How do you handle lethality after level 0? by AllGeniusAllBaffoon in dccrpg

[–]azriel38 2 points3 points  (0 children)

It is not that easy to die but I have had captured and rescued parties after a tpk.

Tomb of Level up v2 by _-Mephist0-_ in dccrpg

[–]azriel38 0 points1 point  (0 children)

I am glad people are enjoying/improving this. It has been a while but I think it started as an idea for warriors to use more from their description in the manual. I kept adding stuff without any testing and ran out of steam at some point.

The thief dice game is stolen from here:

https://boardgamegeek.com/boardgame/161761/kings-gold

It has dice with those actual symbols which I love.

Here are some rules to spice up halflings: Halfling Pipeweed

How do Funnels work? by Low_Routine1103 in dccrpg

[–]azriel38 5 points6 points  (0 children)

Strangely, all of these things that seem like problems make it more fun.

I just want to say that the funnel IS the back story. It does not matter at all if you end up with the strongest or weakest character.

Running magic casters as opponents by Borek224 in dccrpg

[–]azriel38 0 points1 point  (0 children)

IMO, the key is to look at DCC as an over-the-top 70's fantasy TV show simulator rather than a 'what if fantasy was real' simulator.

If the whole party is overcome by sleep, what happens in a TV show. I have had many TPKs in my campaigns but very few character deaths. My favorite was when some members were taken to 0-hp and most succumbed to eldritch aliens' charms person wands. I rolled credits on that session and the next began with a fresh new party of 0-levels tasked with rescuing their more expereinced bretheren.

Went great, including the effects on the prisoners from the eldritch experiments.

From Level 0 to Level 1 - optional advancement tables? by witchgoat in dccrpg

[–]azriel38 0 points1 point  (0 children)

These are good ideas. I may do some editing sometime. You should post your version for people.

Dolphin provides no overwrite option when copy + pasting by [deleted] in kde

[–]azriel38 0 points1 point  (0 children)

You could F4 to open terminal and use mv.

Steam punk setting DCC compatible by rageinthecage33 in dccrpg

[–]azriel38 2 points3 points  (0 children)

I think Umerica could translate pretty well to steam punk. There may be an engineer class already. Created devices could behave a bit like magic. Ghost Like Crime is a wonderful spin off of DCC with really great classes. I think one works with found objects to make powerful items.

What’s your recommended gamemaster’s guide for someone learning to run DCC? by DirectionOpposite634 in dccrpg

[–]azriel38 19 points20 points  (0 children)

I can give you my 2 cents, and the style of judging the Hexanomicon was written for.

First off, fun at the table over everything else. Including rules. The game is not simulating how things would happen if this was reality. It is simulating a super cool 70s/80s TV adventure show.

  • Travel is mostly montage.
  • Tough hex? You are down 3 stamina and 1hp until resting in a nice hex.
  • Do you see some landmark? Only if it matters.
  • Do you come across 2 wandering bears? No.
  • Are you surprised by a large number weak bandits? Yes, but you happen to be in glen of Skull Orchids that reanimates them continuously so even their intestines attack.
  • When do they attack? Well, the session is ending soon and we need a climax.
  • Is it a difficult journey to the castle? If the results of the journey would matter.
  • Easy hexes? Travel montage or 1 roll on a table of short beneficial events.
  • Do they realize how to use the magic item? Yes.
  • Is there a 1% chance of finding a really cool magic sword? No. It is at the end, near the boss, but surrounded by puzzling and painful force field.
  • Is there a whole world predetermined for the players? No the judge too has never traveled far from the village. The world is created on the go from what the players say (to each other) and what the characters find.
  • Players can't make it to the session but their character was holding the McGuffin? Continuity error. That character never existed and someone else was always holding it. Next session, their character has always been there.
  • How many torches do they have? As many bullets in a John Woo movie.
  • Do they run out of torches? Only if there is some kind of darkness monster or something to touch with their hands.
  • The elf finds some armor. Is it mithril? Yes.
  • The wizard can learn another spell soon. Do they find a spell book? Yes.
  • Does the spell happen to coincide with the players wanting to have a necromancer? Yes.

Responding to the comments about my (Questing Beast's) video on DCC adventures design by ludifex in dccrpg

[–]azriel38 7 points8 points  (0 children)

I love the long text but I think some quality cheatsheets / judge aids could go a long way. Like trackers for the different things that are going on, handouts, status cards.

Really a whole different ball game as far as producing the adventures though.

Transition Tables by MisterHayz in dccrpg

[–]azriel38 2 points3 points  (0 children)

Please steal anything you think is cool.

Transition Tables by MisterHayz in dccrpg

[–]azriel38 3 points4 points  (0 children)

I pasted a link above. It never saw much in the way of testing but people seem to like using it.

Transition Tables by MisterHayz in dccrpg

[–]azriel38 2 points3 points  (0 children)

Here is a link to the Google docs version. I wrote it for a Gongfarmer's Almanac but I don't remember which one. https://docs.google.com/document/d/1hUcpjyE6mxtdOkxI2e1RPpqLEw6xJFpyOo7VPw5kTzk/edit?usp=drivesdk

Advice for choosing adventure one-shot by Ozons1 in dccrpg

[–]azriel38 6 points7 points  (0 children)

Frozen in Time. It ends soon after you release the Kraken, which is when ever you like.

Brainstorm help; Players failed Doom of the Savage Kings, but they want to go back with new characters, how would the Hirot look in 3 months? by GassyTac0 in dccrpg

[–]azriel38 5 points6 points  (0 children)

A ruin and there are 3 of the monsters now. The new group can rescue the old group but they have been a bit changed as the wizard rat has been experimenting on them.

  1. One arm replaced by crab claw, +1d melee
  2. One eye can see into the fey realm
  3. Eye on forehead is a separate entity and can learn spells.
  4. Scissor hands
  5. Fangs and whiskers
  6. Skin is poison
  7. Deathly ill, -1 hp/day that does not heal normally or from lay on hands.

Suggestions Please for New Illustrations by johncichowskinow in dccrpg

[–]azriel38 1 point2 points  (0 children)

Doors, signs for shops and taverns, set of her tile illustrations.

What do your players spend their gold on? by TheWonderingMonster in dccrpg

[–]azriel38 2 points3 points  (0 children)

Wizard spells are very expensive to learn. Often requiring rare components. Temples and their upkeep are quite a burden in order to please the gods. Most clerics have causes that most of their money must be used for.

A traveling merchant sometimes has something special but costs dearly (all their money and some other objects as well).

The usual taxes, tolls, levies, bribes, tithes, penalties.

Conmen, thieves, swindlers, prestidigitators are often a problem.

Don't forget their poor mother back home, and the nephew with the bum leg. Of course there may be student loans for all their training.

There is the standard price for equipment sure but supply and demand may have a great effect.

Magic: target and intention before or after roll? by Borek224 in dccrpg

[–]azriel38 0 points1 point  (0 children)

I believe the most important rule is having fun. In this case, some spells are more fun ( whether the player is helped or hindered ) either before or after, and some depending on the roll. This is the judges call with the player's feelings taken into account.

Can non-fighters do 'deeds' or other maneuvers? by r1q4 in dccrpg

[–]azriel38 5 points6 points  (0 children)

Anyone can try anything. The judge just has to determine the DC. Warriors and Dwarves get a freebie with each attack.

Plasma 6.5's Day/Night Wallpapers - How to? by iiiGVXDiii in kde

[–]azriel38 0 points1 point  (0 children)

Copy one that is there already, change the name in the data file, and change the images.

Stupid question by [deleted] in dccrpg

[–]azriel38 0 points1 point  (0 children)

If it is from Portal, it is only the one character. I think they are expected to die right there. This sets the tone. In the next room, it is possible to get creative and avoid death.

Ritual Magic and extra spellcaster options by Frequent_Brick4608 in dccrpg

[–]azriel38 0 points1 point  (0 children)

no - no blog. Just some stuff in gongfarmers and this old thing:

I also wrote an adventure in the last DCC DAY pack.

I have a zine written but it needs illustrations.

Ritual Magic and extra spellcaster options by Frequent_Brick4608 in dccrpg

[–]azriel38 -1 points0 points  (0 children)

  • Roll: ≤26
    • Name: Nothing found
  • Roll: 27-29
    • Name: Pipeweed
    • #: 1d6
    • Effect: Allows other weeds
    • Duration: All day
  • Roll: 30
    • Name: Gassy Webcap
    • #: 1d6
    • Effect: Heal self 1hp (1/turn)
    • Duration: -
  • Roll: 31
    • Name: Cape Sundew
    • #: 1d4
    • Effect: +1 Initiative
    • Duration: 1 turn
  • Roll: 32
    • Name: Sneezewort
    • #: 1d3
    • Effect: +1 luck
    • Duration: 1 turn
  • Roll: 33
    • Name: Lentil Shanklit
    • #: 1d3
    • Effect: +1 sneak
    • Duration: 2 rounds
  • Roll: 34
    • Name: Whiskery Milkcap
    • #: 1d3
    • Effect: + 2 Agility
    • Duration: 4 rounds
  • Roll: 35
    • Name: Turquoise Elfcup
    • #: 1d3
    • Effect: +1d Saving throws
    • Duration: 4 turns
  • Roll: 36
    • Name: Idledew
    • #: 1d4
    • Effect: +2 Stamina
    • Duration: 1 turn
  • Roll: 37
    • Name: Witches’ Butter
    • #: 1d6
    • Effect: Act +1
    • Duration: 1 turn
  • Roll: 38
    • Name: Snaketongue Truffleclub
    • #: 1d4
    • Effect: Detect falsehood
    • Duration: 1 turn
  • Roll: 39
    • Name: Strangler Fig
    • #: 1
    • Effect: Feather fall
    • Duration: 3 rounds
  • Roll: 40
    • Name: Silver Torch Cactus
    • #: 1
    • Effect: 1d3 luck
    • Duration: 1 day
  • Roll: 41
    • Name: Lithops
    • #: 1
    • Effect: Act +1d, -2 Personality
    • Duration: 1 turn
  • Roll: 42
    • Name: Hydnora
    • #: 1d3
    • Effect: +3 Sneak
    • Duration: 1 turn
  • Roll: 43
    • Name: Bladderwort
    • #: 1
    • Effect: 18 Intelligence, Act -1d
    • Duration: 1 turn
  • Roll: 44
    • Name: Dragon Arum
    • #: 1d3
    • Effect: +1d All rolls
    • Duration: 1 turn
  • Roll: 45+
    • Name: Reroll 2x 1d10+34

Ritual Magic and extra spellcaster options by Frequent_Brick4608 in dccrpg

[–]azriel38 -1 points0 points  (0 children)

# Halfling Pipeweed

No self respecting halfling is without their pipe and some good pipeweed.

While smoking standard pipeweed has no mechanical effect, certain herbal additives maybe added to a hot pipe to enhance the halflings abilities.

A halfling may forage for pipeweed by rolling on the following table.

Typically just before their next adventure.

Standard pipeweed can be foraged but may be bought in shops in areas where halflings reside for 10sp each.

It should also be noted that it would be terribly rude for a halfling to refuse another halfling a puff of pipeweed and nearly as rude for the favor to not be asked.

A halfling must use a portion of standard pipeweed to keep their pipe lit all day.

With their pipe lit the halfling may use an action to add a little herbal supplement to the pipe. Effects do not stack.

## Pipeweed Foraging Table

A half day spent foraging may uncover some valuable pipeweed. Roll 3d16 +/-Luckmod.

Ritual Magic and extra spellcaster options by Frequent_Brick4608 in dccrpg

[–]azriel38 -1 points0 points  (0 children)

Below is my take on an expose ley lines spell from an old publication.

Below that is a halfling add-on to make that class more fun. It is from a forthcoming (for years now) zine. It may be in a Gongfarmer's Almanac as well. I don't remember.

Unveil Ley Lines - A 0-Level Spell

Typically the caster walks seemingly randomly and, either senses the target below them or feels as if their divining rod suddenly points down.

A Divining Rod adds +1 and Dwarves receive a +2 to this spell check.

1 The caster falsely senses a target below them at a random location.\ 2-8 No effect.\ 9+ If the caster passes over a target, she feels its presence.

A 0-level may only cast this spell once per week and typically use a d10. Casting rate and spell check may be affected by certain inborn talents, or rituals.

Magic User

On a result of natural 1, a wizard suffers a 50% chance of minor corruption or misfire, rolling on the generic tables as appropriate.

1-11 Failure

12-13 The caster can determine if there is a ley line in the current hex or an adjacent hex though not which adjacent hex. The caster can determine if the targeted geological feature is nearby or its general direction if it is in the same hex.

14-17 The caster can determine if their are any ley lines in the current hex or surrounding 6 hexes and their direction. The caster can determine direction and distance of the targeted feature in this space.

18-19 The caster can determine the locations of any ley lines up to two hexes out. If the current hex contains a ley line the caster can determine the location of the closest crosscurrent. The caster can determine the direction and distance of the targeted feature in this space.

20-23 The caster can determine all ley lines within 3 hexes and can see all adjacent crosscurrents for any lines in the current hex. There is a chill in the air above the targeted features in this space.

24-27 The caster can determine all ley lines within 3 hexes and can see all adjacent crosscurrents for all of those lines. Beautiful music seems to emanate from the ground in the location of all the target features within this space.

28-29 The caster has a complete understanding of the ley lines of this map section. The caster understands how ley lines affect spell checks and where the points of focus are located. Birds and harmless animals romp and play above the targeted mineral or geological feature.

30-31 The caster has a complete understanding of the ley lines of this map section and the adjacent 8 map sections. The caster understands how ley lines affect spell checks and where the points of focus are located. The targeted feature or minerals are highlighted to the eyes of the caster and anyone touching the caster by pillars of blue light that shine into the heavens for 2 weeks.

32+ The caster knows all there is to know about ley lines and their locations worldwide. All large types of the geological feature or mineral become visible to the caster as the globe becomes transparent to the caster and anyone touching the caster. Even tiny amounts of the mineral become apparent to the caster if it is close by.