Nimble has some good rules for interesting, speedy combat. It's still a skirmish-game that requires minis, but so is DCC, on paper.
Attacks:
- Melee or Ranged: Choose a target and roll damage (whatever damage the weapon has listed)+STR/AGL mod. If you roll a 1, you miss.
- If it rolls its max, roll a DCC crit on your table or add in an extra damage die (your choice) that can explode, but not crit.
- Crits ignore enemy armor, if any (some monsters have soak/armor of 5 and others of 10).
- If your weapon happens to roll multiple dice, the leftmost one is the main damage die when a rule checks for one.
- Warriors and Dwarves also roll a deed die along with their weapon damage die or dice. If it rolls a 3 or higher, they may declare a deed.
- If the deed die and the main damage die both roll max result, you have done a mighty crit. I happen to have a book with those. If you don't you can just roll a crit and add the deed die's result.
- Warriors and Dwarves fumble if their deed die and main damage die both roll a 1. If a non-warrior/dwarf misses, they have to roll at or under a 1 or their Luck mod, whichever is higher, on an armor-based fumble die to avoid fumbling.
- If a ranged attack misses, skip fumble stuff and deal 1d4 dmg to a random ally in the way, if any are there, with a 1 being a miss.
- Thieves that ambush/catch foes unaware automatically crit as long as they don't miss.
Magic, the final boss of hacking DCC:
- Outside of offensive spells, magic works as per DCC RAW.
- For offensive--specifically, damage dealing--spells, the wizard looks up the maximum successful result equal to their level (with failure results being a level 0) and each tier of success being one level). They can attempt to cast that result offensively by rolling any damage dice for it.
- If the left-most one rolls a 1, the mage has missed and has to pass a DC 10+spell level check or it is also a fumble.
- Spell burn can be done before a spell is cast to raise the possible result, but a 1 is still a miss and possible fumble (fumbles mean one point of the spellburn is permanent).
Things that cost an action (you get three actions back at the end of your turn):
- Attacking (any attacks or offensive spells done after the first will have a -1d, cumulative).
- Casting a spell.
- Spellburn.
- Running up to speed feet (you move 5 less feet for each time you have already moved this turn) and doing a minor action such as opening a door or dropping a weapon.
- Making a check to ask the judge a question.
- Climbing ten feet or your speed, whichever is less.
- Performing an ability check (some checks may take multiple actions, such as lockpicking).
- Making a check to perform a feint or action that will assist someone (they roll with a size +1d die) or hinder someone (they roll with a size -1d die).
Things that cost a reaction (each reaction takes up one of the three action points you get at the end of your turn, making you start your real turn bereft of them):
- Rolling your armor "fumble" die as damage soak.
- Taking a hit for an adjacent or orthographic ally (you can can then use the above reaction too if you have a reaction to spend).
- Uleashing a readied action.
- Casting a counterspell.
First round initiative is just as per Nimble, but two-handed weapons only roll a d16 and Warriors get their imitative bonus.
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How did I do? Should I just leave spells as per DCC RAW? I kinda hate how fiddling with them is impossible, LOL.
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Share good posts with good goblins.
Claytonian at the gmails.
