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research:dcc [2025/04/09 00:33] – created Ron Helwigresearch:dcc [2025/06/22 16:39] (current) Ron Helwig
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-Here'my thoughts on DCC+# 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.