You’re no hero. You’re 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...
Introduction
There are rules that govern the multiverse, some deciphered by man and some opaque. The oldest rules are the Void, which no man or god understands, only Cthulhu and the Old Ones. Then the Old Ones established Law and Chaos, which created and divided the gods. From the gods came divine rules for the behaviors of mortal man, and if man lives by these rules, his gods reward him in this life or the next.
Core Mechanic
The core mechanic in the Dungeon Crawl Classics Role Playing Game is the d20 roll. You will frequently be asked to roll
1d20 and add or subtract modifiers. The goal is to roll high and beat a Difficulty Class, or DC. Sometimes the DC will
have specific terms, such as an Armor Class, or AC, which is a combat variety of a DC. A higher DC is more difficult to
beat, and a better-armored creature has a higher AC.
If you roll equal to or higher than the DC (or AC), you succeed. Otherwise, you fail. A roll of 1 is an automatic miss and often results in a fumbling failure of some kind. A roll of 20 is an automatic hit and often results in a critical success of some kind.
Occasionally a character may roll a die other than 1d20 when acting. 1d16, 1d24, and even 1d30 are used for weaker and stronger warriors and spellcasters.
How is this game different?
• DCC RPG does not have prestige classes, attacks of opportunity, feats, or skill points.
• Classes and races are one and the same. You are a wizard or an elf.
If you are familiar with various iterations of AD&D:
• DCC RPG uses an ascending armor class system. A normal, unarmored peasant is AC 10, while a warrior in
plate mail is AC 18.
• Attacks, saves, and skill checks all involve rolling 1d20, adding modifiers, and trying to beat a number.
• There are three saving throws: Fortitude, Reflex, and Willpower.
No matter what edition you’ve played before:
• Clerics turn creatures that are unholy to their religion. This may include un-dead and other creatures.
• All spells are cast with a spell check, where the caster rolls 1d20, adds certain modifiers, and tries to score
high. The higher the roll the more effective the result. Each spell has a unique chart that adjudicates the spell’s
results.
• Wizards may or may not lose their spells after a casting. A low result means the wizard cannot cast the spell
again that day. On a high result, he can cast the spell again.
• Cleric spellcasting works differently from wizard casting. Clerics never lose a spell when it’s cast. However,
when a cleric casts any spell and fails in his attempt, he may increase his “natural failure range.” By the end
of the day, a cleric may automatically fail on more rolls than just a natural 1.
• There is a critical hit matrix. Higher-level characters and martial characters generate critical hits more often and
roll on more deadly result tables.
• You can burn off ability scores to enhance dice rolls. All characters can burn Luck, and wizards and elves can
burn other abilities.
Here's a LINK to the Quick Start Rules
Here's a LINK for Character Sheets
Here's a LINK to our Session Log