TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: RPGPundit on February 12, 2013, 04:00:53 PM

Title: DCC-like Magic system for other D&D games
Post by: RPGPundit on February 12, 2013, 04:00:53 PM
Someone posted this blog entry (http://rottenpulp.blogspot.com/2013/02/dcc-magic-for-rest-of-us.html), where I think they do a very simple and interesting breakdown of how you can make a DCC-like magic system in any D&D game... I found it especially interesting because as I was reading DCC I was already speculating on the same notion.

RPGPundit
Title: DCC-like Magic system for other D&D games
Post by: LibraryLass on February 12, 2013, 08:39:53 PM
Heh. That's actually pretty neat.
Title: DCC-like Magic system for other D&D games
Post by: talysman on February 12, 2013, 10:54:00 PM
I once suggested something similar to the spell variability (http://9and30kingdoms.blogspot.com/2011/06/dcc-like-random-spell-effects.html) in the first part of that post, although it would have required re-writing (short) descriptions of all the spells, and I really didn't want that kind of effect, anyways. But looking at the linked post, I could see modifying the d6 method I suggested a bit to avoid the rewrite:
Quote-1 or less = Backfire!
0 = Fizzle, forget spell
1-4 = Standard Effect, forget spell
5-6 = Standard Effect, remember spell
7+ = Overdrive!
Roll 1d6, or use the lowest d6 rolled for the spell's damage. Subtract -1 if casting an unknown spell from a scroll, add +1 for known spells if caster's  level is twice the spell's level, +2 if three times, +3 if four times. Subtract 1 to 3 if making impromptu modifications to spell effect.
Title: DCC-like Magic system for other D&D games
Post by: estar on February 12, 2013, 11:21:29 PM
I appreciate why something like this would be appealing. However I prefer the tables as I would be inconsistent as hell trying to remember that I set X modifier for Y type of fireball. And if I wrote it down to remember than quickly I would wind up back with something as dense as the DCC RPG original rules.

Which is why when I add stuff to my GURPS games, or when I writing the Majestic Wilderlands supplement, I always look for the simplistic mechanics to represent what I am trying to emulate in my game world. Along with that make it easy to resolve without having to remember stuff to be consistent.

I am writing another MW Supplement called the Lost Book of Magic. One feature of my setting are different type of raw magic along with areas with different levels of magic. In GURPS it was represented by a penalty or bonus on your spell skill roll. In the three years I been running S&W campaign, I found that modifiers to caster level did the same trick with D&D. So a magic poor area in GURPS that gave -5 to skill may be -2 caster level for a spell. Dropping a 5d6 fireball to a 3d6 fireball. And if you caster level goes below 1 then you can't cast the spell at all. And I use this same simple idea to implement other details of magic in my setting.

Again I think for some folks the rules linked to in the OP will work great. But there are other that find DCC style tables invaluable.
Title: DCC-like Magic system for other D&D games
Post by: Haffrung on February 12, 2013, 11:30:30 PM
Talislanta did the variable affect thing years ago with the OMNI system. Maybe that's where Goodman got the idea. But yeah, spell missfires are awesome.
Title: DCC-like Magic system for other D&D games
Post by: RPGPundit on February 13, 2013, 06:51:23 PM
If this had existed when I started my Albion game, I'd have totally used it.

RPGPundit