House Rules

Sword & Sorcery Armor:
Frazetta
    This house rule centers on Characters being able to adventure in nothing more than a loin-cloth, helmet and shield and not feel like they are getting screwed over. Also this will (hopefully) not devalue wearing armor either.
This was inspired by Jeremy Deram over at People them with monsters blog.

Dexterity as Armor Class: A character that elects to wear no armor may use his DEX score as his AC. He may wear a Helmet and/or use a Shield but will only gain the AC bonus of a shield.


Shields shall be Splintered: Any damage from a single attack can be ignored by being absorbed by a shield, including a CRITICAL hit. When used this way, the shield is shattered by the blow and becomes useless. Magic shields get a DC15 save made on a d20 + magical bonus, if successful they knocked 1d6 yards away, failure they are shattered.
http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html ) Thanks Trollsmyth for this.


Helmets shall be Shattered: This rule is similar to Splintered Shields, but a helmet can only absorb a single  CRITICAL hit, or any specific attack to the head. When used this way roll a D10 modified by Luck and compare result to the Table on page 19 of CRAWL #2. or see below:
Table: Critical hit to the Head (d10 modified by Luck)
1 or less    Helmet Shattered, take the full damage, blood in eyes, blinded for 1 round
2-3           Helmet Shattered, take half damage.
4-5           Helmet Shattered, take half damage, stunned no actions for 1 round.
6-7           Rang like a bell. Helmet Shattered, deaf for 1d4 rounds, no other damage.
8-9           Helmet dented & knocked off, take no damage.
10 +         A glancing blow, take no damage.



Optional Healing, or "How to Get Healed Without a Cleric":
    The following options are based on rules used in "Savage Swords of Athanor" by Doug Easterly. I gave modified them for DCC. I wanted to have ways for characters to be able to heal without needing someone to play a Cleric.

Wound Binding: Immediately after a battle, PC's can bind their own and/or another's wounds. This takes 10 minutes of game time. If interrupted, say by wandering monsters; then only 1D3 hit points are healed. Otherwise the PC may roll 1HD worth of healing for himself or the person he is binding. Additionally, a character with the Healer Occupation may up his Die roll by 1 step in the Dice Chain.
** This only heals damage lost in the battle that was just fought, and will not help conditions such as poison, broken limbs, etc.

Fortifying Spirits: Once a day, an injured Character may down a draught of beer, wine or stronger spirit to fortify himself. This will heal 1HD + current level.
** This will not fix conditional effects either.

Sleep: A full night's sleep consisting of nothing more than actually sleeping soundly will heal the Character his current level in HD rolls upon awakening the following morning. This will only work in a place where the Character could actually sleep soundly without being disturbed or afflicted by weather.


Social Levels:
  Alignment in the City States is generally not as important as your "Social Level". This is simply a measure of importance in society. Those of low social level have little clout, and few friends with any power, while those of higher level know more important people, and can call in favors and assistance in various situations.

Social Levels range from 1-20, it is not based on any particular attribute score. It is simply a relative measure
of perceived importance to society. It can play a role in dealing with courts, constables, and guardsmen. Individuals with with a high social rank are generally perceived more favorably than those of lower ranking.

Social rankings are also divided into hierarchies. Members of certain hierarchies are not always considered equal to those of others despite their potential level. Some hierarchies have have a level limit, and changing to another hierarchy requires a great expense or deed.

Hierarchies & levels:
Noble 5-20, Gentlemen 4-12, Military 1-14, Guildsman 1-7, Merchant 3-9, General 1-8


Alternate Races & RPG Crossover:

If a race from another RPG is used for play in DCC (Klingons for example), the race will be lumped in with whatever Class would be most suited. Klingons would make excellent Warriors or Clerics. Stats will be rolled as per the regular rules and any FLUFF will be roleplayed by the Player. No need to rig up various charts or min/max bonuses etc, etc.  Keep It Simple.

In the case of Cross-over adventures and battles, all dice-rolling and intricacies will fall under the Main RPG in use at the time. So if we are DCC adventurers who end up in the Frontier of Space fighting Vrusk Pirates we use DCC rules. Once again the goal is to Keep It Simple.

31 comments:

  1. I want to try and create some new options for the wizard of blah.




    Can I use the force to make a dome to hide under?




    Can I wrap an item in the force to protect it from harm?




    Can I make a bridge or stairs with it?

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    Replies
    1. Only what the chart says you can do with the spell.

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  2. I House ruled that all characters get a +1 for their lucky roll regardless of their luck.


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    1. We should! And the halfling birth auger!

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    2. I'm not following you here..
      What is the question?

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    3. I want everyone to get the halflings birth augur and all birth augur to be at least a +1. Even for those with a shit luck score.

      Whatever Moep/Garret got at 0 level.

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    4. Everyone rolled Birth Augur at Zero, it belongs to them and them alone. You were born under favorable or not-so favorable astrological circumstances. It is part of the flavor of each character.

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  3. Also, could we get some more information on elves and their casting stuff? Calis is going to hit level 4 soon and he should have a few new spells once we level up. I may use him instead of some other characters.

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    1. Can we share spells-teach them, or can they learn from human spell books? How long per spell does it take to learn a new spell? Can we try before we level up to 4th and after?

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  4. Sally: In regards to spell loss, failure, and disfavor for druids, I do not see the same notes on spell loss for rolling from 2-11 on divine spells as arcane ones.

    I need to know what applies to Sally and her goddess' gifts please. I am aware of how disfavor gets unfairly stacked due to stubborn devoted like myself trying to share all 4 seasons with those who fail to show proper respect and devotion to Mesha.

    Also, regarding healing stat losses and such, could we do a special, long, costly initiation for say Chauncey to help regain his lost stamina?

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    Replies
    1. Losing a Divine spell can happen as a side effect of disfavor, Failure when casting just means the Gods didn't answer your prayer for the spell to work.

      Stat losses can be healed by a Quest or the spell Restore Vitality.

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    2. Sally: What level is Restore Vitality?

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    3. It is a Second Level Spell. Sally took Banish, Wood Wyrding and something else I can't recall.

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  5. In regard to spells cast at a natural 1, loss, failure, and corruption for arcane spells, the chart seems simple to use for wizards but I could use a 5 minute conversation to make sure I am doing failure, loss, corruption (corruption for sure) as well as misfire results and rolls from 2-12.

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    Replies
    1. On a natural 1, follow directions as listed.

      2-11 means the spell failed and you lose it for the day.

      12-13 means it failed, but you still have it.

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  6. I need to do research on the 3 foot long liquid elemental earth. Can the elves also do this?

    I have many ideas for uses on items we could create. I just do not want to waste my time if it can't be used.

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    Replies
    1. Toss me some ideas, what are you thinking?

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    2. Lars wants to dip his rock in it, but I do not advise him to risk it.

      I also think Tyrrian could use it to craft weapons out of stone.

      Sally wants a stone item she can use with her bless spell for the saving throws option.

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  7. Demon research. Type of demon, demons name, demons friends and family, and who would release such on the world?

    We have a lot of clues. Description being 10 foot tall, flat faced, gender, colors of skin, shark maw in her belly, known weapons/attacks (shark maw jet), 4 octo tentacles as legs, evil plans we discovered (mind set) and the 2 female hand maidens. Name Qeel-Ilsha-Aaha scribed on the wall. The elemental sigils on the prison.

    Could use the 3 dead specialist wizards also.

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    Replies
    1. And Sezrecan may have knowledge if it benefits him.

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    2. One of your dead Wizards is a Diabolist....

      You can Invoke Patron if you wish, actual dice rolling involved.

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    3. Gobur (the skull): That is the name of a Demon from the seas of Hell. Commonly known among the sea-dwellers. The Queen probably sought power, much like you, and got more than she bargained for. The symbols you describe were all Elemental in nature; Earth, Fire, Air. Someone went to a lot of trouble to imprison Water there. Now, you owe me something...

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    4. You refused Gobur, he wanted someone to put their finger in his mouth.

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  8. I have a question about spellburn. According to the rules about spellburn (p.107), for every ability point expended, the wizard gains +1 to the next spell check roll. Also, "a wizard who sacrifices a full 20 points of ability scores automatically treats his next spell check as a roll of natural 20". Lastly, a spell check of 20 is a critical success and the caster receives an additional bonus to his check equal to his caster level (p. 106).

    So is this 20+int+CLx2?

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  9. GM: Yes, you got it. Just don't forget that the use of Spellburning ability points means the Wizard has to do something to "generate" the spellburn: slicing a pound of flesh, scarring yourself, sacrificing souls of others or who knows what you may be asked to do to get the "spellburn", and I get to come up with the price to be paid.

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  10. I think a Klingon Navigator is basically a humanoid 0-level Navigator. While I don't see any Klingon Mages in the near future, I think they could easily adopt any class with Warrior being favored for obvious reasons. I do also remember frequently watching Klingons revere many heroic persons that could be considered Patrons, Saints, Demi-gods, and celestial bodies.

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