Dungeon Crawl Classics (DCC)

Here are my thoughts on the notable features of Dungeon Crawl Classics.

The Good

Spell Check Rolls

Replacing Vancian spell slots with a spell check roll is a great idea.

This creates an engaging tension and flexibility that’s absent from rigid slot systems. The downside is that spell descriptions become longer and more complex due to needing results for multiple thresholds.

Still, this could be a great foundation for a modular magic system. It might even work alongside:

Multiple casting styles can give players more narrative and tactical freedom.

Zero-Level Characters

I’ve always liked the idea of zero-level characters.

It’s an excellent character arc mechanic that enriches low-level play.

The Bad

Too Many Dice

DCC’s dice chain system introduces dice like d16, d24, and d30. While conceptually cool, it’s often a practical problem.

Most groups will find the novelty wears off quickly when clarity and speed suffer.

Randomized Character Creation

This might be fun for experienced players who already know what they like.

But for new players:

Freedom in character creation is important for both learning and enjoyment.

The Funnel

The idea of running multiple zero-level characters and keeping only the survivor is interesting—but problematic.

Issues include:

It’s a cool concept in theory but not ideal for broad or casual audiences.

Classes (and Race-Class Blending)

DCC blends race and class (e.g., “Elf” is a class). This is both problematic and reductive.

More broadly, the existence of rigid classes itself is limiting. No finite list of classes can represent all player concepts. That’s why classless or hybrid systems are worth exploring.

Too Many Tables

Random tables are great for GMs:

But when core gameplay relies on constant table lookups, it becomes:

Tables should support the game, not dominate the play experience.