Why I Love Dungeon Crawl Classics! (A D&D Player’s Perspective)

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I don’t know about you, but I actually used  to believe that most other RPGs besides   D&D (and maybe Pathfinder) were too hard to  learn, or they were only good for oneshots!   Or that you couldn’t REALLY make a unique and  customizable character in “those other games”! And I seriously used to think that  ALL old school RPGs were like,   “you play a wizard with one spell and one  hit point and they get killed in the first   dungeon and you LIKE IT” because that’s how some  people talk about these games! But all of those   misconceptions were shattered when I ran my first  one shot of what is now my current favorite RPG… …Dungeon Crawl Classics! My players and I  laughed harder than I’ve seen in a session   since my earliest days of D&D, back when we really  didn’t know what we were doing! But this time,   we were playing by the rules of this  book! DCC has built-in the kind of fun   I like to have at the table, and I want to  share this fun with you! Because I’m Bob,   this is where we learn how to have  more fun playing RPGs together… And right here at the top of the video I’d  appreciate it if you leave a comment sharing   something you’re curious to learn about DCC,  or just like the video! Because that support   is how we’re gonna boost other RPGs, and  get more players curious about the wide   world of tabletop games outside of just Dungeons &  Dragons--which as a game, I still love by the way! And since most of us are more  familiar with Dungeons & Dragons,   why don’t we start exploring DCC with  its extremely convenient opening section:   “How is this game different  from what I have played before?” If you want to follow along, I linked the free  PDF quickstart rules down in the description! But   this introduction in my more recent printing  of the core rulebook, compares DCC to 5e! It says this game also uses a d20  vs a DC for most rolls, but instead   of 5e advantage and disadvantage,  you roll a bigger or smaller die,   like a d24 or a d14! We’ll talk more about  these weird dice in a minute, but don’t worry,   you don’t necessarily need them, and this  game does still use flat modifiers as well! Along with the funky dice, a common theme  of DCC is to rely more on randomization over   memorization, which I really appreciate as a  GM! In fact the default method of character   creation is for each player to roll up  3-4 random characters! Then run them   all through an adventure, and stick with the  most powerful and the most lucky survivors! Surprisingly, that trial by fire turns  those random characters into beloved,   hard-fought characters that you’ll  enjoy playing as much as ones you had   spent days and days planning out, but  CAN still customize these characters,   and of course, you CAN create  characters however you want! One other difference for character creation that  I initially wasn’t so sure about, but have totally   grown to appreciate is, quote: “Classes and races  are one in the same. You are a wizard or an elf.” So think about this, the human character classes  of DCC--wizard, warrior, cleric, and thief--ARE   the CORE classes of D&D! Wizard, fighter, cleric,   rogue! Every other D&D class is just a variation  or combination of these iconic fantasy archetypes! However, some of those modern variations are  just as awesome as these fantasy archetypes!   And in DCC, each class takes the most powerful  and most thematic abilities of related classic   and modern character concepts, and  condenses them into a single rich   class that feels intuitive and easy to learn  because it taps into what you already know! Then together with your background and a  few freely customizable character features,   you CAN still create incredibly unique  and memorable characters that you’ll love   to play! We’ll break down all 7 classes’s core  features in another video, but know that the 3   non-human character classes of elves, halflings,  and dwarves--again, only the most iconic fantasy   peoples going all the way back to Tolkien and  the folklore before him--are just as thematic! Elves in DCC are immune to magical sleep,  can sense if there’s a nearby secret door,   and have a slight aversion to iron;  dwarves can smell gold and gems and   naturally detect hidden structures in stonework;  and halflings are sneaky, small, and very LUCKY! This might be that last foundational  difference to the character mechanics of 5e:   Luck is its own ability score! And every  character is created with a unique lucky sign,   almost like a zodiac sign or like the blessings  in Skyrim that you can get from shrines! In this   case, that lucky sign lets you apply your  luck modifier to a certain kind of roll! And you know what, I was wrong! The last huge  difference from 5e is the epic magic system   of Dungeon Crawl Classics! Spellcasters  can have spell duels! And burn points   from ability scores to boost their rolls!  Because exactly like martial classes make   a check whenever they attack, spellcasters  make a check whenever they cast a spell! And each spell has a huge table  of possible effects with fun and   sometimes dangerous things that happen  if the spell “misfires” as well as   increasingly POWERFUL spell effects  for rolling high on your spell check! It’s very cool, and that’s really gotta  be its own video or two at some point,   but along with spellcasting, the relationship  between clerics and their deities,   and wizards and their patrons (like  5e warlock patrons) actually matters! Partially because your alignment can specialize  your character abilities, but mainly because   these deities and patrons more often provide new  quests, and awesome roleplaying opportunities! So that’s the foundation of Dungeon Crawl  Classics, now I’m gonna try to build on a   bunch of those cool things and just tell  you about the exciting ideas behind DCC’s   unforgettable character creation process, so even  if this is the only DCC video you ever watch,   you’ll be inspired to at least borrow a little  something from this game! I really think it has   that much to offer, and I’m kinda shocked  it doesn’t get more attention on YouTube! Okay, you probably have a standard set  of 7 RPG dice: d4, 6, 8, 10, 12, 20,   and percentile! Maybe you even have the  limited edition Bob World Builder metal   dice--only 500 sets made and only like  200something left! Save 18% with the   link below to support the channel--and you CAN  play DCC with just those 7 dice, but for the   full Dungeon Crawl Classics experience,  you will want to get the weird dice too! Conveniently, there is rollfunkydice  dot com for free digital dice,   or you can buy physical dice of what’s  called the “special 7” (basically,   just the weird dice) to supplement your  awesome Bob World Builder set, or you can   get a complete set of DCC dice with a d3, 4,  5, 6, 7, 8, 10, %, 12, 14, 16, 20, 24, and 30! The complete set is also called the dice chain,   and I recommend looking into it because just  breaking out one of these weird dice in D&D   for a homebrewed magic item or spell  or weapon feature feels really cool! Like I described earlier, rather than  advantage, some bonuses in the game   will tell you to add +1d or even +2d, as  in, roll a higher die up the chain, or   -1d or 2d to roll a lower die on the  chain! It’s a fun way to mix things up,   and that’s about everything you need to  know about DCC dice! Let’s talk about stats… The character abilities of DCC should be  very familiar: Strength (you know that one),   Agility (same as Dexterity),  Stamina (same as Constitution),   Personality (same as Charisma AND Wisdom  too), Intelligence (you know that one),   and Luck which you totally remember from  earlier! See you’re already learning! The Luck stat is one of my favorite  innovations from DCC! For one reason,   you can call for a luck roll  whenever you’re not sure what   else to use! “Is the bad guy standing  directly beneath the chandelier?”   Maybe! Roll luck! Then the player typically has  to just roll under their own Luck score, such that   luckier characters who have high luck scores,  will naturally perform better on those rolls! You can also sacrifice points from your luck  score to give yourself a one-time bonus to   ANY roll. But outside of divine intervention,  only the naturally lucky halflings and thief   characters can regain spent points of luck  by resting. Halflings can even spend luck   to grant their fellow adventurers  a bonus, similar to 5e inspiration! Your luck modifier also changes the nature of  your character’s critical hits and critical   fumbles!...which yeah, critical fumbles have a  mixed reputation, and you don’t have to use them,   but I think DCC handles them well, and at the  very least, the critical hit and fumble tables   are filled with ideas for exciting things that  can happen during combat in any fantasy RPG! (Crit Table IV - 3) “Strike sweeps foe to the  ground! Inflict +1d12 damage with this strike   and make another attack on prone enemy!”  …and dozens and dozens more cool moves! One more cool thing about Luck is that  each character gets a random “lucky   sign” which determines a specific kind of roll to  which your character adds their luck modifier! For   example, the Harsh Winter lucky sign  lets your character add their luck   mod to all their attack rolls! That’s  amazing! With the Speed of the Cobra   sign your character adds luck to  all their initiative rolls! Nice! The funny part here is that your unlucky  characters with a negative luck modifier could   become worse at this roll, or your lucky sign  might grant you a bonus to a roll that doesn’t   matter for your class, like “add your luck mod to  all melee attacks” but you’re a wizard (harry). Personally I would homebrew that with enough  adventure or perhaps divine intervention,   these unlucky characters could someday  change their stars and get a new lucky   sign during the campaign--pretty much  like how those shrines work in Skyrim! Now by default--so you don’t have to do this,   but it’s fun and normal for Dungeon Crawl  Classics--you roll completely random stats:   3d6 in order and you do it for multiple characters  per player because you typically start with   3-4 LEVEL ZERO characters--we’ll  talk more about that in a minute. Just like D&D, scores have modifiers, but  in DCC all the DCs and Armor Classes and   really all the numbers including these modifiers  have been reigned in! So from a score of 3-18,   you can only get a modifier of -3 to +3  without some special bonus. For example,   when you roll a saving throw to dodge a trap,   you might roll 1d20 + your Agility modifier +  a Reflex bonus based on your class and level! Yeah! Saving throws will be familiar to 3.5e and  Pathfinder players! There are only three kinds:   Fortitude (based on Strength), Reflex  (based on Agility), and Willpower (based   on Personality). I love the simplicity of  using only three types of saving throws,   because let’s be honest, there’s no actual  concrete difference in 5e between most   charisma saves and wisdom saves or  wisdom saves and intelligence saves. And again, in DCC as your character levels  up, they get bonuses to these saving throws   from their class table in addition  to their ability score modifiers,   and for most important class specific rolls  (like warriors and their weapon attacks,   casters and their spells, thieves and  their sneaky skills), the character uses   that ability score modifier, plus their  level or some other class-specific bonus,   so don’t let those lower modifiers make you  think DCC characters are a bunch of weaklings! Well, like I hinted at earlier, they do start  out as literal level 0 peasants! No class,   hit points equal to only 1d4+Stamina modifier,  usually wielding one trained weapon and some   other piece of incredibly basic equipment  that is sometimes hilarious! One character   in my first session had a staff and a crowbar  and a goose! And the goose…died honorably. Remember, if that’s too goofy, you  can make characters however you want,   but my group and the vast majority of groups  who give it a try find this default method to   be super entertaining! So you roll your random  stats for 3-4 characters, roll their hit points,   roll for a couple copper pieces, roll one random  piece of equipment, then for their occupation. This occupation is not only their job as a  peasant, but it comes with that one trained   weapon and one other piece of equipment related  to their job, and it technically determines   their race too! For example, if you roll for  occupation and get Blacksmith, you’re a human who   is a blacksmith, but if you roll and get Dwarven  blacksmith, you’re a dwarf who is a blacksmith! So this occupation is also like the characters  “background” in terms of 5e, but only part of   that background. The rest of their background is  really this first adventure that they're going to   face at level 0! And if they survive, they become  a level 1 adventurer! I love that because it means   you get to play through and experience the most  pivotal moment in your character’s backstory! By the way, there is a level  0 adventure included in the   quickstart rules and the core rule book,  but the most popular level 0 module is:   Sailors on the Starless Sea--and  that’s the one my group really enjoyed! Anyway, there are 100 character occupations  listed in the core book, and GM-willing,   you can totally pick whatever occupation  you like, especially if you want to be   a dwarf or an elf for example. And you  could even make up your own occupation   really easily since they’re just a name,  a weapon, and another piece of equipment! And if all that random generation feels  tedious to you, it’s actually a quite fast   and entertaining process, but if you want  the process to be even faster you should   use purple sorcerer dot com to instantly  create entire parties of level 0 characters,   or higher level characters, or just automate a  bunch of the otherwise random elements of DCC! Also, this feels like a good point to ask for  your opinion in the comments, like, how are you   feeling about this game based on what you know  so far? Does it feel fun? Does it feel funny,   maybe too funny for your taste? A lot of  that might be my personal filter because   this is still an old school RPG that can  be as gritty as you want! So let me know! Ah yes, the part of your level 0 character  that you are actually supposed to choose…your   alignment: Lawful, Neutral, or Chaotic. In other  words, you choose whether your character stands   for unity, order, and civilization; or for  disrupting order, undermining authority,   and seeking power over the people around  them! Or do they stand somewhere in between? For classes like cleric, wizard, elf, and  thief, your choice of alignment is almost   like your 5e subclass because it comes with  certain abilities for your character. For the   spellcasters it affects what deities or patrons  you can bond with, for clerics specifically it   also affects what creatures you can heal most  effectively and which types of monsters are   considered unholy for the purposes of “turning  unholy” which we’ll bring up in a bit. For   thieves it affects which of their many  sneaky skills they are expertly trained in! So like I’ve been trying to emphasize,  DCC classes feel incredibly thematic and   intuitive because each one is built on just two  or three iconic features that evolve with the   character as they gain levels! And  most of them allow for a good deal   of customization to make your character  as unique or specialized as you want! And if you like the sound of that, please like  this video so I know to make more videos about   DCC! Share this with your game group to get  them interested! And consider subscribing,   maybe getting the Bob World Builder  dice, or even joining my Patreon all as   great ways to support the channel! Thanks  for your support, and keep building! :D
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Channel: Bob World Builder
Views: 90,007
Rating: undefined out of 5
Keywords: dcc rpg, dnd old school revival, d&d, d&d 5e, how to play d&d, d&d player guide, dungeons and dragons, bob world builder, dungeon master guide, dnd 5e, opendnd, dnd ogl 1.1, dnd old school renaissance, dnd osr, dungeon crawl classics, how to play dcc, dcc rpg character classes, dcc rpg character creation
Id: qzyyYE24iv8
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Length: 16min 7sec (967 seconds)
Published: Wed Feb 08 2023
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