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.
- You cast spells by rolling a d20.
- The higher the result, the cooler the effect.
- A poor roll may prevent reuse of that spell until a rest.
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:
- Pact Slots (like Warlocks)
- Vancian prep slots (like Wizards)
- Mana/Spell points (like Sorcerers)
Multiple casting styles can give players more narrative and tactical freedom.
Zero-Level Characters
I’ve always liked the idea of zero-level characters.
- Lets players roleplay the transition into adventuring life
- Supports stories like:
- Calling on a patron and gaining Warlock powers
- Earning knighthood after a village defense
- Makes growth feel earned and personal
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.
- Even standard dice (d10 vs. d12) are frequently confused by players.
- Adding more types slows things down, especially during combat.
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:
- It removes the ability to create the character they envisioned
- Leads to less investment and weaker learning curves
- Feels arbitrary and potentially frustrating
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:
- No guarantee the survivor is one the player enjoys
- Running several characters is too demanding for new or younger players
- May result in early disinterest if the “fun” character dies right away
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.
- It implies all members of a species are the same
- Limits player expression by forcing identity into narrow archetypes
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:
- Spark creativity
- Provide inspiration
But when core gameplay relies on constant table lookups, it becomes:
- Slower
- Less immersive
- More about crunch than story
Tables should support the game, not dominate the play experience.