Jan 10, 2021 10:22 pm
You are no hero! You are an adventurer, a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them...
I have in mind a complete Dungeon Crawl Classics campaign from funnel to finish. If you aren't familiar with DCC, allow me to enlighten you:
You begin as an ordinary peasant, who has had enough and decided to do something about the horrible evil that exists just over the hill. You gather together with like-minded people (up to 24 of them!) and proceed to wreak havoc. However, as you are untrained and unskilled, most of you will probably die. Those few who survive will become adventurers!
DCC is a very easy system to learn. There are six ability scores (Strength, Agility, Stamina, Intelligence, Personality, and Luck) and three saving throws (Fortitude, Reflex, and Will) The core mechanic remains the same as D&D; roll a dice and try to beat a certain number.
You will roll 3d6 and take them as they are rolled in order. You will then generate a random occupation from my master list and go forth to seek your destiny. You will have 1d4 hit points, a weapon appropriate to your profession, and a single item that may or may not come in handy during the adventure. If you survive (and not everyone will, hence everyone starts with four characters), you will advance to 1st level and choose a class.
There is no race in DCC; there are the classes of Cleric, Thief, Warrior, Wizard, Elf, Dwarf, and Halfling. There are only three alignments: Lawful, Neutral, and Chaotic. There are no prestige classes, multi-classing, or attacks of opportunity. You will face horrible creatures, the likes of which you have never seen. There will be danger and death will be your constant companion.
If you think that you have what it takes to be an adventurer, sound off below.
I have in mind a complete Dungeon Crawl Classics campaign from funnel to finish. If you aren't familiar with DCC, allow me to enlighten you:
You begin as an ordinary peasant, who has had enough and decided to do something about the horrible evil that exists just over the hill. You gather together with like-minded people (up to 24 of them!) and proceed to wreak havoc. However, as you are untrained and unskilled, most of you will probably die. Those few who survive will become adventurers!
DCC is a very easy system to learn. There are six ability scores (Strength, Agility, Stamina, Intelligence, Personality, and Luck) and three saving throws (Fortitude, Reflex, and Will) The core mechanic remains the same as D&D; roll a dice and try to beat a certain number.
You will roll 3d6 and take them as they are rolled in order. You will then generate a random occupation from my master list and go forth to seek your destiny. You will have 1d4 hit points, a weapon appropriate to your profession, and a single item that may or may not come in handy during the adventure. If you survive (and not everyone will, hence everyone starts with four characters), you will advance to 1st level and choose a class.
There is no race in DCC; there are the classes of Cleric, Thief, Warrior, Wizard, Elf, Dwarf, and Halfling. There are only three alignments: Lawful, Neutral, and Chaotic. There are no prestige classes, multi-classing, or attacks of opportunity. You will face horrible creatures, the likes of which you have never seen. There will be danger and death will be your constant companion.
If you think that you have what it takes to be an adventurer, sound off below.