Sunday, May 24, 2026

What if we Nimble-ified DCCRPG

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. 

----
How did I do? Should I just leave spells as per DCC RAW? I kinda hate how fiddling with them is impossible, LOL. 

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

No comments: