DCC RPG: Hard cover rule book
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Post Posted: Thu May 17, 2012 12:42 am 
 

I think the magic system is interesting.  I like spells not always working right.  I wonder about a spell system that takes up a full page of text to describe a spell.  

I believe the magic system was created to make spell casting just a bit harder than "whiz bang, you're dead every time."


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Post Posted: Thu May 17, 2012 9:04 pm 
 

I haven't had a chance to crack the tome open yet, but I am curious to see how the system handles magic.  In each of the games I played at the conventions, the magic-user in the group was at least slightly sinister (and in one case, actually was the bad guy  8O  ).  In the game I played in March at GaryCon, the mage spent an entire combat unsuccessfully trying to cast a spell.  It seemed more than a little frustrating.


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Post Posted: Thu May 17, 2012 10:31 pm 
 

I can see how a 0 level spell caster would have plenty of trouble trying to cast any spell at all and in this game 0 is where all PCs start.
From what I have read so far, I think a character would have to be more than half a bubble of plumb to elect to choose a spell caster profession.
If a tapestry of the sketch on page 117 was hanging inside the front lobby of the local school of magic, I suspect that most applicants would not remain in the lobby for long.

As I have skimmed so far:
A 0 level mage (or Cleric for that matter, as both have to make die rolls for all spells) has (If I read it right) less than 50% chance for any spell to work at all.
And if he rolls a natural 1 with his die: d16, d20, d24, or d30 (depending on which he is allowed to use), BAD things WILL happen, some devastatingly bad, even for the most simple of spells.
Once again I refer you to the sketch on page 117...  8O
If he rolls a 2-10 then the spell simply does not work and the spell is lost; if he rolls an 11 (IIRC) the spell does not work, but he does not loose the spell, if he rolls 12 or higher it works...
With varying degrees of success depending on exactly how much higher than a 12 the result is (including bonuses if any).
FWIW: you can easily have a result (after a roll) of less than 1 (rules to explain this are in there somewhere)
At higher levels the spell caster gets more and more bonuses and can graduate to a higher die (from d16 to d20, etc.), but a natural roll of 1 is still always bad, while 2-10 is still a dud and 11 is still a dud but spell still in memory.

There are over 130 pages detailing bad rolls and good rolls offering table after table for the bad things and good things that can happen...
My eyes got groggy and unfocused with all the tables so I started looking at the awesome B&W sketches again.
There is no question that this book is going to take a long time for me to digest and totally understand (if I ever do).
I wish I could play in a few sessions with someone who already knows this system inside and out... :(

And as for the pages listing and detailing actual spells, while most spells are covered in just a page or so, many others have as many as 5 pages just for one spell and all the possibilities.

As I stated above, I am only skimming right now, so I may be getting all this wrong.


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Last edited by Gnat the Beggar on Fri May 18, 2012 8:34 am, edited 4 times in total.
  

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Post Posted: Thu May 17, 2012 10:36 pm 
 

You aren't supposed to play the mage.  You are supposed to slay the mage.


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Post Posted: Thu May 17, 2012 10:52 pm 
 

FormCritic wrote:You aren't supposed to play the mage.


Perhaps the mage is supposed to play you?

FormCritic wrote:You are supposed to slay the mage.


Which is exactly what we did in the game where the mage was the bad guy.  But only after my character was killed by him first.   :cry:


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Post Posted: Thu May 17, 2012 10:57 pm 
 

Gnat the Beggar wrote:There are over 130 pages detailing bad rolls and good rolls offering table after table for the bad things and good things that can happen...
My eyes got groggy and unfocused with all the tables so I started looking at the awesome B&W sketches again.
Thnere is no question that this book is going to take a long time for me to digest and totally understand (if I ever do).
I wish I could play in a few sessions with someone who already knows this system inside and out... :(

And as for the pages listing and detailing actual spells, while most spells are covered in just a page or so, many others have as many as 5 pages just for one spell and all the possibilities.


Sounds overly complicated. You can't play the game without having a gigantic ream of bound paper at hand.


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Post Posted: Sat May 19, 2012 3:00 pm 
 

0-level caster? There is no such thing. You choose a class after you get to 1st level ...

And you only need to reference the spell sheets of the spells you have. For my home game I've given my caster a grimoire printed from the PDF ... so far it is like 5 pages thick because those are the only spells he knows.

  

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Post Posted: Mon May 21, 2012 5:42 pm 
 

So, what's everyone doing with their 66.5 module in the collectible copy of the book... does it stay tucked in the book for safe-keeping?  Pros/cons to the glue acting on the binding?

Anyone know if the module is in fact being sold separately?

Btw, saw quite a few familiar names in the Playtester's Thank-you... way to represent Acaeum & friends!


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Post Posted: Mon May 21, 2012 5:51 pm 
 

davidc wrote:So, what's everyone doing with their 66.5 module in the collectible copy of the book... does it stay tucked in the book for safe-keeping?  Pros/cons to the glue acting on the binding?

Anyone know if the module is in fact being sold separately?

Btw, saw quite a few familiar names in the Playtester's Thank-you... way to represent Acaeum & friends!


Do these gum like glues change consistancy over time? Are they moist enough to stain a book if you leave them? I'm not sure but I remember the type from old Dragon mags that would tear the thin paper occasionally. Don't think that would be a problem with the glossy module cover and the binding of the rulebook, but I still removed mine and put it in plastic with a backing board.

I'd also like to know if the module is exclusive or is just a $10 bargain.


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Post Posted: Mon May 21, 2012 8:54 pm 
 

I just noticed the two short adventures in the back of the rulebook were given out in the Free RPG Day 2011 preview  item from GG... So for you completists out these, grab one of those if you can :)


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Post Posted: Mon May 21, 2012 9:16 pm 
 

goatboy wrote:-level caster? There is no such thing. You choose a class after you get to 1st level ...
And you only need to reference the spell sheets of the spells you have. For my home game I've given my caster a grimoire printed from the PDF ... so far it is like 5 pages thick because those are the only spells he knows.


OK, I can see that you would have no zero level casters in your game, but I would argue that the book does not exactly forbid it.
Setting aside the spell tables for 1st and higher level spells which do not even list anything for Zero Level PCs...
What about cantrips for Wizards and prayers for clerics or healers/herbalists, healing skills that do not involve god like intervention.

See page 21-23, under Zero Level characters "Occupations" what is in the Wizard's Apprentice Black Grimoire then?
Cooking recipes?
I would think the apprentice would (at the least) have cantrips in his Grimoire that he has learned from his master.
A Wizard's Apprentice would know cantrips at least and perhaps at least be on the verge of learning one level spells... perhaps they are in the Grimoire butt beyond his skill to use yet?
Cantrips are instead listed as a 1st level spell in the spell listings (half a page).
I read the rules, just do not agree that any Wizard's Apprentice would know zero spells, not even Cantrips.
And as far as I know this is the first system to treat Cantrips as a single 1st level spell.
And it is extremely limited too, even for a cantrip.
Results (what the cantrip does) are based on how high you roll.
I would prefer to use Cantrips the way they are listed in The Dragon Magazine from almost 30 years ago.
(See Best of The Dragon #3).

Some of the 2 pages of occupations listed on Page 22-23.
Wizard's Apprentice
Shaman
Healer
Herbalist
Alchemist
Soldier
Mercenary
Squire
Cutpurse
Outlaw
Hunter

Each of them would have at least basic learning in his/her occupation.
And how could any healer not be able to at the least bind wounds, and perhaps a little more?
It is his occupation...

Outlaws, Soldiers, Mercenaries, all have swords plus they also would have Hide, or Leather armor, or a helmet to start.
Hunters have a bow and deer pelt (hide armor?)
Do they have no fighting skills?

Does a cutpurse have no thieving skills too?


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Last edited by Gnat the Beggar on Tue May 22, 2012 8:44 am, edited 2 times in total.
  

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Post Posted: Mon May 21, 2012 9:26 pm 
 

JasonZavoda wrote:I'd also like to know if the module is exclusive or is just a $10 bargain.

66.5 is only available to people who preordered the DCC RPG rulebook.

Goodman Games wrote:This adventure module is available exclusively by pre-ordering DCC RPG before it releases! The first 1,000 copies of DCC RPG will have this adventure module inserted as a free pre-order incentive. It is not available for sale separately.


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Post Posted: Mon May 21, 2012 9:30 pm 
 

Kingofpain89 wrote:
JasonZavoda wrote:I'd also like to know if the module is exclusive or is just a $10 bargain.

66.5 is only available to people who preordered the DCC RPG rulebook.

Goodman Games wrote:This adventure module is available exclusively by pre-ordering DCC RPG before it releases! The first 1,000 copies of DCC RPG will have this adventure module inserted as a free pre-order incentive. It is not available for sale separately.


Front cover of DCC66.5 module:

Free with DCC RPG purchase, $9.99 otherwise.

Did they change their mind? And if so, which way, exclusive or $9.99 general sale.


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Post Posted: Mon May 21, 2012 10:44 pm 
 

JasonZavoda wrote:Front cover of DCC66.5 module:

Free with DCC RPG purchase, $9.99 otherwise.

Did they change their mind? And if so, which way, exclusive or $9.99 general sale.

I dont know.  You could always ask Joe Goodman.  Oh wait....never mind.  :roll:


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Post Posted: Tue May 22, 2012 11:06 am 
 

Gnat the Beggar wrote:
goatboy wrote:-level caster? There is no such thing. You choose a class after you get to 1st level ...
And you only need to reference the spell sheets of the spells you have. For my home game I've given my caster a grimoire printed from the PDF ... so far it is like 5 pages thick because those are the only spells he knows.


OK, I can see that you would have no zero level casters in your game, but I would argue that the book does not exactly forbid it.
Setting aside the spell tables for 1st and higher level spells which do not even list anything for Zero Level PCs...
What about cantrips for Wizards and prayers for clerics or healers/herbalists, healing skills that do not involve god like intervention.


Your take on it is totally different from mine, but that's cool. I think you should publish a 3pp for 0-levelers .... :twisted:

  


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Post Posted: Tue May 22, 2012 6:55 pm 
 

They totally made it right on the damage--shipping me another one



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Post Posted: Thu May 24, 2012 1:32 am 
 

tsathogga wrote:They totally made it right on the damage--shipping me another one


Hmmm.  How badly damaged was your book?


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Post Posted: Thu May 24, 2012 7:07 am 
 

Goodman Games sent out an email about 4 hours ago stating they are in stores now....+ you can still purchase copies of the Limited Edition Gold Foil cover from their website --> http://www.goodman-games.com/store.html

From whats been discussed in their forums, it appears that the most damaged books were ones that were ordered separately. If the order contained only the one manual, chances are you saw more damage than the ones that ordered a copy of each (regular cover + limited cover). Whether its actually true...who knows  :)

  
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