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Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Thursday, May 28, 2026

OSR vs. Newer Games (3.5e and 5e D&D)... doesn't need to be so disparate

 https://www.youtube.com/watch?v=HG6XcyqF3A0

I like my comment... of course I would, it's my comment. Just kidding, I've been thinking this one over for months and this might just be a short enough version of my thoughts to get the point across to somebody:

I think there are good things in nearly every version of D&D. The OSR: I love the art look. I love the way there is no "one solution only" mindset... usually there are several ways to creatively get something accomplished. Common sense works just fine in most situations without having to roll, I like that a whole lot. Watching some Tenkar's Tavern, I have learned tons of OSR tricks that I never picked up in my youth (never got to play much back then). Newer games (say D&D 3.5e or 5e): the art look has been diminished quite a bit for me, but I do enjoy lots of powers to keep the variety going. Maybe you concentrate less on super creativity using basic things (a spike in your pack used to block a door and hold back the giant spider), but you can often be very creative with your powers, assuming the table has the right mindset. Maybe you cast sleep under the door crack because it's got over an inch of a crack under it, you got down on your belly while the fighter held the door, and bam you put the giant spider on the other side to sleep. Or maybe you try to cast fireball under the door with the huge crack... maybe you can only do it with a wand of fireballs and you slip the end under the door, or the DM let's you know it'll be a very hard aim (50/50 on the dice) ... and then it's up to you whether it is worth the risk. So yeah, it is easy to say newer games refer to the character sheet too much (they do), if you have the right mindset and some exposure to older styles, you mix them up, then you get so many options nobody ever gets bored. That is a recipe for fun in my book.

Friday, March 27, 2026

The D&D cartoon items in D&D 5.5e 2024

 Energy Bow, we have it, love it, so versatile: https://www.wargamer.com/dnd/magic-items#Energy-Bow

  • Can restrain
  • Can save your friends from a distance (treats like a teleport back to you, but we reskin to be it grabs you and brings you back quickly)

Hat of Many Spells, might be good: https://www.wargamer.com/dnd/magic-items#Hat-of-Many-Spells



Shield of the Cavalier, nice: https://www.wargamer.com/dnd/magic-items#Shield-of-the-Cavalier

  • Has a super invul type sphere thing like in the cartoon
  • Powerful bash attack

Quarterstaff of the Acrobat, quite nice: https://www.wargamer.com/dnd/magic-items#Quarterstaff-of-the-Acrobat

  • once per rest when you're hit with an attack while holding the quarterstaff, you can spend a reaction to gain a +5 armor class bonus against that attack.
  • Adv on acrobats checks when 10 foot pole form, but can't use it to deflect or throw this way. 

Thunderous Greatclub - I love in the cartoon how he has to knock it on something, gently or hard, to activate, very cool: https://www.wargamer.com/dnd/magic-items#Thunderous-Greatclub

  • Can knock people down
  • Destroys objects well (just like cartoon)


Sunday, January 18, 2026

Bilbrons advice on Spells

Remember throughout, Bilbrons is awesome, but he is very defensive minded. He's going for the safest route and doesn't mind if things take a long time or are goofy. Cool ideas, but I'm still going to be offense minded no matter what. 

Skills https://m.youtube.com/watch?v=aEIUNUYuR8o

  • focus on combat of course
  • Arcana is critical they say, and basically only the Wizard will be good at it. (Was this Bilbrons or somebody else saying that?)
  • His S-Tier = Perception, Stealth, Athletics (Don't forget my new game DM doesn't do passive perception)
  • His A-Tier includes Arcana and Insight.
  • His B-Tier includes Investigation and Acrobatics (High Dex even if low Str, use it)

2nd level Spells top 10 (remember, he's defensive) https://m.youtube.com/watch?v=1xIJ394WgRo&t=453s

  • Tasha's Mind Whip = level 2, 3d6 psychic or half, debuff = no reaction, can only do one thing next round. 
  • Rope Trick is so powerful, many people use it sparingly b/c too cheezy. 
  • Web
  • Misty Step
  • Levitate - use offensively too
  • PwoT - Pass without Trace.
  • Phantasmal Force
  • Silence
  • Shield
  • #1 = FIND STEED - wow. Paladins get to keep it all day or something. 
Other spells:
  • ~Phantom Steed my notes - LVL3, it is RITUAL spell. Lasts an hour... but it's a RITUAL SPELL. 
  • ~Pyrotechnics - LVL2, obscurement no concentration! https://dnd5e.wikidot.com/spell:pyrotechnics …. Oops, dragons can have blindsight, problems. 
  • ~Summon Greater Demonhttps://www.youtube.com/watch?v=GJ4dmvcPvYc - level 4 spell, but changes when upcast of course. 
    • Gotta say its NAME, how, gotta command it to give you its NAME (Does that take a whole round extra?). 
    • Gotta Speak Abyssal! 
      • Blood from a humanoid killed for a circle, not required. 
      • A RP paladin might baulk, but... we have a Tiefling he is OK with so, fine eh? 
        • We're going to kill the demon after anyway.
    • Many Free spells, so consider that. 
    • Bilbrons is a full obscurement + Blindsight nut, so that's half the reason he likes this. 

  • Infernal Calling (level 5 spell) - https://www.youtube.com/watch?v=D4vmKs71NnI&pp=2AZC 
    • Devils are more a pain than demons, but this spell is better than some other devil spell. 


Cantrips https://m.youtube.com/watch?v=uOJlEyfIrcs

  • Dancing lights can light up enemy, but leave u in dark hidden. Wait it needs concentration!!!!! Nevermind!
  • Light. Says you need at least one of them, either dancing or regular light. I do love light to cast on a rock to throw constantly down hallways. 
    • My ideas. Use prestidigitation to cover a tiny speck of a pebble in mud, dry it out. Now throw it and when the mud shatters, bam, light (but before shatter, maybe almost zero light? Ask DM.)
  • Mold earth is meh for me. I like the comment "It's not for battles, it's for warfare and good at that. Digging under a castle wall to put a ~bomb~ thing. Redirecting rivers. Multiple casters using it to make a trench for trench warfare". 


Sleet Storm -   https://m.youtube.com/watch?v=VqSf-WOHT8c&t=314s

  • Not so great unless your whole party does blindfighting. Then you'd only use it for retreat. 
  • If everybody in the party can see through it, then it's awesome. 



Friday, December 26, 2025

Our Hexcrawl, super easy mode for the DM

So before reading up on the official "how to do a hex crawl" I drew up a "hex crawl" and got the kid to help populate the two random tables. We'll be sticking to our easy basic hex crawl mostly, but in the previous post I found those nice free (or PWYW) PDFs that will be very nice to give further ideas as needed. 

Goals:

  1. Easy to run as a DM.
  2. Easy to run, really.
  3. Flexible. We'll learn as we go. 
  4. Basically a one-shot (maybe over a couple of days). 
  5. Playing 5e, level 3 characters, so we want a good few encounters. I want it to be maybe 15% chance of a TPK from start to finish. 



So I made the map look like, top to bottom (so kinda backwards, see picture above), something like this:

  • Final Area (circle/hex) and the kid as DM fills in the blank here.
  • 3rd areas that lead to Final are any of the 3
    • Cross a river - big river, bayou, or small creek... maybe a ferry, swim, rope, log... whatever you like. 
    • Forest trail
    • Rocky hills
  • 2nd areas
    • Swampy
    • Pine forest trail
    • Cave
  • 1st area outside a village is only one
    • Mixed forest trail
  • Starting area, only one
    • a Village
So we are playing fast and loose. To get from one area to another, it might be 4 hours (and 4 random encounter checks) or it might be more or less. We don't know, going to wing it. 

Rules we made up/borrowed:
  • 1d10, on a 1 you have an encounter. Do that once per hour. Assuming it takes an hour to move through an area. If you are in the labeled "swampy area" for instance, maybe that's 4 or 8 hours of swamp. 
    • Worth clarification... one circle on our "hexmap" is not one single encounter... it'll take 4 to 8 hours to get through there, so 4 to 8 encounters. We think that many, going to find out... we want a good few encounters. And I think the kid has a couple of "automatic encounter areas" with more complex stuff. He's good with a fancy cool set up.  
      • The river is probably the exception... doubt it'll be that many encounters, but it's trickier so, yeah. 
      • The cave is probably at ground level, and the exit of the cave is deeper into rocky hills... maybe it cuts through a hill. 
  • 1d20 (maybe 1d24, borrowing DCC dice) to see what the encounter is. See below. Wanted one to be a dragon, AKA super impossibly hard, and then a mix. 
  • Distance of encounter, 1d6; 1 = close, 6 = 500 feet. 
  • 2d6 reaction/morale check at start of encounter. Using the B/X rules for that... I thought it was something like the following, but each edition is different it seems: 
    • 2      = attack (immediate)
    • 3-5   = likely aggression (hostile, possible attack)
    • 6-8   = neutral (uncertain, monster confused)
    • 9-11 = curious (no attack, monster leaves or considers offers)
    • 12    = friendly (Enthusiastic friendship)
    • Tenkar's https://www.youtube.com/watch?v=8_wY-dP17e8


    • This blog fellow has one that is fairly good, and 5e here also good:
      • 2d6       Reaction
        2-3        Hostile
        4-5        Unfriendly
        6-8        Neutral
        9-10      Friendly
        11-12    Helpful
    • This guy has info on the 1983 Mentzer Basic more complex one: https://yumdm.com/reaction-rolls/




    • And this one, I kinda like it for "monsters" specifically (more hostile), came from https://illusoryscript.com/2d6-reaction-roll/



I made two random 1d20 (or 1d24) tables, I'll list the ones I have, but the kid has 8-16 secret ones. 


FOREST OR HILLS (+CAVE) 1d20 TABLE:

  1. Green dragon
  2. 1d6+1 bandits
  3. 1d2 owlbear
  4. 1d4+1 hobgoblins
  5. 1d6+1 guardsmen/soldiers from village
  6. Animal trail, leads to a hidden loot stash (wooden doors into the ground, weird and cool)
  7. ? kid's secret since he is the DM for this
  8. ? kid's secret since he is the DM for this
  9. ? kid's secret since he is the DM for this
  10. ? kid's secret since he is the DM for this
  11. 1d6 gnolls + 1 hyena
  12. 1d6 lost travellers
  13. 1 orc shaman + 1d4 orcs
  14. 1 goblin adept + 1d4 goblins
  15. Bear
  16. 1d6 snakes (has to be extremely close, can't be 100+ feet away)
  17. 1d6 brownies
  18. 1d4 helpful fairies
  19. Ancient ruins
  20. Roc (can be extremely far away, since you can spot one miles away in the sky, if you have sky)

SWAMPY (+RIVER) AREA 1d20 TABLE:
  1. Black dragon
  2. 1d6 Lizardmen
  3. 1 giant alligator (or croc)
  4. 1d4+1 gnolls
  5. Pixies
  6. Rope ladder tree, leading to a box (maybe roll 1d6 to see what's in the box)
  7. ? kid's secret since he is the DM for this
  8. ? kid's secret since he is the DM for this
  9. ? kid's secret since he is the DM for this
  10. ? kid's secret since he is the DM for this
  11. 1d4+1 troglodytes
  12. 1d6 lost travellers
  13. 1d4+1 cultists
  14. 1 kobold sorcerer and 1d4 kobolds
  15. Blackscale lizardmen (see 3.5e or 5e stats, the big lizards)
  16. 1d12 stirge (wide number variation here, how easy or hard will this be?)
  17. 1d4+1 militia
  18. Giant crawfish
  19. Ancient Ruins
  20. 1d6 zombies


UPDATED MONSTERS FOR ANOTHER TABLE

  1. Giant snail
  2. Bullywugs
  3. 2e adnd Mystara minster list has lotsa good ones
    1. REMEMBER CONVERT B/X to 5e: 
      1. AC IS  19 minus the old AC; 
      2. HP is double the avg or so, maybe 150% of max of old
      3. To Hit is 20 minus ThAC0 
      4. Dmg is about double the old dmg 
  4. Acaeon - Elkman, 11 hitdice eh?
  5. Agarat - Undead midlevel, temp lvl drain i like
  6. Decapus
  7. Dusanu

11 hitdice elkman https://www.completecompendium.com/catalog/ms/2501/actaeon/


  1. Undead w temp lvl drain https://www.completecompendium.com/catalog/ms/2501/agarat/


    Decapus (not octo) https://www.completecompendium.com/catalog/ms/2501/decapus/


    Dusanu, Spore weilding undeadish https://www.completecompendium.com/catalog/ms/2501/dusanu/


UPDATED BELOW, IDEAS

  • Monsters running back to a prepared area for defense
  • Monsters can have loot, else party only avoids them
  • Running into a fight between 2 things or teams
  • Signs of something 
    • Dew on grass spider webs disturbed 
    • Freshly cut or brushed aside vines
    • Autumn leaves crushed underfoot
    • Crows startled and fly away in distance
    • Vultures circling
    • Wolves running away from something 
    • Insects on carvass = older (depending like maggots), or Lack of = recent
    • Urine on trail (smells like canine, or amount indicating horse,… or perhaps in a place likely a humanoid)
    • Ants on breadcrumbs/ no ants on crumbs means very recent (15 minutes)

MY PARTY
  • Wizard
  • Druid or cleric
  • Cleric or fighter (ranged focused?)
  • Fighter




Saturday, December 20, 2025

G3, Eclavdra fan 5e statblock

G3's Eclavdra, the drow leader (in opposition to that other drow priestess in another room). 

 I like this one pretty well, but will modify -

https://www.worldanvil.com/block/1265403

Let’s change these (keep in mind she wants to flee and live):

  • CR 20 is Way too high. 
  • 363 hp seems way too high. I’d reduce that to 150hp maybe and give her 21 AC. It is 5e tho, so ridiculous HP is typical i guess. 
    • maybe we'll pretend drow wizard cast Permanency on a HP increasing spell. 
    • Consider a normal 5e drow priestess of Lolth is lvl 10, cr 8 or 9, has 16 AC, and 71 HP. 
  • Dmg mistake?… I think 7+14 or 7+15 total is what they meant. 
  • Taking psychic dmg when near her seems weird, remove
  • Spells and powers to be changed… she needs to feel like a drow cleric
  • *** see previous post yt. NoneofConsequence’s time 22:22 for list of cool dnd 1e drow items and spells. I like. 
    • Drow cloaks and boots. Save +6 vs fire 
    • Drow sleep poison.-4 on target save. 
    • Death Lance. 10’ spear inflicts [4d6 is my modified]. Save vs. poison or lose 1d4 levels (changing to temporarily, gotta greater restore or rest a week). 
    • Demon staff. Black leather-like staff carved w evil runes. Can only be weilded by cleric of Lolth. 
      • 4d6 dmg, can only be healed 1hp per day. 
      • Fear
      • Summon type 1 demon. 
      • Turn into type 3 demaon for 5 rnds once per day. 
    • Glass globe. Hurled w sling staff 90’ max and minimum 30’ range. Shatters, 10’ diameter vapor cloud… targets will 
      • glow reducing AC by 1d4, lasts 1d4+1 turns (10 min is a turn). But water will wash it off. 
      • Be blinded [1d4 +2… my adjustment for 5e] rounds doing nothing but scratching at their eyes, helpless. Water washes off but helpless [1 or 2 rnds regardless].  [DC 15 con save negates for 5e i say]. 
    • DROW COMMON SPELLS
      • Bless aoe. 20’ by 20’ area. Allies get +1 to hit, dmg, morale. 
      • Blindness. Range 30 . Dispel magic removes. 
      • Chill metal. 40’ range, weapons and metal armor. Aoe is 1 target per caster lvl. [changing for 5e to be… 1st and 5th round take 1d4 dmg. 2nd and 4th rnd take 1d6. 3rd rnd take 1d12 and risk frostbite extremities (ears, fingers etc. amputate). ]
      • Clairovoyqnce
      • Curse
      • Dancing lights
Maybe keep these crazy EEG fan spells
  • Elemental - i am going to have the Plasms from 2e. 
  • ON YOUR KNEES! (EEG Domain, 1/day, as part of a melee attack). The target falls prone and cannot stand up (DC19 CHA saving throw at the end of the target's turn ends the condition).
  • BITTEN THREAD (EEG Domain, 1/day, as part of a melee attack). The giantess tentacle rod rips and tears at your soul. Bits of your spirit come out in bloody chunks. Take normal damage, plus age 1d4 years plus now in 1d10 * 1% Experience Point debt. Your next Experience Points gained go to repairing the wound in your soul. Your Experience Points do not go down; the next experience gained is lost. A CHA save halves the damage/effect.


Maybe keep these-


REACTIONS

Vindictive. As a reaction to being attacked, Eclavdra may - randomly - use any power tagged as "EEG Domain" even if it has already been used for the day.

LEGENDARY ACTIONS

Eclavdra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn. Eclavdra may use her Speed if it allows her to use one of her legednary actions.

  • Compel Elemental. An allied elemental within 30 feet of Eclavdra uses its Reaction to make one attack against a target of Eclavdra’s choice that she can see. The elemental may move up to its speed to do this.
  • Tentacle Staff. Eclavdra makes one Tentacle Rod attack.
  • Cast a Spell. Eclavdra uses Spellcasting.
  • Kneel! Each creature she can see and of her choosing that can hear her must make a WIS saving throw or spend its next action kneeling and unable to do any other action.  Mechnically, if needed, the target gains the Prone condition for all other intents and purposes.

Wednesday, December 10, 2025

G3 thoughts on Giants... 5e comparing to 2e statblock

UPDATE, read this  (referencing 3e HP increase) and this, by Superdan.  

Well I knew giants had crazy high HP in 5e, but I just got around to comparing damage... and well, giants hit like 3 or 4 times as hard (including frequency) in 5e, while characters may or may not have 3 or 4times the HP. Damn the changes through versions. 

Conclusion, yeah, I probably need to sometimes tone down the number of giants from 1e and get closer to how many they suggest in 5e I guess. Even though the party is over-leveled a bit, still, gotta watch out. 

https://adnd2e.fandom.com/wiki/Hill_Giant

also comparing to a green dragon, and the dragon does WAY more melee damage than a hill giant in 2e. Which I tend to agree with, so what the heck is going on in 5e? I swear, they just buffed everything that looked like a human regardless of size:

https://adnd2e.fandom.com/wiki/Green_Dragon_(Creature)


SO the 2e hill giant is doing 

  • 1-6 or by weapon (2-12+7), I think that means 2-12+7 with a typical weapon. ~13 dmg avg maybe, But only one attack. 
  • Hurling rocks for 2-16 (2d8)  for ranged. ~avg 9 dmg i think. 
5e hill giant gets two melee attacks so
  • 3d8+5 times 2 ~~~18 dmg on avg times TWO though. And you hit WAY more frequently in 5e. 
  • 3d10+5 for one ranged attack, avg 21 dmg. 

Sunday, October 12, 2025

AD&D 2e Hyenas had more HP than Gnolls, 5e is the opposite

So in 2e, Hyenas had 3 HitDice (3d6HP ~= 10.5HP), and Gnolls had 2 HitDice (2d6 HP~=7HP). Orcs had 1 HD (1d6~=3.5HP). Hyenas did the same dmg as ~orcs and gnolls, too. 

There were even Hyenodonts which were like giant hyenas with 5 HitDice (5d6) and 50% more dmg. 

5e DnD is the complete opposite, with gnolls averaging 22 HP and hyenas avg.ing 5 HP. 


What does this mean? Well, hyenas were tougher, I imagine them darting in and out and not such an easy target. Now in 5e, it's like the humanoid style monsters are just automatically the important guys and are better than regular animals. Also means fireball doesn't kill squat in 5e compared to 2e, but we already knew that. Even high level spells often aren't guaranteed to kill basic 1/2 challenge rating things like gnolls. It does grate. 

Tuesday, August 12, 2025

G2 Results so Far, the Jarl went Down

 OK, so the kid did pretty well. He did have the weaker version of Horn of Valhalla, so he got 5 or 6 Berserks spawn to help him. He also used our custom Sticks to Snakes spell, which calls two venomous snake swarms that don't require concentration. So he had all that ready, and then got a surprise attack in with AOE spells. The 20 or so giants in Room 18&19 I think it was, were pissed and wanted at him. But he mostly blocked things off so they couldn't swarm him. 

Deadlands maybe. Brom's art. 

But I did warn him the Jarl, who he had spied, would hear it and come soon enough. Eventually 2 winter wolves popped in, with the Jarl and wife one round behind. They were held at bay by, one snake swarm, two(?) berserks, and the fighter. Chokepoint.

At the other larger chokepoint north of the party, looking into room 18 and 19, the kid first had used Spike Growth. I did some random rolls and more than half the guys near it did not notice it. And a lot of them even when they got hurt by it, just plowed through, thinking they were mighty giants. 

DAMGE: Fire storm does some good dmg by the way. So does Crown of Stars, gotta roll to hit, but it hits a lot. The anti-giant sword + Barbarian frenzy raging + Amulet of Hacking (2 rounds gets +3 to all I think we said) = maybe 75 dmg a round if all hits and rolls go well. 

DEFENSE: The dern Fighter got hit every single time I think, his 23AC did like nothing that whole fight, just unlucky. I almost got a first hit Crit on him by the Jarl, then we realized he shouldn't have been able to reach that easy b/c was so tight there with the wolves and doorway. But the wife did get a couple of crits I am pretty sure. 

BTW, I used Firegiant attack stats for the Jarl + Cloud giant other stats (200 HP mostly). Used fire giant stats for the Jarl's wife. 

Soon the kid did a wall of thorns, and it came into play a lot. I rolled impatience on the giants b/c they were mostly stuck, and a couple of them thought they could get through or over the thorn wall. Little did they know how magically painful it would be, and got nuked pretty hard. One time the warlock blasted one giant (lady) back into the wall from far, she went down from max HP to nearly dead (Hill giant stats, so like 105HP max) and fled the scene (she's going to show up later with the rezzed cloud giant probably). 

I mostly had fun with making the giants kinda impatient and stupid. One was stuck behind the Cord looking giant, and he kept attacking the snakes in Cord's space which hurt Cord. Finally he jerked "Cord" away from the snakes but accidentally into the wall of Thorn, oops. Lol. Was fun for me. 

It still was a darn hard fight. The Jarl + W.Wolves + Wife looked dangerous coming from behind, but soon the Jarl got his butt stomped by the Crown of Madness(?) spell which makes him see a super illusion and take a ton of psychic damage. The wife really hated snakes, so she wasted a round trying to attack them, before really wailing on the fighter and company. 

The Fighter was knocked out right at the end. Rest of the crew were barely harmed if at all though. All the berserkers and snakes died, but did a good job up through the end. 

So end result, it was a well balanced to be difficult but winnable fight with all the extras and all the lenient up front damage + 5 or 6 berserkers and the 2 snake swarms, and the Jarl coming to the fight late,  giants being a little too wreckless and stupid, etc., etc. As a DM I had fun, even though the giants didn't get to do anything interesting from a magic or attack standpoint, it was fun just having them be goofy bastards that kept making mistakes. Lol. 


UPDATE LOOT (kid needs to write down later): 

The fourth trunk has a thick layer of old socks, underneath which are eight potions (speed, superior healing [[[1d6+20]]], of storm giant strength, poison, oil of slipperiness, healing [[[2d8+4]]], and a philter of love).

5e - Treasure. In the iron box are a pearl of power, a set of Nolzur's marvelous pigments, and a wand of paralysis.

 1e - a pearl of wisdom, a set of 8 small jars of pigments (Nolzur’s Marvelous Pigments), a ring of invisibility, and a wand of paralyzation.

and about (5e) 15,000 gp worth of stuff maybe more. 

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. Such an excellent book... I'll highlight a few, but there are so many more. 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
    • Regeneration: One target is surrounded by green sparks, and regains 2 hp/rnd for ten min.
    • Word of Negation: The caster ends a single spell or spell effects with her sight by uttering a blasphemous power word.  (((flavor on this is great)))
    • Corrupt animals: The magic user abruptly changes the nature of 1d4 animals of a single type within 100’ for 1 round: Nearby ravens dive at [evil mage's] enemies; a warhorse bucks unseating its rider; or a wizard’s familiar makes an unexpected attack on its master.
    • Life leech: The mage temply draws life force from target in the form of 1d3 ability score points, exp levels, or max  hp. The life force returns after 10 min.
    • Mist form: The caster dissolves into smoky vapors. The caster is immune to all damage except area-based attacks. The caster can fly and squeeze through any crack that air can pass.
  • S-2, caster potions
    • Str
    • Spider legs spround, climb.
    • heal pot.
    • inviz.
    • exploding pot. to att with.
    • Roll twice to get two potions on the baddie. 
  • S-2, soething else
    • Power rune: The mage carries 1d3 clay runes. A tossed rune shatters releasing a trapped spell’s power in a 10’ radius. Roll

      d6: 1 – Rune of Ice, ice shards cause 1d4 damage and slow targets; 2 – Rune of Bedazzling, a brilliant flash blinds target for

      1d3 rounds; 3 – Rune of Desecration, holy effects are dispelled, and lawful creatures cannot walk on the desecrated ground.

      4 – Rune of Fire, target bursts into flame, 1d6 fire damage every turn (save ends); 5 – Rune of Repulsion, a shock wave

      forces a difficult ability check or target is pushed to the ground 10’ away from the point of impact; 6 – Rune of Randomness,

      roll on table S-1 for effect

  • S-2, other
    • Obsidian wand: The mage wields an ebon wand crackling with energy. The wand holds a single charge of a powerful spell.

      Roll on table S-1, and double the spell effects.