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Monday, July 28, 2025

Random Thoughts on Why the Kid Rathers 5e than DCC - ideas for NEXT TIMEish (Monster Alphabet)

.CONCLUSION, PARTIAL / AKA IDEAS FOR NOW:

  1. Have a ROOM in G2 or G3 each, that is a DCC Room (Dont tell kid it's DCC). 
    1. Describe as "You get an eerie feeling when you step into this previously blocked room. What is this place?". That actually goes in alignment with the G1 creepy place!!! This can be a tie in with the Underdark influences, demonic, etc. OK this is getting fun. 
    2. Use the Random Rolls in the Monster Alphabet for my fun. 
      1. Example: A-2 pg. 14 is Unusual Armor type.
        1. I like it. #2 for instance is: zero dmg from slashing (maybe I'd set it to 1 HP of dmg each time max, and only describe for a while). 

Reference: https://forum.rpg.net/threads/dungeon-crawl-classics-what-do-you-think.893812/

The art is crazy. I can't use all of these ideas in my more serious games, but they are inspiring. And weird as heck, but usually in a good way. 


Love this one.

Some background. I've played almost every version of D&D a little, and just a little, up until recently the kid and me have played a decent bit of 3.5e and then a lot of 5e (with some house rules and a little 3.5e mixed in). But we also had a good few sessions of DCC. What happened? 

Well, I kind of a had a blast with DCC (Dungeon Crawl Classics), so much that I went and bought some extra things for the future. Meanwhile, the kid wanted to get back into 5e. I was thinking he just liked his high level characters and was ready to get them to super high level play so we could finally experience every aspect of D&D... since we've only done low and mid level stuff. I think that's partially true, BUT, a day or two back he basically said he liked the tactical aspect of our current versions of D&D (5e plus flanking rules from 3.5e, etc.). Which I can totally appreciate, because that is often my favorite part of DnD also. But, I keep yearning for DCC. Why? Let's analyze myself and the kid a little more. 


Self:

  • I do love tactics. I like having a sort of puzzle in front of me, and I need to traverse the given rules to figure out a great outcome. The kid is definitely into this a ton. 
  • I also love the crazy power of magic in these games. = DCC or OSR or B/X or 1e, maybe 2e, slightly 3.5e. 
    • So far 5e seems to really weaken magic, and as a DM I keep bumping up magic power to make it more interesting/fun. Kid seems fine with that. 
    • But out of our I think two modules of DCC, both times the magic with spellburn + luck ended up being super mega powerful and really defining the finalies (how do you spell "fi na lees"? Anyway, I'm trying to say the finish line). Maybe I overplayed my hand and stuff, but that was fun for me. The kid I think saw it as a too easy way to circumvent the rest, and it outshined the melee guys at that moment (so yeah, I'm 100% fine with that, but he might not be). 
  • DCC also has a REALLY good way of giving an awesome vibe. The writing of Sailors of the Starless Sea and the other one (was it Doom of the Jarl or whatnot) was really just cool and felt great. More gritty. More pre-medieval. Kinda Conan/Sword and Sorcery. I dunno, it was just really good. 
  • DCC also makes prep for the DM super easy. Straight forward stuff, but just enough writing to make it interesting. Again, the main writer guy whose name I forget at this second has a great way to get the vibe going fast. 
  • Also, DCC was simple enough that the kid could DM for me, and getting to play as a the party was really fun for me b/c I've been DM like 50 times in the last year so...  yeah the break was nice. 
Where am I going with this? I'd like to play some more DCC with the kid, but definitely don't want to force it as that is no fun for anybody. I'll keep thinking on it. Maybe him being the Judge/DM would work, I dunno. 

HELPFUL REMINDERS IF I DO PLAY DCC AGAIN:

jcfiala on RPG.NET says: If you're going to be running the game, I suggest looking around for the DCC RPG Reference Booklet on Lulu.com (It's also up for sale on Goodman Games' own website). It's basically all of the non-spell tables in one volume, which makes it much easier to find tables you need in combat - particularly the crit tables and the like.

Similarly, for your players who are running wizards, I strongly suggest printing out the spell pages so you can more easily reference them during a game. Purple Sorcerer will let you build a spellbook and print it out, or you can just open up the pdf for the game and choose those pages.


OMG, yeah gotta use the Monster Alphabet by Goodman Games. Some fun ideas, let's change up ONE random room in G2 and G3, that will be a DCC room kinda. Roll a d12 to determine this weird wild and probably underdark demonic thing. 

  • Roll a d12 for crazy Armor. 
  • Roll d14 F-2: FOURTEEN FRIGID POWERS
  • Giant crazy:
    • Regeneration: The giant’s body brims with life-restoring magic. Flesh wounds knit themselves

      closed on their own accord and severed limbs spontaneously grow back. The regenerative effect does have one weakness. The powers do not function under special circumstances or in response to certain types of damage. Roll a d8: 1 – Cannot heal when wet; 2 – Ice or cold-based attacks; 3 – Necrotic damage; 4 – Fire or heat-based attacks; 5 – Cannot heal in sunlight; 6 – Cannot heal in darkness; 7 – Damage from holy powers; 8 – Electrical and energy-based attacks. The creature will return from the dead if the killing blow does not exploit this weakness
  • Loot - one or few time use for crazy
    • Table H-1. Like
      • Ring/Stone/Charm/Bag/Horn/Helm of
        • Dragon breath
        • Ghost sight - Maybe it sees through a wall
        • Giant Frenzy - ... like berserk, but gives you giant strength for a couple rounds? 
        • Greater Hobbling - it kills use of one leg of enemy, then what? Interesting. 
  • Infernal / demon thing
    • Table I-1, Roll d14
      • Head. The beast's face changes to 1d7, goate, snake, human, ocotopus, cat, skull, wolf.
      • Stench. Sulphur, vomit, dung, burning flesh, blood, rotten mammal, livestock doodoo. 
      • Familiars get spooked.
      • Weird weapon (torture ish). MultiWhip. Trident. Pitchfork.
      • Pentagram carved into flesh. 
      • Cloven hooves.
      • Snake tongue.
      • Wings. Maybe batlike. Maybe raven. Skeletal + cobwebs. insect.
      • Horns, what kind? Roll d10. Goat, crystal, unicorn, triceratops, bull, antelope, rhino, buffalo, stag, manx loaghtan (creepy 4 horned sheep). Insect antennae/antennas (it's also correct, yep). 
  • Table I-2, insect stuff.
  • Table K-1
    • "Kryptonite", secrete weird weaknesses.
  • P, the P-3, Table for Plant type stuff
    •   The monster unleashes a massive wave of pollen that chokes airbreathing creatures in a 20’ cone-shaped area. The pollen does no direct damage, but opponents in the cloud must save or suffer debilitating effects: after the first failed save, watering eyes blind the victim; after the second failed save, the target is unable to move due to a uncontrollable coughing fit; after the third failed save, airways are blocked from swelling, and the victim falls unconscious, losing 2 hit point per round from asphyxia until aided by another or it makes a successful save.
  • P-5
    • Assassin: The assassin is a silent killer. The assassin can hide as a mass of vines spread across the floor, wall, or ceiling. The plant-assassin gets an automatic surprise attack against anyone touching its mass. The assassin attempts to immobilize and strangle its primary victim, or entangle foes over a large area for its allies.
    • Warrior: The weapons and armor of the plant-warrior are crafted entirely from the bleached bones of the fleshers they’ve vanquished. The warrior gets a +2 bonus to attack rolls for their frightening mien and pliable dexterity.
      • I just like the word "fleshers" heh. 
  • P-1, random possessions
    • Idol of unknown god
    • box with no openings
    • Phylactery (((what?!)))
    • dragon egg (((hwat???)))
    • large feather
  • R-2 , resistances
    •   A 10’ transparent blue sphere surrounds the creature at all times. The sphere acts as a barrier to magic; spells cannot enter or exit the sphere. The sphere is permeable and can be traversed by assailants. Magic items lose their magic properties within the sphere. However, a magic user can cast spells within the sphere as long as the incantation is initiated within the sphere’s confines.
  • S-1, sorcery
    • Destroy armor - whatever armor piece is touched next

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