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C**H
A Unique and Engaging Experience with Dungeon Crawl Classics (DCC)
As a seasoned Tabletop Role-Playing Games (TTRPG) enthusiast with over 25 years of experience, Dungeon Crawl Classics (DCC) has left a lasting impression on me, standing out as a truly unique and captivating game. The sheer size of the rulebook might be intimidating at first, but rest assured, it's a treasure trove of substance without unnecessary fluff.From cover to cover, DCC immerses players in a world of possibilities. The various sections are so rich and engrossing that I often found myself lost in the text, envisioning the exciting and chaotic scenarios that DCC's rules bring to the gaming table. Notably, the aspects that stood out to me were the character creation process, the 0-level funnel, and the intriguing magic system. These elements contribute significantly to the game's distinctiveness and overall appeal.One of my initial concerns was the potential difficulty in finding a group to play with, especially considering the historical challenges of forming groups for games outside the realm of Dungeons & Dragons. However, Goodman Games has effectively addressed this issue through their active community, facilitated by the "road crew" program and Discord. The supportive environment they've cultivated makes it easy for players to connect, ensuring that the DCC experience is accessible to a broad audience.In conclusion, I wholeheartedly recommend Dungeon Crawl Classics to fellow TTRPG enthusiasts, particularly those seeking a refreshing break from the conventional gaming experience. DCC's unique features, coupled with the welcoming community fostered by Goodman Games, make it a standout choice for anyone eager to explore new dimensions of tabletop gaming.
J**Y
Awesome art
I'm a 5e dm who has begun hacking and pillaging other systems to Frankenstein my perfect game together.I got this primarily for the magic system--its way more crazy and fun, but pairs well with other ttrpg systems.The 0 level character funnel would so be an easy steal as is the luck mechanic.I also think ot would be a way fun game as is.The art is super cool and reminds me of old D&D from the 80s and the d Savage Sword Of Conan comics which I loved.The paperback version is good for my purposes and really cool. Wish it came with a code for the PDF, but it's awesome and a great deal overall.Food for rules, ideas and inspiration!
D**Y
Fresh take on fantasy RPGs
At a glance, the Dungeon Crawl Classics rulebook is well produced overall. The abundant art strongly evokes the very early days of RPGs. Some people might wish there were color illustrations, but I think the old-school feel of black and white is very right for this game. For the most part the game is well presented in terms of the subject order and clarity. Most of the rules are explained very well. The physical text is readable, with nice bold page numbers (thank you! WotC could learn from this). At 500 pages it's a large, thick book. But isn't that what you want in a tome of arcane lore?I like playing this game a lot. After 3 years playing 5th edition D&D, DCC is a breath of fresh air. As the author explains in the introduction, too many fantasy RPGs are closely parallel with D&D, almost like the same system with personal tweaks. He set out to create something with a different feel, and I think he succeeded.For one thing, there's a lot more randomness. The preferred method of character creation is to roll up several zero-level characters, take them through a "funnel" adventure designed to kill off most of them, then choose a character from the survivors. Not being attached to these initial candidate characters encourages a much more free-wheeling play style at the start of a campaign. After the funnel adventure you switch to a more detailed character sheet and really start building your character.Combat in DCC is fairly streamlined. You have familiar elements like Armor Class, attack rolls and weapon damage, but there are far fewer mechanical rules and restrictions. To me combat has a nice organic feel that's not as lockstep as D&D.I think DCC's most innovative feature is the magic system. Using magic is risky! It can have side effects specific to your individual character. It can misfire! You must roll to successfully cast a spell, and the roll determines the degree of success - the difference between flaming hands and a full-out fireball, for example. You can shore up your chance of success by weakening yourself, temporarily stealing energy from your ability scores. There are no spell slots or mana to limit the amount of spellcasting you can do, but failure usually means losing the spell for the rest of the day, and if you fail hard, worse things can happen - you might go blind, for instance, or your hands might turn into tentacles. If you are a cleric, spellcasting failure can displease your deity, and each failure makes this more and more likely.The effect of a spell is determined randomly by the success roll. In some cases you are explicitly allowed to choose any effect at or below your success level, but by default a specific thing happens. In the fire example I mentioned above, you have no control over whether the spell produces flaming hands or a fireball. This level of unpredictability doesn't appeal to me or the people in my game group, so our house rule is that your success roll usually just determines your set of choices instead of dictating the exact effect.The variability of spell effects means most spell descriptions take a full page or longer. Consequently the spell section is almost a third of the rulebook. A lot of any spell description is boilerplate text with a few different words or numbers for each die roll result. I suspect that this section could be trimmed down by maybe half if each spell had a general description followed by a die roll table listing the variations.All in all I give Dungeon Crawl Classics a solid 5 stars. I expect to spend years playing this game!
B**O
Brilliant!
Great price, great game for old school gamers!
L**T
Jeu de Rôle "ancien mais pas trop" en anglais
Un pur produit jeu de rôle « Old School Revival ». En gros, c’était mieux avant et les licences des anciens Donjons et Dragons permettent à tout le monde de refaire des règles compatibles ou fortement inspirées. Il s’appuie sur le D20 de D & D version 3. Pour tout dire, je l'avais trouvé en PDF et je me suis dit qu'il méritait d'être acquis en livre. Le coût d'impression étant délirant face au prix du livre (24,99 $). J'ai reçu la 7ième impression contenant des photos de la Gen Con 2018.Ici, Dungeon Crawl Classics (DCC) reprend une bonne part des premières éditions de D & D, mais n’en recopie pas tous les concepts. Au contraire, il pousse à changer les règles dès le départ. Les personnages sont purement créés au hasard, chaque joueur en prend 2,3 ou 4 pour sa première aventure en niveau 0 et les personnages les plus forts (ou les plus chanceux) survivront. On est loin des règles des années 70-80 des éditons classiques puis des éditions avancées des années 90+ où les joueurs poussent pour avoir un guerrier ou un clerc.Le livre est en grand format (équivalent A4, mais c’est un format US), richement illustré dans le style de l’époque, mais aussi écrit dans un style volontairement daté. Si vous avez lu les règles de « Swords and Wizardry », « Labyrinth Lord » ou « OSRIC », sachez que DCC utilise un vocabulaire moins direct et plus recherché. On n’est pas dans un mode d’emploi, mais un livre à l’ancienne qui explique ses choix et laisse le choix des alternatives.En 500 pages (oui, cinq cents !), vous avez les règles, les monstres et les sorts. Pour moins de 25 EUR, vous avez un pavé qui vous permet de jouer à un jeu de rôle dans le style de D & D. Si vous êtes à l’aise en anglais, foncez !Si vous cherchez un équivalent français, OSRIC est gratuitement disponible dans notre langue et "Portes, Monstres et Trésors" est une adaptation de "Labyrinth Lord" augmentée.Un code unique dans le livre permet de charger les PDF "watermaké" de la 4ième et 7ième édition de ce livre sur DriveThruRPG.Note : ce jeu utilise de nombreux dés D3, D4, D5, D6, D7, D8, D10, D %, D12, D14, D16, D20, D24 et D30. La règle explique comment les tirer avec le panel de dès plus restreint de D & D.(et si vous aimez ce commentaire, dites-le aussi !)
B**C
A great value spare/table copy of my favourite game
DCC RPG has been my fantasy RPG of choice for a few years - for me it's the perfect blend of old school D&D flavour with funky new rules, just enough 'crunch' to make it interesting but nothing that slows down play which is usually fast paced fun! This softcover edition is great value to have at the table so I don't have to worry about beer or pizza stains!For the uninitiated DCC uses the it's own take on the classic seven old school D&D classes (Dwarves, Elves and Halflings being 'race as class') In DCC each class has it's unique flavour: Wizards, Elves and Clerics have access to DCC's fantastic magic system, Warriors and Dwarves use 'mighty deeds of arms' to show their combat prowess, giving both mechanical and narrative effect. Thieves and Halflings have unique abilities which supplement the fun 'Luck' mechanics. In addition a DCC campaign (or one shot adventure) can start at level '0' with each player running multiple peasants, farmers and vagabonds through a meat grinder or 'funnel' adventure to seperate the wheat from the chaff (or the luckty from the unlucky!) Great fun!
T**A
Una sorpresa inaspettata, molto meglio di quanto pensassi
DCC è un retro-clone di D&D 1ed, ma chiamarlo così non gli rende giustizia. Il sistema è semplice, ma molto più equilibrato dell'originale. Mantiene il "feel" del vecchio D&D, ma aggiunge molto in giocabilità. Soprattutto le classi di personaggio danno spazio a molte possibilità, senza sfociare nel power creep tipico delle edizioni di D&D dalla 3a in poi.Noi ci stiamo divertendo molto a giocarlo, ma s'impone un avvertimento: DCC rende se si accetta la filosofia con cui è stato sviluppato. In particolare accettare i personaggi così come sono (niente metodi elaborati di generazione delle caratteristiche, 3d6 e via) e accettare che molti personaggi moriranno. Anzi, è proprio la sensazione che la vita di ciascun personaggio sia precaria a rendere più coinvolgente l'azione e a dare più soddisfazione quando si supera un ostacolo difficile. La sopravvivenza è un premio più gratificante che i semplici XP o GP.
A**K
Fantastic! The game, and the book!
Fantastic book, well written and organised. My pros and cons will be regarding THE BOOK, not the game itself.Pros:- It doesn't just assume you know everything about RPGs already, it covers the basics briefly before moving onto the more complex features.- Is organised in a way so that reading from front to back actually makes sense, this surprised me.- Includes helpful tips, ideas, and tables for running your first game and building your own setting/world, features like the "Monster generator" could easily be excluded from the book and sold seperately, but no, this book has it all. Everything you need is right there.- Includes two first-level adventures.- A great mix of artwork!Cons:- A large chunk of the pages in the middle are Wizard and Cleric spells, which take up enitre pages. I would have prefered them at the back of the book, personally. Pages relating to "Magic items, monsters and divine aid" are seperated from the rest of the rules by 100s of pages of spells, which doesn't make much sense to me. idk.get it.
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