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Differences between DCC and D&D


cailano

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DCC is based on early editions of D&D, especially B/X and AD&D. It also incorporates elements of 3E. It is also its own game with some unique rules. The points below should give you a good idea of the differences to expect, but there's no substitute for reading through the free Quick Start rules or getting your own copy of the Core Rules. 

 

The Dice Chain

DCC uses an unusual set of "funky dice" or "Zocchi Dice." They form a chain from lowest to highest.

 

d3 -> d4 -> d5 -> d6 -> d7 -> d8 -> d10 -> d14 -> d16 -> d20 -> d24 -> d30

Often, instead of taking a penalty or bonus to a roll, you'll be asked to roll the next die up or down the chain. 

 

Race as Class

DCC uses race as class. Each race has unique abilities that set them apart from the human classes. If your dwarven blacksmith makes it to the first level, he becomes a first-level dwarf.

 

Critical Hits and Fumbles

There are multiple Critical Hit and Fumble tables in the core rules. A roll of 1 is an automatic miss and usually a roll on the fumble table. A roll of 20 is an automatic hit and usually a roll on the appropriate critical hit matrix. Some of these results can be spectacular, and others are awful. Some are just funny. It's essential to keep a warped sense of humor in this game. 

 

When you roll on a fumble table, lower is better (for you, at least). You subtract your luck bonus from these rolls. When you roll on a critical hit table, higher is better. You add your luck bonus to these rolls.

 

The more armor you are wearing, the larger a die you roll on the fumble table.

 

Different character classes use different critical hit tables. Warriors and dwarves get the best ones.

 

Mighty Deeds

Warriors and dwarves can swap a normal attack for a Mighty Deed of Arms. That's basically any combat maneuver you can think of. The particulars of a mighty deed are decided on the spot, but there is a base mechanic for determining if they succeed. See the Quick Start Rules for more details.

 

Unpredictable Magic

Casting a spell requires a skill roll, and the result of that roll can greatly affect how much damage the spell does and even what effect it has. It is possible to "fumble" on a spell check, with wild and dangerous results. Spells can also get a lot more powerful if you roll high. In fact, every spell has its own random result table to roll on! That's a big part of why the core book is so thick.

 

Because of these rules, all magic is inherently dangerous. This is why you won't see utility spells like a light spell. Use a torch, you fool! 

 

Spell Duels

Wizards and Clerics can attempt to counter enemy spell casters and stop their spells from being cast. These spell duels can also have wild and unpredictable results. See the Quick Start Rules for more.

 

Patrons

Many wizards and all clerics have patrons. These can be demons, chaos lords, elementals, or even stranger things. Patrons can be invoked directly, can teach characters spells, and do other useful things. However, the door swings both ways. Patrons can become angry or demand sacrifices and special tasks. 

 

Turn Unholy

Clerics can turn more than just undead. Every Patron has a list of creatures that are considered unholy. See the Quick Start Rules.

 

Skill Checks

DCC doesn't have skill points or lists of skills. Instead, you have skills based on your zero-level occupation and your class. Other than that, you roll against your abilities. 

 

There are fewer skill checks in DCC because the idea is to interact with the game world. Instead of saying you make a perception check, you describe how you search an area. The Judge (GM) will then tell you what you see. 

 

That doesn't mean there are never any skill checks. They're just less common. Sometimes that's just the best way to determine success or failure.

 

Burning Luck and Ability Scores

Characters can "burn" their luck statistic to increase die rolls for attacks, damage, saving throws, and other purposes.

Most characters don't recover luck, but halflings and thieves do.

 

Most characters can only spend luck on themselves. Halflings can spend it on their friends, too.

 

Spell casters can burn other ability scores to fuel their magic. No price is too high to pay for power.

 

Death and Dying

When a zero-level character or any monster reaches zero hit points, they die.

Characters of first level or higher get one round per class level where they are bleeding out but can be saved by a quick healing spell. This also results in a loss of stamina and a nasty scar.

 

There is one other chance for life. A dead character may not actually be dead. If that character's companions can recover the body, there is a chance they were just knocked out or stunned. The character makes a luck check. If successful, the character is injured in some way but lives to fight another day. See the Quickstart Rules for details.

 

Quest For It!

Lastly, if you want an exception to any of the game's rules, the answer is usually "Quest for it!" Want to allow your Dwarf character to cast spells? Quest for it! Need to bring someone back from the dead? Quest for it! Want a mighty artifact? You get the idea. 

 

You find quests by interacting with the game world. Ask around. Talk to sages. Have the wizard dig through libraries. See if your Patron knows anything. Just don't be surprised if that information comes at a cost.

 

Just note that there is no perfect, trade-off-free thing out there for you to find. DCC doesn't offer free rides. Only you can decide if you want to pay the price.

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1 hour ago, TheDragonOfFlame said:

Also, the ability modifiers. I’ll be honest, it was kind of hurting my brain to look at things like 16(+2). Oh well, I’ll get used to it.

True, they are more like 3E. I kind of like the larger bonuses, though. I've never bought into the whole "size doesn't matter" thing.

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