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research:dcc [2025/04/09 00:33] – created Ron Helwig | research:dcc [2025/06/22 16:39] (current) – Ron Helwig | ||
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- | Here' | + | # 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/ | ||
+ | |||
+ | 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., " | ||
+ | |||
+ | - 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. |