Showing posts with label DCCRPG. Show all posts
Showing posts with label DCCRPG. Show all posts

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 class 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.

Saturday, April 18, 2026

Economic Woes Implied by DCCRPG

Photo text: The money and hoes will flow freely.

I have been thinking about the economy implied by item prices in DCC. I think I have a good guideline to what can be bought where, based not only on cost in coin but in man-hours and resources in a world where a peasant gets a few gold a year.

Type Pop Max Item Value Crafting Capability
Thorp/Hamlet πŸ›– 20~80 3 gp Daggers, Torches, Rations, Clubs, Staves, Slings, Chalk, Candles, Sacks, 10' Poles
Village πŸ‘ 80~400 10 gp Spears, Short swords, Shields, Maces, Handaxes, Padded Armor, Grappling Hooks, Waterskins, Oil
Small Town πŸ‘  400~2,000 50 gp Longswords, Longbows, Studded Leather, Battleaxes, Warhammers, Hide Armor, Small Hammers, Iron Spikes
Large City πŸ™️ 5,000+ 500+ gp Chainmail, Crossbows, Polearms, Mirrors, Lanterns, Thieves' Tools, Holy Symbols/Water, Scale Mail
Capital πŸ° 10,000+ 1,200+ gp Full Plate, Banded Mail, Barding, Sages-for-hire, Warhorses, Two-handed Swords, Glassware

Checking the Page 432 MEN AND MAGICIANS section, I see bandits are listed with scimitars and javelins. Maybe they need a village nearby to be in "business"; scimitars are kinda resource-heavy, like long-swords, they take a long time to make, something a village smith probably just doesn't have due to working on plows, nails, and horseshoes all day. Also, I image a lot of weapons bandits do have are heirlooms from when their folks were mercenaries of the last generation's wars. Maybe they have enslaved their own smith too.

Consider the lowly mirror. You need some specialists like glaziers to make what most would consider a vanity item. Maybe in a town you could get by with polished bronze, and the better quality mirrors would be in large cities with nobles or the capital. So though it is priced about the same as longsword, I put it in the Large City category.

Then we have to consider how long it takes to even make a weapon. Do you have the cash to hunker down in the inn for all that time? Maybe you should just send the thief to steal swords from the garrison. I'm sure they're barely even guarded πŸ˜‰

Or raid a tomb? The dead famously don't care if you take their stuff πŸ’€

Item Category Example Item Estimated Time But why tho
Simple Weapon Club, Spear, Staff d2 Days Minimal metalwork; mostly shaping wood/iron head.
Martial Weapon Mace, Handaxe, Dagger d3+2 Days Requires balanced forging and basic tempering.
Professional Blade Longsword, Battleaxe d2 Weeks Complex heat-treating, grinding, and hilt-fitting.
Ranged Weapon Longbow, Crossbow d3+1 Weeks Requires seasoned wood or complex mechanical parts.
Light Armor Leather, Padded 1 Week Tanning, stitching, and multiple layers of fabric.
Medium Armor Scale, Chainmail d3 Months Drawing wire and riveting thousands of individual rings.
Heavy Armor Banded, Full Plate 2d3 Months Master-level metallurgy; custom-fitting plates to the wearer.

BTW, while we are on it, the smithy is not a bank and it cares for your captured orc swords--we shouldn't use orcs in DCC, but that is another post--mostly as scrap metal. Maybe the smithy would give you a trade or something for that pitted pig iron. The smith provides 50 iron spikes, a new crowbar, or fixes your armor. He’s trading his labor, not his hard to come by coins. 

And the coal? Have you ever thought about where coal and pig-iron come from? I have, for some reason. I watched a lot of Lindybege and Baldrick's Worst Jobs in History.

BTW, the bigger towns probably have the orc sword problem too, but is is more of a couple-millennia old vase problem. Who has the cash to pay for that? What I'm saying is it doesn't seem like there should be that many coins in monster treasure hoards, so the PCs will have to deal with carting around rare items and trading them for other items.

I'm thinking I can't beat the Shadowdark treasure tables for that. Yet.

One more thing. Upper level characters generated outside of the funnel seem loaded. 

Class Level 1 Level 2 Level 3
Warrior 5d12 5d12 + 500 5d12 + 1,500
Wizard 3d10 3d10 + (2d4 x 100) 3d10 + (5d4 x 100)
Cleric 4d20 4d20 + 400 4d20 + 1,300
Thief 3d10 3d10 + (1d6 x 100) 3d10 + (3d6 x 100)
Elf 3d12 3d12 + 500 3d12 + 2,000
Halfling 3d20 3d20 + 250 3d20 + 1,500
Dwarf 5d12 5d12 + 700 5d12 + 2,000


Holy shit! It would seem they can buy and sell whole towns after a few levels. So I suggest you tell the player, "You have a budget of [roll] to buy gear. Spend it or lose it."


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

Tuesday, April 14, 2026

Level titles as DCCRPG quests

Thru henchmen, all things are possible, 
so jot that down.

So you've seen this idea from be before (when I did it for old D&Ds), but this time it is a DCCRPG flavored take.

In my upcoming game, I'll give an adventure credit per session a player attends. A PC can spend credits equal to a level to earn it, but first they have to finish a quest that matches with their level title (PCs or Judge can suggest different ideas, trying to weave quests into other PC's wherever possible).  

It's quite possible PCs will acquire quite a few credits between quest realizations, but that's fine.

There are a few entries where I came up with a couple ideas and put them in. Sometimes multiple ideas. I learned a lot about DCC doing this. Not only should you not feel restricted to the level up ideas here nor even the level titles. The book mentions that these are just the most common.

So let the player propose a title they are working towards. What could they do to get called that? Thus spoke Goodman: "Characters of 6th level and above are extremely rare, so much so that no generic titles exist. Players are encouraged to develop their own titles for such levels using Appendix T for inspiration as needed."

At other times, retroactive titles may be acceptable, based on level-appropriate exploits. "I am now Yak-friend!"

Cleric Title Quests

Lvl Lawful Chaotic Neutral
1 Acolyte: Fetch an item that will serve useful in religious ceremonies to your gods. Zealot: Slaughter a den of infidels. For chaos! Witness: Observe a rare phenomenon and survive to tell the tale.
2 Heathen-slayer: Strike down a dirty cultist leader. Convert: In a place where the gods must listen, reject the Law Lords. Pupil: Seek and serve a hermit to learn their secrets.
3 Brother/Sister: Bring a small fortune to a monastic order and join it for a year and a day. Cultist: Bring us three skulls; we need something to drink out of. Chronicler: Travel to a ruin to record a name lost to time.
•Witness a crazy ass thing your party gets into and write it down.
4 Curate: Find a relic of a saint--a foreskin or some-such that is purported to heal the sick.
• Heal a sick community.
Apostle: Join a dark savior in their creepy pilgrimage. Judge: Arbitrate a dispute between strange entities.
5 Father: Clear out and re-sanctify some ancient fane to house your flock. High Priest: Gather your minions for a great ceremony.
• Have a god-duel with another cleric, old testament style.
Druid: Kill the current druid title holder in mortal combat. Survival of the fittest!

Thief Title Quests

A lot of thief things feel urban and guild related to me. They might be good as play-by-post tasks done between games. Or maybe they can trick the other PCs into thinking they are in the guild too.
 
Lvl Lawful Chaotic Neutral
1 Bravo: Win a duel in a public square to earn a spot in the thieves guild. Thug: Bash some ponce and take their jewelry. Beggar: Case and rob a temple that is foolish enough to let paupers in.
2 Apprentice: Accompany a elder-thievesman on a job. Murderer: Garotte a guy that looked at you funny. Cutpurse: Grab a bag and run.
3 Rogue: Take a job that uses your luck, guile, and charm. Cutthroat: Lead a kidnapping of a high-value specialist. Burglar: Steal 39 girdles from a high-security temple.
4 Capo: Discipline some underlings that snitched or killed the wrong noble. Executioner: Someone pissed off the guild and you are taking them out. Robber: Successfully hold up a noble's carriage: "Your money or life."
5 Boss: Take the reigns of a city's underworld; all the other potential bosses seem to have fallen out of windows. Assassin: Kill a king or hero during a highly secure ceremony. Swindler: Trick some nobles into investing in your sure thing.

Warrior Title Quests

Note that noble warriors should probably try out being part of a military order (p46). I say if you earn the title Knight then you are in!
 
Lvl Lawful Chaotic Neutral
1 Squire: Save your mentor or a noble from a deadly threat. Bandit: Raid a local outpost and escape with the pay-chest. Wildling: Slay a predator with 2× your HD using primitive tools.
2 Champion: Deal the killing blow on a baddie giving a town trouble. Brigand: Organize a gang and hold a strategic bridge for one week. Barbarian: Crush your enemies. Hear the lamentations of their women.
3 Knight: Fend off those who disturb the king's peace! Marauder: Search the land till you find something worth sacking. Berserker: Defeat a monster 3× your size while naked.
4 Cavalier: Fucking joust to the death with mounted foe(s). Ravager: Plunder a great hoard with your horde. Headman: Slay the leader of a tribe in an honorable or brutal duel.
5 Paladin: Complete a mission for royalty or extra-planar big wigs. Check out Lankhmar DCC agents. Reaver: Unleash the horde! Take out a settlement worthy of your military might. Chieftain: Unite three disparate tribes under your banner.

Wizard Title Quests

Hey did you notice the rulebook has chaos first for wizards? Also, they share cultist with Clerics. 
Lvl Chaotic Lawful Neutral
1 Cultist: Procure the heart of a monster to use for a cult party.
•Make a pilgrimage to an entity's stronghold, and learn Patron Bond in the process.
Evoker: Get the components for a summon spell (Consult Spirit & Find Familiar counts), which you learn too. Astrologist: Follow a supernova to witness a supernatural event.
•Quest to change an ally's birth augur.
2 Shaman: Snort purple lotus. Deady, rare, and addictive!
• Turn a family member into a magic servant.
Controller: Cow or boss around something with your arcane might. Enchanter: Bewitch or transfigure an important creature or place.
3 Diabolist: Summon or manifest a creature from the seven hells. Conjurer: Bring forth entities to fight for you. This could teach you a spell like Animal Summoning p129 or Monster Summoning p184. Magician: Craft a magic staff or item (this teaches you a spell).
4 Warlock/Witch: Make a pact with a powerful entity for power. You know patron bond for this purpose. Summoner: Call forth a great entity with a ritual-style spell. Thaumaturgist: Warp a foe with your magic might.
5 Necromancer: Raise the dead for a great purpose (like a siege). Elementalist: Specialize in elemental magic (this teaches you Arcane Affinity p162) Sorcerer: Eat another mage's brain to absorb their power.

Dwarf Title Quests

Lvl Lawful Chaotic Neutral
1 Agent: Recover a stolen clan item. Rebel: Sabotage a king’s forge to protest unjust conditions. Apprentice: Gather fine materials for your elders.
2 Broker: Negotiate a trade deal between two rival clans. Dissident: Free political prisoners from a mountain hold. Novice: Discover a new vein of metal in dangerous territory.
3 Delegate: Represent your clan to an supernatural entity or body. Exile: Perform an act of greed so great you are kicked out of the clan. Journeyer: Travel to the world's lowest depth and return with treasure.
4 Envoy: Deliver an important object. Iconoclast: Destroy an ancient statue you believe is a "shackle." Crafter: Forge a weapon using an extraordinary component. For this purpose, you have the ability to cast Sword Magic p229 until you succeed.
5 Syndic: Establish a new stronghold recognized by the Dwarf Kings. Renegade: Lead a revolution that overthrows a corrupt Rune Pope. Thegn: Lead a force of dwarves to reclaim a dwarven treasury*.
*: In my setting, hoarding treasure turns dwarves into monsters, so something big is waiting for ya.

 

Elf & Hobbit Title Quests

Elves and Hobbits have the same first level title. Odd. Also, the bookmark for the PDF has Elf as ELF and it bugs me. And I am also thinking we shoulda had a bit more MelnibonΓ©sΓ©  in the titles.
Lvl Elf (All Alignments) Hobbit (All Alignments)
1 Wanderer: Visit a place not on any map; return with a strange plant. Wanderer: Travel far and return with a new ingredient.
2 Seer: Get a patron (you learn the spell to bond) and get from them a vision of the coming end. Explorer: Map a dungeon or wilderness. Gotta find all the rooms/features.
• Visit another plane of existence.
3 Quester: Find visit three strange locations for three different purposes.
• Make up an epic quest. It's in the name after all.
Collector: Acquire three impossible items (e.g. bottled moonlight).
• Acquire a full set of something, such as The Rod of Seven Parts.
4 Savant: Research a new spell not in the book (you make and quest; Judge edits) Accumulator: Amass a hoard so large it attracts a dragon.
5 Elder: Help one of the young kingdoms of the  with a great trouble. Wise One: Win a riddle contest with a sphinx while pipe-weeded out of your gourd.

Tuesday, March 10, 2026

Online DCC Houserules

These are rules to keep it brisk and keep me sane when the table is digital.

  • Level titles=Level up quests. As per this idea. Some quests will be appropriate as solo PBP ordeals.
  • No Luck-burning out of fumbles, except warrior combat fumbles.
  • Using Steel and Fury Combat Maneuvers of the Mighty, which includes rules for might fumbles and mighty criticals that I want to use.
  • Theater of the mind combat as much as possible.
  • RAW DCC Luck (no fleeting), save for not burning on spell results. 
  • Maps are mostly not shared by the judge, just described.
    • Please don’t share screenshots of your maps. Everybody just get in the game and pay attention.
  • Make sure you have the weapon that you want to use in the first round is equipped on the sheet before rolling initiative. Torch and shield-bearers can't use two-handed weapons.
  • Mostly side initiative to encourage inter-PC talking, but the first round we roll to see who is ready vs an INIT DC. After you go, the baddies go, then you, ad infinitum.
  • Change your spells' names to reflect its mercurial magic side effects and manifestation.
  • Spells/Mercurials that are a pain to track are out. 
  • Know how you are going to spellburn or abide by the table.
    • Spellburn costs you a combat turn (your spell goes off a round late).
  • No Luck-burning into higher spell results; fuuuuck, that slows the game down. You can Luck-burn your way out of forgetting and into the barest success result.
  • We’ll be questing for new spells. So no auto-adds on level up. 
  • More players equals longer rounds, so the first five people to join the call are in. Others can watch like a twitch stream if they desire. Give up your seat if you are drunk or sick.
  • Absent/watching players’ PCs cannot help out. They are kinda there,  but all greyed out, and they will die too if there is a TPK unless they in game were established to be elsewhere.  
    • If a player comes back after an absence and the other PCs are down some HP, they will be too; average the losses and make them suffer too. On the other hand, a rejoining PC may be healed up to the party average too.
  • If you join a session, participate, and stay till the end, you get an adventure credit. Spend credits equal to a level to earn it after completing a quest (next item).
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Share good posts with good goblins. Claytonian at the gmails.

Thursday, December 11, 2025

Rotating Players, Stable PCs Campaign Plan

I've been  running DCC online for over ten years, since the beta, when we all used Google Video Chat and it was free. In those days, player attendance was pretty consistent. I think it may have been because I played during weekdays.

Of late, I've been running elf games on weekends because of my job. Fridays and Saturdays for my American players. Attendance has not been so consistent. We all enjoy the game, but real life gets in the way.

To deal with that, I’ve been running megadungeons lately. I try to not end the session in the dungeon—someone inevitably can’t make it and face the consequences of a cliffhanger they helped to set up. So get in, grab some stuff, and get out. Drop in play. Most players come once or twice a month to the weekly games.

Unfortunately, this has lead to rather shallow roleplaying. There is a serious dearth of funny PC voices and talking in character. We are a bit over meeting the new guys too—will this player even be able to make it again? 

And I miss roleplaying as a GM too; it feels like megadungeons often lack the good NPC meat I need to ham it up.

So, here is what I am thinking for when my DCC players finish the current Thracia delves: 

DCC by the book. The vision that Goodman gives in the core rules (yet is oddly often lacking in the modules).

What does that mean? Well in DCC’s pages are guilds, orders, cults, patrons, and spells that all need questing to satisfy. There’s a whole section about questing for it. Did you know that wizards are not guaranteed to know spells by leveling up? My players don’t seem to. But you are supposed to research and get deep in that shiz. There are tons of things to quest for in DCC. Gold should be sought to level up faster via training. Curses from the appendix should be an onus, driving  PCs to find a way to break them. Luck points should be sought by fulfilling alignment missions. 

But what about the inconsistent attendance of the players? Well, that’s where I wanna try something a bit radical: Five core PCs that the players take turns playing (there are seven classes in the book). That means we have a bit of a first come, first served mentality to attendance. You show up on time, you get a PC, preferably the one you played last time, but not always. Conversely, if there are only like three players, well, they gotta do double duty and run a couple PCs each.

If other players show up and the PCs have been handed out, maybe give them a hireling from a roster that the party retains. If a PC dies, a henchman can level up to first level and start being important.

In this manner, I think there will be an actual running, emergent narrative. Maybe I will be the only one that truly knows what is happening, but I can do session reports for people that care (some are only here to mindlessly cast spells and kick butt).

In the meantime, I’ll be running Arden Vul on my other game day, and trying to find ways to get the players there involved. Maybe a spotlight on one PC at the beginning of each session.

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

Monday, May 5, 2025

DCCRPG dwarf bookmarklet

Art from Doomslakers blog by JV West

If you click this text you should end up with a DCC dwarf that has a fun beard and one of the 50 jobs I blogged a while back because I was sick of samey dwarves

You can drag it to your task bar and have it always.

 It was important to me that each dwarf had a beard and shield. 

I was somewhat inspired by the Dwarf stuff James West has done. Head on over there, and here to flesh out those dwarves. Then buy Black Pudding.

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

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
14678
257810
3691011
47101113
58121316
69131517
710141619
811161821
912172023
1013192226
So if you have a level 1 dingus who is a survivor of a bloodbath, instead of getting 4XP, they actually get 8XP. 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
2406.257
3607.259
4808.0010
51009.0012
612010.5012
714011.5013
816012.2514
918013.7514
1020014.7514

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 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

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

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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Thursday, February 13, 2025

Rolling all saves to escape the megadungeon (DCC or any other three-saves D&D)

If you end the session still in the megadungeon, as opposed to civilization,  roll a single d20 + your Fort, Dex, and Will separately. For instance, if you roll an 11 and have  Fort+1, Dex-1, Will+3, you end up with 12, 10, and 14.

Of course you may burn Luck on this roll.

There will be a DC set by the game judge. An easy way for them to set it is to make the DC be 10+dungeon level*. Any of the three numbers you rolled that failed to meet this DC spell out your travails as you try to leave.

  • Failed Fort? d6 exploding damage; you may die on your way out.
  • Failed Ref? Lost an important item somewhere in the dungeon; 10% chance it is in a given area you visit next time.
  • Failed Will? You are lost in the dungeon! There is a 10% chance per area entered that another party finds your PC. If you aren't found in a number of sessions equal to your level you are lost forever!

Failures are cumulative, so if you failed Fort and Will and were found, you would be d6 or more damage down and maybe they find your moldering corpse. If you were a baddie, you definitely are an undead thing that needs to be put down.

Monday, February 3, 2025

A DCC way to do random encounters

You enter a few spaces, take some time searching for secret doors, or make a lotta noise busting down a door. Time to make a check, but you are playing DCC, so let's put some mustard on that check.

Game judge, ask the Luck score of the PC that made that choice (go for the lowest luck if multiple people are about to find out).

I just found this image on Twitter but I couldn't get it. Anyone please  explain it to me? Thanks. : r/EnglishLearning

Roll a d20. This is one of the times you are allowed to roll secretly in DCC, but you must swear to Bobugbubilz that you will not fudge the results unless things are getting boring. If it rolled that PC's Luck or less, frown, ask if they have gloves or if their mother is still alive or if they brushed their teeth this morning, but there is no random encounter.

Maybe throw spoor at the PCs if the roll just squeaked by.

If it failed, there will be an encounter (or anything else from hunger to lantern oil being used up). If you think the party is getting desperate, maybe say, "Would you like to burn some luck?"

Can they know how much? Nope. If they opt in, they have to pay the difference between the roll and their Luck score, but the bad thing does not happen. This time.

If they roll a natural 20, bring out something that could really wreck their shit. It won't necessarily want to kill them (what care have giants for ants?), but say the immortal words, "Roll for initiative."

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I've made this post in anticipation of venturing into Tegel Manor once again using DCC RAW. Would you like to join the dead? Click on this link to Dungeoncrawlers Discord, which expires in seven days.
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Friday, May 31, 2024

Black Magic Mechanics for Lankhmar

Because Fritz said:

It seemed to Ivrian that she heard the mellow voice of Glavas Rho repeating a statement he had once made to Mouse and to her. ‘None can use black magic without straining the soul to the uttermost—and staining it into the bargain. None can inflict suffering without enduring the same. None can send death by spells and sorcery without walking on the brink of death’s own abyss, aye, and dripping his own blood into it. The forces black magic evokes are like two-edged poisoned swords with grips studded with scorpion stings. Only a strong man, leather-handed, in whom hate and evil are very powerful, can wield them, and he only for a space.’

I say spellburn, ala DCCRPG, should be a requisite component of each casting. You may heal that ability score damage, but 5% of the time you will roll a 1 while rolling to cast and take permanent ability score loss.

Tangentally to this bit, the mouser makes a good case for allowing multi-classing; abandon the path of pain and embrace subtle skullduggery.
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Saturday, April 27, 2024

DCC House-rules

Well, as happens so often, my players have ended up playing DCC again. I've posted DCC houserules before, but that was years back. Have a look at the new hotness.
Dave is my spirit animal

Ability/skill checks
Roll a d20 action die if you have an average or sucky score. If you have a 13 to 15, roll a d24 instead, and if you have a 16-17, roll a d30. D36 if you have an 18 in your score.

If you have a relevant background or species to the task, add your HD to the ability-skill roll.

Star sign: Everyone has a not-Luck based star sign. If you do a thing related to the star-sign, roll a +1 size bigger die, up to a d36.

Spell acquisition not guaranteed. Half the time the party will be searching for a spell rumor, then following its indications, then questing to learn how to actually cast found spells. The wizard will die at some point in this process…

To hit, roll your class HD with your action die. If you hit, you have already rolled the HD and dealt that amount of damage. Once the warrior or dwarf hits a level where their deed die would exceed a d12, they get to use it!

This means weapons are flavor, but, I got some concessions: Two handed weapons roll action die+2d𝓍kh1 (𝓍=HD size and kh1=keep highest 1) if you are kind enough to include it in your macro, but are slower too, so treated as if the HD doesn't exist for the initiative roll written below; one light weapon lets you roll with a DEX action die instead of STR.

Initiative goes to the entity that rolls higher to hit. Two versus one? Still goes to the highest guy of the three.

No Luck burn on level up HD rolls. You may burn d6 real Luck to reroll it tho.

We have an alternative to mercurial magic. Faster, simpler magic.

Please roll and record your spell-manifestation for use every time.

Spellburn always makes your spell happen last and you have to roll on the spellburn table. If someone hits you, you can’t cast until the next round at the earliest.

We use Lankhmarese fleeting luck rules. So don't roll until we're sure it's worth luck flux.

If a cleric is not present, we can use Lankhmar drunk heals too.

Help Finish someone’s quest? You level up if you were in the final session of that quest. If you are under-leveled, you gain 1.5 levels to help you catch up.


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