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Author Topic: DCC RPG - Unpredictable Magic?  (Read 4662 times)

Spinachcat

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DCC RPG - Unpredictable Magic?
« Reply #15 on: June 18, 2019, 08:59:33 PM »
Quote from: DocJones;1092586
There are 716 spells in the world.  No more, no less. ;-)
Only around 80 are listed in the book.

80 in the core book? I was sure it was far, far less than that. I'll have to reread it.

Simlasa

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DCC RPG - Unpredictable Magic?
« Reply #16 on: June 18, 2019, 09:56:47 PM »
83 spells not counting the unique Patron spells or Cleric spells (which operate a bit differently than Wizard spells). There are a number of additional Patrons in print now and each of those comes with a few of its own spells to offer as well.
Also, some Wizard spells are multiple spells in one that let higher rolls choose lower effects. So something like 'Force Manipulation' (IIRC) covers energy shields, floating discs, and small missiles. At first you'll seldom get exactly what you want out of it... but go up a few levels and you can make it work for you much more often.

Blood Axe

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« Last Edit: June 18, 2019, 11:02:07 PM by Blood Axe »
To DEFEND: this is the pact.
 But when life loses its meaning
 and is taken for naught...
 then the pact is to AVENGE !

kythri

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DCC RPG - Unpredictable Magic?
« Reply #18 on: June 21, 2019, 04:34:06 PM »
Do DCC clerics have the same issue?  Is divine magic unpredictable?  Psionics?

Given that DCC seems to have incorporated this from the ground up, how would you adapt unpredictability to arcane magic in D&D (3E/3.5) ?

Blood Axe

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DCC RPG - Unpredictable Magic?
« Reply #19 on: June 21, 2019, 10:25:54 PM »
I haven't seen any Psionics.

Clerics fall out of favor and get disapproval from their Deity.  they don't mutate or anything like that , but instead must atone.  Things like - lose their healing ability for a few days,  Cannot turn undead. Losing the use of that spell for the day. etc, depends on the roll. It can reset the next day, since the Cleric is supposed to pray, meditate, etc.  Can be offset with sacrifice.   Penalties also for healing a person of opposing alignment.

From what Ive seen Patrons for Wizards have more detail and stricter penalties for failure than the Gods of Clerics.

Magic isn't "fire it & forget it" like D&D.  If you are successful in casting- you can keep casting that spell later.
Same goes with Clerics- but their chance of failure goes up each time. So they are penalized if they keep bugging the "Big Guy' for favors.
« Last Edit: June 21, 2019, 10:30:29 PM by Blood Axe »
To DEFEND: this is the pact.
 But when life loses its meaning
 and is taken for naught...
 then the pact is to AVENGE !

Simlasa

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DCC RPG - Unpredictable Magic?
« Reply #20 on: June 22, 2019, 11:58:39 AM »
I find that playing a Cleric in DCC reinforces the notion of being devoted to a deity/cult more than just about any game I've played, except maybe Runequest/Mythras. In DCC I've prosyletized and converted PCs and NPCs to my faith, I've built shrines and temples, and done all sorts of sacrifices, oaths, and atonements. Much more fun than vanilla D&D Clerics I've played (or seen played). Not that you can't do those things in vanilla, but DCC pushes it.
Wizard Patrons are generally weirder, scarier... I've not seen any Clerics eaten by their gods, yet.

Blood Axe

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DCC RPG - Unpredictable Magic?
« Reply #21 on: June 22, 2019, 02:07:19 PM »
For more fun , check out Fighters & Dwarves -  " mighty deeds" !

Very neat Simlassa!
To DEFEND: this is the pact.
 But when life loses its meaning
 and is taken for naught...
 then the pact is to AVENGE !

dkabq

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DCC RPG - Unpredictable Magic?
« Reply #22 on: June 25, 2019, 07:49:39 AM »
Quote from: kythri;1093103
Do DCC clerics have the same issue?  Is divine magic unpredictable?  Psionics?

Given that DCC seems to have incorporated this from the ground up, how would you adapt unpredictability to arcane magic in D&D (3E/3.5) ?


Cleric spells also variable effects, based on the spell check roll plus mods. For example, here are the lowest and highest success for "Divine Symbol":

lowest: For a duration of 1d6 rounds, the cleric can attack with his holy symbol as if it were a magical weapon of +1 enchantment. It deals 1d8+1 damage (modified by Str, as usual), with an additional +2 damage bonus against unholy creatures.

highest: For a duration of 1d6+CL days, the cleric can attack with his holy symbol as if it were a magical weapon of +4 enchantment. It deals 1d20+5 damage (modified by Str, as usual), with an additional +4 damage bonus against unholy creatures. In addition, as long as the cleric is visible to his allies and followers, they receive a +2 bonus to saving throws and morale checks. Finally, the cleric also receives a +6 bonus to all spell checks to turn unholy while using his holy symbol when under the influence of this spell.


Deity Disapproval can be atoned for. Corruption has no mechanic for reversing, rather it is up to the player and GM to find in-game means (e.g., pacts with demons, difficult and elaborate quests to collect esoteric items to develop an elixir that *may* reverse *some* corruption, perform difficult and elaborate quests to obtain divine favor, etc.)

Also, cleric spells are not mercurial.

As for incorporating it into D&D (3/3.5), I have no idea. Instead, I would port my game to DCC -- YMMV.   :)

Tod13

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DCC RPG - Unpredictable Magic?
« Reply #23 on: June 25, 2019, 08:21:25 AM »
Quote from: Stephen Tannhauser;1092414
Oh, I don't object to randomness or to losing a character; I just object to losing a character because of sheer randomness, especially when the randomness is introduced explicitly to nerf the effectiveness of the primary function I chose the character for.

I agree with Tannhauser. A lot of people really like the randomness/dangerousness of magic in some games. It balances out (you can say that instead of "nerfs") the powerfullness of the magic.

In general, I don't care for it and neither do my players. I can see one of my players creating a character whose magic goes wrong a lot on purpose for a particular campaign. And my wife made a character who followed a chaos deity, so her magic would manifest with a random Element (using on of the basic elemental Elements to accomplish the purpose of the spell).

But generally, we just see magic as a tool, and our system keeps magic more in line with what non-magic folks of similar skill can accomplish.

Aglondir

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DCC RPG - Unpredictable Magic?
« Reply #24 on: June 26, 2019, 02:14:49 AM »
Quote from: Simlasa;1092439
See, I don't see DCC's casting rolls as a 'nerf' on caster powers at all. IMO they make playing a caster a LOT more fun, and let magic feel strange and unknowable... scarier. That feeling of engaging with something weird and dangerous is primary reason I want to play a magic-user.


The more I hear about DCC, the more I think "I need this game."

What about the funny dice, though?

Edit: Just saw The Crawler app.

Simlasa

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DCC RPG - Unpredictable Magic?
« Reply #25 on: June 26, 2019, 02:32:05 AM »
Quote from: Tod13;1093508
I agree with Tannhauser. A lot of people really like the randomness/dangerousness of magic in some games.
What are some other games that have random/dangerous magic? It really is my flavour of choice.
I know WFRP has some nasty ways spells can go wrong, and Earthdawn has a similar danger if precautions aren't taken.
Symbaroum has its Corruption mechanic, and Unisystem has ways spells can take on a life of their own and go rogue.
Any others with that sort of thing?

moonsweeper

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DCC RPG - Unpredictable Magic?
« Reply #26 on: June 26, 2019, 07:51:40 AM »
Quote from: Simlasa;1093618
What are some other games that have random/dangerous magic? It really is my flavour of choice.
I know WFRP has some nasty ways spells can go wrong, and Earthdawn has a similar danger if precautions aren't taken.
Symbaroum has its Corruption mechanic, and Unisystem has ways spells can take on a life of their own and go rogue.
Any others with that sort of thing?


Low Fantasy Gaming has a good Dark and Dangerous magic system that is easily tweakable.  I use a mash-up of it and the Mercurial Magic stuff from DCC in my 5E game.

https://lowfantasygaming.com/

The author hangs out here as Psikerlord

https://www.therpgsite.com/member.php?10870-Psikerlord
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Tod13

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DCC RPG - Unpredictable Magic?
« Reply #27 on: June 26, 2019, 08:17:08 AM »
Quote from: Simlasa;1093618
What are some other games that have random/dangerous magic? It really is my flavour of choice.
I know WFRP has some nasty ways spells can go wrong, and Earthdawn has a similar danger if precautions aren't taken.
Symbaroum has its Corruption mechanic, and Unisystem has ways spells can take on a life of their own and go rogue.
Any others with that sort of thing?

I don't really remember offhand. Moonsweeper gave a popular answer. Since it isn't my cup of tea/coffee, I don't tend to retain that in memory. Sorry

Simlasa

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DCC RPG - Unpredictable Magic?
« Reply #28 on: June 26, 2019, 10:12:41 AM »
Quote from: moonsweeper;1093634
Low Fantasy Gaming has a good Dark and Dangerous magic system that is easily tweakable.  I use a mash-up of it and the Mercurial Magic stuff from DCC in my 5E game.
Oooh... that looks like something I'd enjoy. Thanks.

Panzerkraken

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DCC RPG - Unpredictable Magic?
« Reply #29 on: June 26, 2019, 12:12:37 PM »
Quote from: Aglondir;1093616
The more I hear about DCC, the more I think "I need this game."

What about the funny dice, though?

Edit: Just saw The Crawler app.

They explain how to roll the extra dice using a "normal" set in the rules, and also how to eliminate them if you don't like them.  It's a very customizable system.
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