Dungeon Crawl Classics RPG

A forum for discussing RPG systems, supplements, and settings.
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Necron 99
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Post October 24th, 2021, 10:56 am

I really dig the take DCC has on Magical Items, as opposed to other games where magic is so common place, it essentially just takes the place of modern day technology and you can bop on down to the local "ye ole magic shoppe" and buy whatever it is you need to vanquish your foes.

In reference to Magic Items:
There is no such thing as a “generic” magic item. All magic items are unique. In a fantastic medieval society, there are no blueprints, no factories, no assembly lines, and no centralized repositories of knowledge. Libraries are rare and fantastic. Wizards are jealous and power-hungry, unused to sharing. Clerics serve gods with selfish goals, locked in the power games of the eternal struggle. When it comes to creating magic items, there is no incentive to share knowledge, no place to communicate that knowledge, no forum for learning, and no one to learn from.

The possibility of possessing a magic item is sufficient motivation to embark on a great quest, murder a great rival, or begin a great war. Creating a magic item requires great sacrifice on the part of a spellcaster. Many wizards die having never created a magic item; the few who do are true masters of their craft. The rest pursue legends, whispers, secrets, and lies in their attempt to possess magic artifacts.

The rare wizard who imbues an object with magical power succeeds in unpredictable ways. When forging a magical dagger, a dwarven magician may use iron from deep in the earth, while a human wizard might melt down the legendary steel sword of a deceased hero. Each ends up with a magic dagger, but the specific mixture of materials, properties, and location that contributes to each dagger—not to mention the immense physical exertion required—means that each of the daggers will have different properties.

And few are the magic items created by mortal hands. Demons and deities have a part in many magical creations. As such these magic items may serve their creators (and true masters) just as much as their current owners. Rare is the magic item without a story or a greater purpose.
Further on:
Most magic items have a greater purpose. This may be loyalty to a god, simple alignment, or a specific goal on Aéreth. Or the magic item could be intelligent with a complex set of objectives and the ego to override its wielder. Careful must the hand of a weapon be…

To ensure that magic items remain “special” in your campaign, we recommend that they never be given out as mere treasure. Magic items should always be deliberately distributed with great forethought. They should be the objects of quests or the possessions of great rivals.
In regards to Magical Swords:
Sword magic is the field of spells focused on the creation of magic swords. A sword is not merely enchanted, it is forged in places that trap spells within the folds of molten metal. Sword magic requires not only a wizard with magical proclivities, but one with strength and craftsmanship. Even then, the finest materials are a prerequisite, and the place of creation is key.

All magic swords share these properties:
  • Each magic sword is unique. The same sword cannot be created twice; each combination of conditions ensures a new creation.
  • Each magic sword is intelligent.
  • Each magic sword has desires.
  • Each magic sword has properties associated with the materials and conditions from which it was forged, the attributes of its creator, the place of its creation, and the cosmic circumstances at its point of completion. The greatest swords are crafted on a timetable associated with a specific astrological sign.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Ancalagon
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Post October 24th, 2021, 11:41 am

Very cool!

I've only ever played DCC so stayed pretty focused on the character class and mechanics portions of the rules. Reading the approach to magic items is refreshing compared to D&D where ye olde magic shoppes exist and finding enchanted items is seemingly as easy as killing a few orcs and searching their pockets.

The sentence above, "When forging a magical dagger, a dwarven magician may use iron from deep in the earth, while a human wizard might melt down the legendary steel sword of a deceased hero" caused me to remember the Game of Thrones episode in which Tywin Lannister melted down Ice, Ned Startk's great sword, to have it reforged into 2 swords which became Oathkeeper, so named by Brienne of Tarth after receipt from Jamie Lannister, and Widow's Wail, so named by Joffrey Lannister, the little c*nt.

In my own campaigns, the discovery of permanent magic items is an occurrence that makes the players take notice. Permanent magic items should not be a defining feature for characters or a crutch for players but rather a contributing element to a good campaign.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan

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Necron 99
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Post October 29th, 2021, 4:31 pm

Received my copy of The Greatest Thieves In Lankhmar. Originally designed for tournament play, this should make for a fantastic dungeon-crawl scenario to run. Might be perfectly suited to a weekend when Jared isn't able to run and we have folks looking to play something. It has pre-gens and is suited to about the usual 4-5 hour convention timeframe for a game session, with 4-5 players from what I recall.

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An extra side adventure was included in the box set.
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This is a map used for a foot-race, across the tops of buildings, as part of the adventure. Really cool mechanic and scenario for part of the game.
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Something that I think is really cool, Goodman Games puts these "gazettes" in each of their box sets. Each one has GG news, articles, and random tables and such. Just a cool extra bonus.
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“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Ancalagon
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Post October 30th, 2021, 12:11 am

Looks like some fun waiting to be had!

I will not play a wizard in that. :D
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan

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Necron 99
Level 8: Noble
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Joined: December 5th, 2018, 1:43 pm
Location: Jacksonville, FL

Post November 17th, 2021, 10:44 am

Picked up some new stuff. Someone had posted about a handy 6x9 reference guide for all of the tables in DCC (minus spell charts) and I decided to grab a copy to make looking up reference tables a lot easier. Also snagged a couple of new adventures, Level-0 and Level 3+ for the Umerica setting.

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“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

Deil the Yin

Post November 20th, 2021, 1:38 pm

I've enjoyed DCC as a one-off gaming event, but it's not the style of game I enjoy on heavy rotation like I do 5e, which I could play every weekend, literally. Goodman games has totally got its sh*t together, though! I'm using their "Keep on the Borderlands" 5e conversion in my current 5e campaign, and it's freakin' bang-on! If you have any nostalgic connection to the classics like "Keep...," "Castle Amber" etc [AND NOW TEMPLE OF ELEMENTAL EVIL!], the 5e conversions by Goodman Games are totally playable as well as superbly high quality collector pieces, both for the quality of the historical content as well as the physical format. I think Professor Dungeon Master gives a pretty good review of Into the Borderlands...


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Necron 99
Level 8: Noble
Level 8: Noble
Posts: 2092
Joined: December 5th, 2018, 1:43 pm
Location: Jacksonville, FL

Post February 24th, 2022, 2:02 pm

Dungeon Craft reviews DCC:

“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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