spear

    • Trade Goods: Map of tunnels, horn for signaling, lantern, mirror on a stick

  25. Gather-growth ( “vegi-pigmies are good eating”)

    • Trained Weapon: Sickle (as dagger)

    • Trade Goods: Basket of edible mushrooms, spore pouch, moss-nori sheets

  26. Brewdank (professional drunk)

    • Trained Weapon: Keg tap (as club)

    • Trade Goods: Barrel of fungal ale, drinking horn

  27. Rake-ore

    • Trained Weapon: Sorting rake (as staff)

    • Trade Goods: Pouch of rare ores, magnifying lens

  28. Splashwall

    • Trained Weapon: Paintbrush (as dart)

    • Trade Goods: Pots of pigment, sketchbook

  29. Graverune

    • Trained Weapon: Chisel (as dagger)

    • Trade Goods: Set of runestones, hammer

  30. Skewerfish

    • Trained Weapon: Fishing spear

    • Trade Goods: Net, fish-trap, bucket of blind cave fish

  31. Breathlamp

    • Trained Weapon: Lamp pole (as staff)

    • Trade Goods: Flask of oil, set of matches, pot of glowworms

  32. Scaresong (tongue for hire)

    • Trained Weapon: Tuning fork (as dagger)

    • Trade Goods: Hurdy-gurdy, sheet of ancient songs

  33. Keep-pig

    • Trained Weapon: Butcher's knife (as ax)

    • Trade Goods: Bag of offal, a potbellied cave-pig

  34. Chartdeep (depths plunger that goad pet giant worms to help clear passages)

    • Trained Weapon: Worm-prick (as spear)

    • Trade Goods: Map of the deep, ink and quill, scroll, soup-pellets, giant earthworm

  35. Crack-coal (fire-starters that use heat to aid mining)

    • Trained Weapon: Log-dog (as mace)

    • Trade Goods: Compound saw, chains, miner’s lantern

  36. Gather-blud

    • Trained Weapon: Oil can (as club)

    • Trade Goods: Flask of lamp oil, funnel, firkin of pitch

  37. Dig-root

    • Trained Weapon: Spade (as ax)

    • Trade Goods: Bundle of edible roots, trowel

  38. Husbandgoat ("They're not ready!")

    • Trained Weapon: Crook (as staff)

    • Trade Goods: d3 blind cave goats, milking pail

  39. Mill-bone

    • Trained Weapon: Grindstone (as club)

    • Trade Goods: Bag of flour, bag of bone-meal, mortar and pistil

  40. Catch-rat

    • Trained Weapon: Trap-cage (as flail)

    • Trade Goods: Cage of live rats, smoked rat jerky

  41. Breed-worm (breed both small and giant varieties)

    • Trained Weapon: Shovel (as staff)

    • Trade Goods: Jar of cave worms, compost bin, mull-moss, cave-silk, grunting-sticks

  42. Vent-gas

    • Trained Weapon: Venting rod (as spear)

    • Trade Goods: Gas mask, bladders

  43. Sunder-stone

    • Trained Weapon: Chisel (as dagger)

    • Trade Goods: Block of marble, hammer, pins and feathers (shims)

  44. Mend-tunnel

    • Trained Weapon: Hammer (as club)

    • Trade Goods: Bag of stone bricks, mortar, nails

  45. Guide-deep

    • Trained Weapon: Lantern pole (as staff)

    • Trade Goods: Map of the deep, flask of oil, homing-bat

  46. Bake-ash

    • Trained Weapon: Tongs (as club)

    • Trade Goods: Loaf of ash-baked bread, bag of flour

  47. Dry-mold

    • Trained Weapon: Drying rack crook (as staff)

    • Trade Goods: Bundle of dried mushrooms, spore pouch

  48. Scout-deep 

    • Trained Weapon: Dagger

    • Trade Goods: Map of uncharted tunnels, climbing gear, homing bat, rock-ghuillie suit, cave-eye salve

  49. Pebble-stone

    • Trained Weapon: Sledgehammer (as club)

    • Trade Goods: Bag of gravel, chisel

  50. Slay-chud

    • Trained Weapon: Sword

    • Trade Goods: Chud-leather armor, shield

Thursday, April 3, 2025

Introducing Shremlane Hexcrawl


I’ve had a few groups visit Shremlane over the years, and have been tinkering with it since like 2012. It’s basically a misery crawl, but hopefully the odd encounters keep the players coming back. I’m trying to iron out the procedures for the latest foray. Those groping trees are really stressful!

Procedures:

Enter new hex or get to midway point→Roll 2d6

  • Sides add to seven→Underworld entrance spotted! Permanent find; mark it.
  • Sides are adjacent numbers→Trail spotted. Trails are not permanent. The trees are dicks.
  • Sides match→Encounter! Roll a d20 the first time, d30 the second, and d60 the third+ time.


Travel times & stress cost: 

Always confirm the times to start a day, add extra time for incidentals, rations should be consumed every six hours (stress if you skip meals).

  • king’s road: On hour per ½ hex/Two hours per hex. No stress
  • trail: Two hours per ½ hex/Four hours per hex. One stress point
  • no trail or road: Three hours per ½ hex/Six hours per hex. Three stress points


Background:

Shremlane forest is a cursed place. A generation or so in the past, it was host to a group of peace-loving humans called the Shmisdanis. Then, as always seems to happen, barbarians invaded from the north, sacked the stronghold of the Shmisdanis which was also the heart of the forest, and then went on their way. People say that the barbarians were after the treasure of the Shmisdanis. Others say the Shmisdanis failed to keep up the accords they had created with nature and the forest, thus letting the barbarians slip in as punishment. No doubt more blood than sap was shed that day.



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Share good posts with good goblins. Claytonian at the gmails.

Saturday, March 22, 2025

GOZR monster generator


I had a think and tried to isolate the kinds of sounds you might find in a GOZR RPG (affil link) monster name, then I figured what the heck, I’ll make yet another bookmarklet, a GOZR monsterator (drag it to your bookmarks toolbar or click it)!

But here is the table I plugged into it:

Prefix         (d20)    Middle (d12)       Suffix Table (d20)
1. Atta-1. -ar-1. -sor
2. Bol-2. -in-2. -k
3. Gru-3. -ul-3. -te
4. Hin-4. -ek-4. -rat
5. Ick-5. -og-5. -muck
6. Krol-6. -ir-6. -guin
7. Lok-7. -ax-7. -bot
8. Mro-8. -um-8. -n
9. Moo-9. -or-9. -ku
10. Pre-10. -ix-10. -dor
11. Quetzl-11. -ur-11. -pow
12. Rakka-12. -az-12. -don
13. Zor-
13. -zak
14. Vrak-
14. -vex
15. Thul-
15. -goth
16. Gor-
16. -lith
17. Skra-
17. -zul
18. Nar-
18. -vok
19. Xul-
19. -thar
20. Ygg-
20. -wyn


Saturday, March 15, 2025

Too Many Halfling Haberdashers! New Hobbit Jobs

First of all, I have had—let’s face it—stupid players ask me what a hobbit is in a DCC game. It’s a word for halfling, dumb-dumb. Don’t let Tolkien’s lawyers rob you of it. We got the Denham Tracts on our side.

Second, DCCRPG tends to produce demihumans with the same job over and over. I’m sick of it! Here’s d50 new hobbit jobs.
 
 
 
  1. Bookie

    • Trained Weapon: Quill (as dart)

    • Trade Goods: Ledger, pouch of betting tokens

  2. Troubadour

    • Trained Weapon: Lute (as club)

    • Trade Goods: Sheet music, flask of fine wine

  3. Digger

    • Trained Weapon: Shovel (as staff)

    • Trade Goods: Bag of fertile soil, small clay pot

  4. Carpenter

    • Trained Weapon: Hammer (as club)

    • Trade Goods: Wooden chair, set of wooden nails

  5. Chandler

    • Trained Weapon: Scissors (as dagger)

    • Trade Goods: Hand-dipped candles (12), block of beeswax

  6. Tinker

    • Trained Weapon: Wrench (as club)

    • Trade Goods: Brass gears, small clockwork toy

  7. Barista

    • Trained Weapon: Mug (as club)

    • Trade Goods: Bag of roasted coffee beans, ceramic coffee cup

  8. Dandelion Wine Brewer

    • Trained Weapon: Pruners (as dagger)

    • Trade Goods: Bottle of dandelion wine, corked jug

  9. Florist

    • Trained Weapon: Shears (as dagger)

    • Trade Goods: Bouquet of fresh flowers, packet of seeds

  10. Baker

    • Trained Weapon: Rolling pin (as club)

    • Trade Goods: Hard tack rations, bag of flour

  11. Miller

    • Trained Weapon: Sickle (as dagger)

    • Trade Goods: Sack of flour, small grinding stone

  12. Glassblower

    • Trained Weapon: Glass-blowing rod (as club)

    • Trade Goods: Glass orb, set of colored glass beads

GOZR roll20 macros

If there were any fumbles, crits, or explosions,
the rolls would be highlighted.

Here are a few macros we used during a recent GOZR game. Basically, they do the math for you you. You can see at a glance how much you exceeded your AC by and then add it to your damage. If you fail to defend yourself the Gooz Master can see how much you failed by and add that to their damage dice. Easy peasy.

You'll need the attributes name, Prowess, WEAP,  Magic, and Cunning on your sheet to use the macros.

PRO

&{template:default} {{name=Prowess Roll by @{name}}} {{Roll=[[1d20+?{Modifier|0}-@{Prowess}]], success if 0 or more, solid hit if 5 or more, graze if exactly -1}} {{oh shit=you can spend a gooz to pass a roll}} {{dmg=[[@{WEAP}]]  plus margin of success (min 1)}}


MAG

&{template:default} {{name=Magic Roll by @{name}}} {{Roll=[[1d20+?{Modifier|0}-@{Magic}]], success if 0 or more, solid hit if 5 or more, graze if exactly -1}}  {{oh shit=you can spend a gooz to pass a roll}}
CUN

&{template:default} {{name=Cunning Roll by @{name}}} {{Roll=[[1d20+?{Modifier|0}-@{Cunning}]], success if 0 or more, solid hit if 5 or more, graze if exactly -1}}  {{oh shit=you can spend a gooz to pass a roll}}


Finally, I used the below macro to roll initiative each round as well as monster threats. In retrospect, I think I'd like to have the threat dice be a roll query and input it myself each time.

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8msz3l8nCjwl2aB2uP-d6fs7qSwUDr_pVFqCqe-WLCaawjjl4sAimKwIWp76s405K4T-psam6dhaqU5zEcM2RElUZldF_GYtO2DxWr3CcejWHZxAFhbx2btxzX7QiICMLKiTRZvcLkaGY/w418-h319/GOZR-sketch122.jpg
&{template:default} {{name=round ?{what round} starts}} {{initiative die=[[d6]] (on a one to three, the monsters go first)}} {{spend  gooz?= you can seize the initiative, personally}} {{threat dice=d3[[d3]][[d3]][[d3]] d4[[d4]][[d4]][[d4]] d6[[d6]][[d6]][[d6]] d8[[d8]][[d8]][[d8]] d10[[d10]][[d10]][[d10]] d12[[d12]][[d12]][[d12]] }} {{monsters losing? = Morale roll [[1t[monsterMorale]]] }}

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Share good posts with good goblins. Claytonian at the gmails.

Thursday, March 13, 2025

GOZR bookmarklet 2: Gooz Exuder Goozes Even Gooder

Get it? Pick your own? Huh?

 

If you need instructions, look at my past post.

The bookmarklet here (and in the past post) is now updated to include a few things including an exclusive from JV West himself: Needs and Deeds from the upcoming sequel GOZR book. I dunno the title yet. May I suggest GOZ hardeR?

If you don't like your need or deed, make one of your own! The game lets you pick a whole lot of stuff, and no RPG is the boss of you anyways.

Once again, I urge you all to go out and get GOZR (it's like 5 bucks if you are willing to settle for a PDF (affiliate link), but I like the print version).

If this lights a fire in anyone's belly, I'm running GOZR on Discord on Friday evenings (U.S. time). My user name is Claytonian.
 

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Share good posts with good goblins. Claytonian at the gmails.

Tuesday, March 11, 2025

GOZR gooz generator


the following is intended to be put into a bookmarklet. I… dunno how to do javascript things otherwise…

The bookmarklet: Make a Gooz (drag it to your bookmarks bar or make a new bookmark and copy the link from it, then edit it into your bookmark). You can test it just by clicking it here too.

It will generate a gooz PC for you. You’ll need James West’s GOZR to like, play the game. I really recommend you get the print version

Anyhoo, test it out, let me know if it works. If you wanna play GOZR, I am running it Fridays (U.S. time) on Discord, so.



If you wanna see the javascript, it's after the jump. 

 

Tuesday, February 25, 2025

Feats of Hexploration for Old School Revelries


I’m still running DCC peons through Tegel Manor, but the usual DCCRPG Experience Point doling is a bit too slow for us, as we only play two to three hours a week. Thus, I’ve added these achievement-based XP rewards.


The game is pretty much RAW, but it doesn’t hurt to add this system a nd some MVP votes on top of it to wrap up the session with the feels goods.


If you want more ideas, try out Arduin XP, which I posted about here.


Achievements:

  • Talked in character multiple times to other characters (roleplayed): 5×LVL extra XP. Maybe 10 for a damn fine job.

  • Did a risky job or carried out a foolish plan:5×LVLextra XP.

  • Got a killing blow: 5×LVL extra XP 

    or 15×LVL XP extra XP if it was a crit.

  • Can claim you did a deed never seen in the campaign: 20×LVL extra XP.

  • Have a prime ability score of 15 or higher (for instance, a Warrior needs high STR or DEX): 5×LVL extra XP.

  • Found one or more treasures: 5×LVL extra XP for everyone.

  • Figured out a puzzle or riddle: 10×LVL extra XP.

  • Found and took a secret door or passage: 5×LVL extra XP.

  • Friendly fired (spell misfires fit here): 5×LVL extra XP to you and the person you shot.

  • Went down to 1HP but no lower: 5×LVL extra XP  

  • The party would have been cooked if it wasn’t for your action: : 20×LVL extra XP.

  • Spellburned, cast a reversed spell, or used a spell in a novel manner: 5×LVL extra XP.

  • Got downed (0HP), corrupted, disapproved, cursed, or mutated (permanent potions and spell effects count): 10×LVL extra XP.

  • Used a magic item or potion for the first time: 5×LVL extra XP.

  • Came back after successfully attempting a long-ass casting time spell: 5+spell level×LVL extra XP.

  • Defeated a worthy foe mano a mano: : 5×LVL extra XP.

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