Showing posts with label Dungeon Crawl Classic. Show all posts
Showing posts with label Dungeon Crawl Classic. Show all posts

Thursday, July 28, 2011

DCC review part 2


I do not feel inclined to play this system again. 

Starting with a handful of random names, numbers, backgrounds, even if allowed to customize each one, still inserts to much of a degree of randomness.  From a power-gaming perspective, there are effectively only two methods of character creation that should be followed.  Each player should create each of the four fundamental character types or each player should create multiple versions of what they want to play so that the survivors are most likely to cover standard party needs and be something the player wants to play.  I'm also not inclined to want to have a starting character (though proven to be indifferent in Hackmaster) trying to "run" with higher level characters - making the funnel just a mechanic for playing 0-level characters.

Both magic path systems provide interesting development options, but at a cost that is probably a little too steep at the outset and just irritating at higher levels.

Certainly having disapproval (or whatever the term is) of the divine spell casting path makes the cleric more interesting and not the standard heal-bot.  However, such limitations on spell-casting make an already underpowered caster even less effective when combined with the silly "turn everything opposed to you" mechanic.  If the mechanic were scaled back to a more limited target: undead, outsiders, beasts, etc. - it would make for a more directed (and possibly interesting) character and limit "wasted" turning attempts and reduce disapproval build-up.

Corruption of an arcane spell caster is a pretty common theme in media and makes some sense as it relates our generally perceived ideas of magical addiction.  However, using this type of rolled 1 mechanic is specifically punishing spell-casters.  Certainly, the ability to continue casting spells as long as you don't fail a roll is powerful, but so is being able to swing a sword or fire a bow indefinitely and there isn't much punishment for a thief or fighter rolling a 1 - saving dropping a weapon, getting it stuck or breaking a bow string.  To balance that playing field, why not have the weapon wielder remove a finger/toe/eye/ear leading to them being "freaks" in the same manner as the arcane casters eventually become?  I know, because magic is so powerful, but a one-eyed, hook-handed, peg-legged barkeep is a great NPC.

Luck dice are just an added complication that people will often forget about or misuse (cheat) because they don't fully understand the mechanic and/or if it does or does not apply to every character and does or does not apply to each roll.  I'm not saying dumb it down, but it seems there could be a more effective implementation of this type of "bonus".

Thursday, June 30, 2011

Dungeon Crawl Classic - swirling down the funnel

My Wednesday gaming group completed the funnel portion of the new Dungeon Crawl Classic Beta last night. 

We all started with 5 0-th level 3X5 notecard characters with little more than a pickfork/hammer/pick for weapons, a helmet for armor and some pretty random inventory items: 10' of chain, lantern (no oil), 1lb of clay, empty vials, a cow, dog, mule, goose, duck, etc. etc.  The purpose is to play through the funnel, have 1 or 2 of the notecard characters survive and then they become your 1st level character(s).

My overall reaction to the experience, to the dismay of my DM, was - meh.  I understand people's desire to go old-school on stuff.  I understand the appeal of 60's-70's-80's themed parties, but I don't attend them.  Maybe I'm not old-school enough, but I remember not really liking playing Advanced Dungeons and Dragons once I was exposed to other game systems, to the point that I pretty much swore I'd never play AD&D again - ahh, youth and powerful declarations.

What don't I like about it?  Nothing and everything, I think.  I really can't quantify what I don't like, -C is convinced that I'm just burned out on *high* fantasy settings - maybe.  But that doesn't change the fact that I'm just pretty underwhelmed with what I've seen so far.  The upside is that apparently, the actual character classes are pretty powerful and interesting, so I'm at least looking forward to seeing what involved there.  I think I'll d/l DCC and read it over the holiday weekend.