Wednesday, April 17, 2013

A More Horrible Pit Trap

I read The Monster of the Prophecy by Clark Ashton Smith the other night, and near the end it had this wonderful little bit:

They came to the final step of the stairway, where, in a vast vault, an abyss whose bottom was not discernible yawned in the center of the floor. On its edge there stood a fantastic sort of windlass on which was wound an immense coil of blackish rope.

The end of this rope was now tied about Alvor's ankles, and he was lowered head downward into the gulf by the inquisitors. The sides were not luminous like those of the stairway, and he could see nothing. But, as he descended into the gulf, the terrible discomfort of his position was increased by sensations of an ulterior origin. He felt that he was passing through a kind of hairy material with numberless filaments that clung to his head and body and limbs like minute tentacles, and whose contact gave rise to an immediate itching. The substance impeded him more and more, till at last he was held immovably suspended as in a net, and all the while the separate hairs seemed to be biting into his flesh with a million microscopic teeth, till the initial itching was followed by a burning and a deep convulsive throbbing more exquisitely painful than the flames of an auto da fe. The poet learned long afterward that the material into which he had been lowered was a subterranean organism, half vegetable, half animal, which grew from the side of the gulf, with long mobile feelers that were extremely poisonous to the touch. But at the time, not the least of the horrors he underwent was the uncertainty as to its precise nature.

After he had hung for quite a while in this agonizing web, and had become almost unconscious from the pain and the unnatural position, Alvor felt that he was being drawn upward. A thousand of the fine thread-like tentacles clung to him and his whole body was encircled with a mesh of insufferable pangs as he broke loose from them. He swooned with the intensity of this pain, and when he recovered, he was lying on the floor at the edge of the gulf, and one of the priests was prodding him with a many-pointed weapon.

Chew on that for a while!


S&W Appreciate!

If you want to appreciate S&W, do it with the best version of S&W ever (which sadly happens to be abandonware)!


Get it while it's hot! (or until someone yells at me)

Tuesday, April 9, 2013

Adventure Time RPG (again)


Remember last year when this guy put out this awesome piece of work?

I do.

I love the concept 1000000%, but I'm not a big 4E fan, and a tactical skirmish game seems like maybe not the best framework for Adventure Time, at least for my own tastes.

TOON seems like a much better choice for my own gaming, especially considering the fact that my daughter is 4, and if I tried to explain the intricacies of 4E to her without throwing 90% of it out the window, she would give me that look she gives me. If you are a nerd and have kids, and occasionally try to get them excited about your nerdy interests, you know the look I'm talking about. The one that's like, "Daddy, WTF is WRONG with you?"

Actually what I'm posting is nothing new. I already did it here. It's just that my daughter and her friend have been asking me to play lately, so I figured I'd work up a new character sheet, stick the "Adventure Time" logo on it, and put the "rules" on a separate page. It's only become Adventure Time because that's what the girls call it and they generally pick their characters from the show.

Anyways, here's the updated PDF. The original 4E version done by that dude is still a great resource to have, since it has a ton of setting info in it, ideas for weird powers, and lots of great art to extract from the PDF in case you want to make props or something like that. It wouldn't hurt a bit to have a copy of TOON by Steve Jackson Games around either, considering the many wonderful charts it contains.

Thursday, April 4, 2013

I Made a Hex Paper!

I'm always trying to find a nice sheet of hex paper to draw on, and have always had trouble finding something close to what I wanted. So I decided to figure out how to do it myself, and came up with this:

16x10 Hex Sheet

Nothing fancy here. Just a single sheet with some numbered hexes on it. It doesn't look like much, but there are 160 hexes on it. One interesting thing per hex, and you'll get a lot of mileage out of it.

Hopefully someone besides myself finds it useful!


Wednesday, April 3, 2013

Lulu-Ready DCC RPG Reference Sheets

DISCLAIMER: This file, while perfectly usable, is still considered to be in a "draft" state by me. It is very likely I will still make a few minor tweaks before I consider it to be "final". Unless you are 100% happy with this version, or don't mind going through the trouble of making two copies of this book, don't bother with it yet!

Okay, now that we have that out of the way...

LINK: Lulu-Ready 6x9 DCC RPG Reference Sheets Interior File (DRAFT)

Here is a draft of the reference sheets that is ready to be uploaded to lulu so you can order your own copies with nice glossy paper, which I have found to be quite durable.

I am calling this a draft, because I am still entertaining the idea of potentially adding in some of the content from the appendices, such as poisons, but I haven't come to a conclusion yet. I'm also agonizing over whether or not to go through the trouble of getting a bit of art to fill in the whitespace. Part of me would like to, but most of the time it seems like more trouble than it's worth.

If you find any issues with the PDF, please let me know. I offer it up with no warranty whatsoever.

To make your lulu book, create a lulu account, start a new "paperback book" project, and choose the following options:

  • Standard paper
  • U.S. Trade 6"x9"
  • Saddle-stitched
  • Black and white

Click for bigness
From there, hit "Save & Continue" and then upload the PDF for the interior pages, and click "Make print-ready file".

After that, it's time for you to make your own cover. If you like really shitty covers, you can use the Lulu Cover Wizard. Otherwise, I suggest using the Advanced One-Piece Cover Designer. Below are the cover file specs for this particular book.


One-piece cover requirements:
  • Your file must be a PDF, JPG, GIF, or PNG
  • Spine width: 0 Postscript points wide (0.000") (0 px)
  • Spine begins 441 Postscript points (6.13") (1838 px) from the left.
  • Total cover width: 882 X 666 Postscript points (12.25" X 9.25") (3675px X 2775px)
  • If using an image, its resolution should be set to 300dpi


As an example, here is one I worked up for the booklet I made for myself. I extracted the endcap images from the DCC rulebook PDF, pasted them together, and added the title and logo. Super easy! I'd love to see what kind of awesome covers other people come up with. Post a link or shoot me an email about yours if you make one.

Here's a real crappy and blurry photograph of it. I've been using mine for nearly a year, and it's held up quite well, so I think most would be happy getting a version like this. It's a nice step up from the home-made version.

Phone camera fail
P.S. - You can totally still just print this in digest size using adobe reader's booklet function. The only thing to be aware of is that the page count is higher, so taking it to a print shop afterwards and getting it trimmed is recommended. Otherwise you may be annoyed by how much the centermost pages stick out compared to the pages closer to the covers.

Friday, March 22, 2013

Tekumel's Underworld and Demonland


THE UNDERWORLD
       Scattered over Tekumel are innumerable half-buried, half-forgotten ruins. There are fragments dating back to the prehuman ages, when the Ssu and the Hlyss vied with one another for control; there are tunnels of melted rock and steel constructed during the days of man's first glory; there are jumbled heaps destroyed by the cataclysms which rent Tekumel when the planet was cast into outer dimensional darkness; there are catacombs and subterranean labyrinths dating from more recent empires, cities, temples, pyramids, and fortresses dedicated to the lost and unremembered gods of half a hundred kingdoms . Another factor is the custom of Ditlana, the ceremonial "renewing" of many cities every 500 years: cellars and foundations of an old city are filled in and roofed over, upper floors are razed, and then new and more splendid edifices are built upon this foundation. Such earlier buried habitations are now full of burrows and tunnels built by humans, half-humans, nonhumans, and the many parasites and predators of Tekumel who subsist upon man's leavings. Many earlier temples to the Gods of Tekumel - particularly those allied with "evil" - are still maintained in the Underworlds beneath the sprawling modern cities, and it is in these that many of the rich treasures of the ancients are preserved.
       Within the city precincts of Jakalla itself there are entrances to the "Underworld," for this is "the City Half as Old as the World," Princess of the River, Mistress of Cities. Outside of Jakalla lies the City of the Dead, where the Kings of the Bednallja Dynasty sleep the long black sleep secure in their mighty pyramids, guarded with care by the creations of the secret Priesthood of Ksarul. Treasures are to be found beneath these crumbling monuments, men say, and also a variety of hideous deaths at the hands of these undying guardians. "Sweet is the harbour, but Death is the ferryman," as the old Tsolyani proverb has it . . .
       There are many ruined cities, thus, throughout the lands of Tekumel. Taking just the terrain map showing Tsolyanu itself, there are the following to be explored:
·         Hex 2713: the Fortress of Hrugga, Mighty Warrior of the Gods
·         Hex 2813: the City of Ngala, where deadly Hrihayal waits for her demon lover
·         Hex 2831: the timeworn ruins of grim Ssuganar, first capital of the dreaded Ssu
·         Hex 2106: the half-submerged city of Engsvan hla Ganga, City of Wizards and Capital of the Golden Age
·         Hex 3607: the curious city of Hnakyal, where dwells He Who Has No Tail, the subject of many ancient and terrible legends
·         Hex 3503: the First Temple of Vimuhla, the Fire-God of the Ancients
·         Hex 4113: the Temple of hideous Sarku, Lord of Worms
·         Hex 5532: the City Beneath the Lake, capital of the extinct Webbed Ones
·         Hex 3530: the haunted capital of the Hlaka Kings, where no now Hlaka dares enter
·         Hex 6029: the walled ruins of the Mad City of Du'un.
       Aside from these, many inhabited cities of the human empires are underlaid with labyrinths as well: below the city of Fasiltum, City of the Chiming Skulls ; beneath corrupt and secret Purdimal, lost in its half-human rituals of evil; and beneath mighty Bey Sy herself, capital of the Empire of Tsolyanu, even though she was built only some 2,000 years past . Other lands have their comparable subterranean mazes and treasure troves, and there are many smaller caches and ruins here and there across the lands of Tekumel . It will be up to individual referees to develop these and introduce them to their players as opportunity arises .


I love this illustration, although I think Kent may have ruined it forever.

That's just about the most evocative half-page ever. I think I'll take this and madlib all the proper names I'm not too fond of, and use it otherwise word-for-word. "For what?" you might ask... Well, I've been spending the past few days pondering turning that Demonlord map into a little sandbox. I'll set it on the same planet as Outland, and probably still run it using DCC, but make a few tweaks to some things. I've likewise erased all the place names from the Demonlord map, so I can pop in some names I like better. I'm thinking an Eddison's Mercury meets Zothique meets Tekumel sort of thing. I'll call it Demonland, since centuries of war between men and demons over control of the land will be the underlying theme (and the cause for all those ruins to explore). For classes, I think I want to try to keep it to just Warrior/Wizard(Sorcerer?)/Thief and perhaps have Tieflings/Half-Demons as mostly-just-reskinned elves. Although I think I want to take the Eddison route of having most of the demon types cosmetically identical to men. This is weird for me, because I've never really gone the all-human route, and in fact I've always made fun of people who do that in their games. But as they say, "Don't knock it until you try it." I'm curious to see how my home group responds to this little experiment. Here is what I anticipate:

ME: "So everyone is humans, or you can be a half-demon but you still look like a human."
ONE OF THEM: "Can I be a xorn?"
ME: "..."
ME: "Aw sure, fuck it, why not."

Tuesday, March 19, 2013

Oh DCC, You So Crazy!


So guess who wins in this fight:

Side A:
Cleric, 6th level
Warrior, 4th level
Halfling, 1st level

versus

Side B:
A Motherfucking Pathfinder BEBILITH*

I put this monster in a dead-end in the dungeon, sort of like an optional thing that would likely take one or two guys out, become some sort of challenge to get the bodies out so they could hopefully be revived in time, and teach the players a lesson about attacking everything they find. Sure, I knew that if they really put their minds to it, they could defeat this guy, but I honestly didn't expect them to go through the trouble. Little did I know that the cleric would cast bless right before the room this monster lives in so they could have an easier time getting across the 15' chasm they had to cross, and get a high spell check that resulted in everyone getting a +9 to all their rolls for one turn. They knew that something horrible was in there since the door was basically in shreds already, but they wanted to take advantage of the opportunity, so they rushed right in and threw something (a rock I think) down the sinkhole into the abyssal cavern below where the thing lives. Up it comes, and the cleric readies his "Bolt from the Blue" (or whatever it's called) spell. He gets some crazy-ass roll and lights the fucker up with 6d12 damage right off the bat. The warrior gets a minor shot in, and the 1st-level halfling, not feeling very sure of himself, tosses a grub that he had found earlier and carefully collected in a flask (a rot grub, but the players didn't know). I secretly rolled a d4 to see how long it would take the rot grub to penetrate the monster and start jacking it up - 2 rounds. Then the bebilith gets its turn, and hits with all 3 attacks on the halfling. Just the damage from the bite was enough to take him down, plus he's afflicted with a terrible bebilith rot. New round, players win initiative. Cleric uses his big action die for another Bolt from the Blue, figuring the +9 will be good enough to allow him to safely use his smaller d14 action die for healing the halfling and preventing death in the one-round grace period the DCC rules offer a 1st-level PC. He makes another crazy roll and scores another 6d12 damage on the monster, causing a (what should be very easy) morale check. The monster fails the morale check and begins to retreat down into its hole. I give the two standing party members free parting shots, both of which amazingly hit the AC 22 beast. It has 2 hp at this point. The cleric heals up the halfling, and follows that up with neutralize disease/poison to get rid of the rot. Guess what happens next. The rot grub finds its mark, and the rest is history.

Un-fucking-believable! This monster is supposed to challenge four 10th-level Pathfinder PCs, and these three DCC scrubs kicked the shit out of it. It could have ended very differently of course, with the ground being covered with tears and broken sets of magical armor, but it didn't. It was awesome.

*I ran the monster with only two minor changes - I capped the attack bonus at +10, and treated its DR10/Good as DR10/Magic, since there are no good-aligned weapons in my game. It didn't matter anyways, since every attack it actually made landed, but I figured full disclosure was in order.

GaryCon V


So I just got done spending my Thursday, Friday, and Saturday up at GaryCon V. It just keeps getting better and better, but this year the hotel was busting at the seams with nerds, so my fear is that they will move it somewhere else. Sure, that somewhere else could end up being better, but I really like the venue they've been having it at, and I don't deal well with change. Anyhow, I digress.

So this was my third year there, and it was really cool to see so many people who I pretty much only know through the con. This was also the first year I bothered to register for any events beforehand, so I got to get into some really neat games. Here's the rundown:

On Thursday, I played Lost City of the Elders with Rob Kuntz. I could write volumes about this game alone. It was a really interesting and creative adventure. If you enjoy exploring a very unique setting, performing lots of tests to figure out how everyday things we take for granted work differently (such as gravity and time), while taking in the scenery and avoiding things that will annihilate you in the blink of an eye, you would love Rob's game. On top of it all, he has a pretty good sense of humor and is fun to be around. I can say with certainty that his game is not for everyone, but I enjoyed it very much. We all had a good laugh when everyone got teleported to this giant flaming black-hole-thing in a fiery-hot cavern, likely in space or something, and Rob said, "I hope you brought your asbestos suits!" What makes this funny is that I was playing this character, which had been pre-approved by Rob a few days beforehand. Apparently he just skimmed over it and didn't realize that I had asbestos armor and a blaster rifle.

On Friday I had two games, the first of which was Return to Ram's Horn Castle with Mike Mornard. I'll be perfectly honest, in the first five minutes I thought Mr. Mornard was sort of a dick. There are any number of feasible explanations for this first impression, but it's all academic, because once we hunkered down and got to playing, all that melted away and we had an awesome time. This was an old-fashioned dungeon crawl in stark contrast to the previous game I had played in. We rolled up characters 3d6 in order, 3d6 x 10 gold pieces, bought equipment and set out. No character sheets. Everyone just used little scratch pads or whatever was available - borrowing pencils from each other, passing around the single copy of Men & Magic I had brought with... it was glorious. I had never played in an OD&D game that hewed so closely to the rules as written. As far as I could tell, the only house rule that was in use was crits and fumbles. He even rolled wandering monsters on those shitty OD&D charts! Afterwards, Mike allowed me to take a photo of his dungeon map, which was originally drawn in the early to mid-seventies. I wish I could post it, but he asked that I not post it on the web, so I will honor his wishes. The only thing I will say is that there is a series of corridors that spells out the word "BARF". Sorry, but that's fucking awesome. It was amazing to me at this point that I was able to play in two games so starkly different, yet both very enjoyable. On the following night, I got the opportunity to buy Mike a beer and bullshit with him and another gentlemen for about an hour. I really love hearing stories, and no one can tell a story quite like a long-time gamer.

My Friday late game was Jakallan Underworld (EPT) with Victor Raymond. This was my first chance ever getting to play EPT, and it didn't disappoint. I guess there was a bit of a kerfuffle about our assigned table not being available, but we ended up at a different table in a quieter room, so I consider it a win. We started out naked and imprisoned by some weird death cult (there's a fancy Tekumel name for them, but I don't recall). One guy had an intelligent demon-sword that was able to make itself invisible, so at least we had that. Anyways, figuring how to get out of the place was really challenging, and I was still naked by the time the adventure was over. I "won" a copy of Professor Barker's Man of Gold, and I am very excited to read it. Honestly, I think one of the other players was just as deserving if not more so, so I think I'll mail it to him once I've read it. The game did get rather crazy, and many of us were spread out all over the place. I really did have that sinking feeling of "Oh shit we're totally fucked!" throughout the game, so Mr. Raymond gets big points for conveying the atmosphere. Afterwards, Victor shared stories with us about his many years of gaming. He is a very interesting fellow and has a lot to talk about, so if you are ever able to catch him at a con, I highly recommend signing up for one of his games.

My Saturday kicked off with a short seminar about Castle Greyhawk that was run by Paul Stormberg, Jeff Talanian, and Allan Grohe. This was a new thing they did this year at the con, and I hope to see more of these panels in the future. It was really interesting, even for someone like myself who isn't much of a Greyhawk nerd. My favorite thing about it was of course the many and varied stories that were shared about play in Greyhawk, anecdotes about Gary, and that sort of stuff.

My last scheduled game was to be DCC with Michael Curtis, but due to an unfortunate series of events, he was not able to run the game. As a consolation prize, we played some off-the-cuff DCC with Doug Kovacs, the DCC cover artist. This turned out to be a bat-shit crazy murderhobo game set in the streets of Punjar, where our objective was simply to commit a crime so that we could eat. The game featured a Dave Mustaine bartender, a Christopher Walken necromancer, a pick pockets roll that resulted in the acquisition and later consumption of illicit drugs, the attempted burglarization of a brothel, and an unprovoked backstabbing of a grossly overweight john that was in the midst of being serviced. This was a junior high D&D game on acid. I can take the lion's share of credit/blame for it turning out that way, but I do hope the other players had fun. I certainly did, but I could see certain straight-laced gamer types perhaps being a bit weirded out by the whole thing. It all ended in a betrayal by one of the PCs, followed shortly thereafter by a glorious battle in the upstairs hallway of the brothel, with the end result being a well-deserved TPK. It was sort of poetic.

Hi, I'm Dave Mustaine. Can I get you a beverage?

Finally, I played my last game, which was an event called The Tower of Gygax, where you are put in a dungeon for being a criminal of some sort and have to find your way out to gain your freedom, or die horribly while trying. There was a handful of young boys playing in this game - perhaps 10-13 or somewhere thereabouts - and they were doing shots of 5-hour energy and doing the math like, "I got 20 hours of energy!" There was definitely more profanity in this hour-long game than I had otherwise heard all weekend, so it was pretty hilarious. There was a dad there with his younger son (maybe 8?) as well, and I was amazed that he kept his wits about him throughout the whole thing. The place was full of guess-what-I'm-thinking challenges and Tomb of Horrors-style gotcha traps, but was enjoyable nonetheless. I ended up dying by going blindly into a portal because I didn't want to take a leap of faith into some cleric/paladin fire thingy, and that was the solution the room's key called for. Whatevs!

I could go on and on about the event, the fascinating (sometimes fascinatingly weird) people, the hilarious shit that happens, but it's getting late and I must get to bed. So here, have a few pictures at least.

GaryCon V Photo Album

Thursday, February 28, 2013

Outland Map Update

Outland Campaign Map

I redrew my Outland map today. 5 miles to the hex as God and Gary intended. Just needs a bit of tweaking and some color. You know, from time to time, inaccuracies are discovered in maps, and it's the DM's prerogative to "correct" them. :) Actually, I've just been wanting to practice making some hand-drawn hex maps that look somewhat better than that which a preschooler might create. I think I'm starting to find my way.

It's pretty amazing to me how much adventure I've gotten out of this area that is so tiny compared to a lot of those super-gigantic campaign maps you see from time to time. I've been running adventures here for a year or two, and there is still plenty of stuff to explore and plunder.

Here are some of the highlights:

0107: White Plume Mountain. I ran this under DCC last year for Free RPG Day. Only the east branch was explored, so I integrated it into Outland with the east branch stripped of its loot. The game store group spent a session in there and made it out with a few nice things. One of the party's wizards is currently wielding the unholy artifact Ebontide, the trident of Dagon.

0309: Castle Blackmeyer. Some crazy dude named Stephen Blackmeyer used to own this lovely place in some long-forgotten age. This of course is a nod to Blackmoor, and was set to potentially be the central "tent pole" megadungeon of the setting, but it hasn't been visited in a long time, and is currently languishing in the form of three sparsely keyed levels.

0407: Blackmire Village. Once populated with Carcosa-style brown men, the village has since been completely overrun by beast-men.

0602: Dungheath (not shown). The secondary crapsack starting location. Brilliant name courtesy of +Evan Elkins.

0605: The Mud Hills. Some adventure was had here in the form of Geoffrey McKinney's Fungoid Gardens of the Bone Sorcerer.

0702: Tower of the Stargazer (not shown). TPK happened here. It was awesome.

0708: Chaotic Caves. My reworking of B2's Caves of Chaos.

0805: Tegel Manor lies on the outer edge of the forest. Many fun excursions into this place. Still nowhere even remotely close to being cleared.

0807: The Outpost. Sort of like the keep from B2, only made of wood and way crappier and dirtier. This is where it all started. In the beginning, it was just this and the Chaotic Caves.

0906: That sinkhole you see there is for Raid on Black Goat Wood by Shane Mangus. A sweet little adventure that we had a great time with.

0907: Durza's Castle. This castle was won by a player via the Deck of Fickle Fortune. We rolled randomly to see what hex it would be in, and strangely enough it came up adjacent to the outpost. The last several sessions at the game store have been spent clearing out the three-level (~60 rooms) dungeon beneath, and now all the brown man refugees from Blackmire Village have come seeking the aid of Baron-Mage Durza, thanks to a failed carousing save.

1007: This area hasn't been explored yet, but there has been some gossip in the multiversal rumor mill that The Last Dragon of Dundagel has been spotted in the area.

1302: This is a new city that I just decided to add today. All I can say is that I have GURPS Goblins on it's way to me, so that might have some influence on what this city becomes.

1308: I figured Outland could use a terrible desert with a wicked space pyramid in it, so I tossed that in as well. This will probably be a high-level thing.

So anyways, the moral of the story is this: I started with just two hexes - one with the starting "village" (the outpost), and an adjacent one with a series of small dungeons. Once I had those things we started playing and things sort of took on a life of their own. I'm always adding stuff little by little, but between the deck of many things and Jeff's carousing tables, the campaign(s) have more or less written themselves. That, my friends, is an awesome thing.

Wednesday, February 27, 2013

Demonlord Hex Map

So I think Jamesnardia talked about this a long-ass time ago, but I was doing some searching looking for some cool hex maps that belong to other games. The Outdoor Survival map is sort of bland. The Divine Right map is really fantastic, but the hexes go the wrong way and they aren't numbered. I stumbled across this old rpg.net post, which pointed me to this page of old war games that you can download for free. There are a couple of nice hex maps in there. The Barbarian Prince one is very good, but I think the DEMONLORD one is my favorite, mainly because someone took the time to clean it up so nicely. It prints out beautifully on portrait-oriented 11x17 paper. I printed up two copies and will be keeping them in my back pocket for a bit. If I can manage to find a way to shoehorn already-explored Outland locations into a suitable spot, I may even decide to use it as my new campaign map. Only a few hexes have been traversed in Outland, so it is likely within the realm of possibility. I also sent a copy to a buddy who is decent with photoshop to see if he would be able to remove the place names to allow for further customization. Anyways, I thought it was neat and worth sharing.


Tuesday, February 26, 2013

Bad File Links


I've had this crappy little godaddy website for years, and I've used it to host a number of the files that I link to from this blog. The domain name renewal came up, and I think I'm just going to let it lapse and use google docs or whatever. However, I can't really be arsed to go back and find all that stuff, so if you come across something with a bad link, just let me know about it and I'll be happy to correct it.

Thanks!

Saturday, February 23, 2013

Mighty Deeds™ for Everyone!


I've found DCC's “mighty deeds” mechanic to be a very satisfying way to adjudicate called shots and the like. My only problem with it as written is that it's limited to warriors and dwarves. If someone else wants to attempt a called shot (and they always do, eventually!), you are pretty much put in a position where you have to say “no” (this is a bad thing), or you have to invent a whole new way to deal with it for these other character types. Instead, I propose to replace everyone's flat attack bonuses with (nearly) equivalent attack dice. This way everyone can perform crazy stunts – or at least try to. Note that warriors and dwarves are still the only classes that get to add their deed die rolls to damage. Everyone else applies it only to the to-hit roll. I've also excluded the use of the d5 and the d7 out of a simple personal distaste for those dice being used in anything that is rolled so often as an attack roll.

ALTERNATE CHARACTER ATTACK TABLE FOR DCC RPG AND OTHER FANTASY VIOLENCE SIMULATORS

Level
Warriors & Dwarves
Clerics & Thieves
Wizards
Elves
Halflings
1
d4
d3
d3
d3
d3
2
d4
d3
d3
d3
d4
3
d6
d4
d3
d4
d4
4
d6
d4
d4
d4
d6
5
d8
d6
d4
d6
d6
6
d8
d6
d4
d6
d8
7
d10+1
d8
d6
d6
d8
8
d10+2
d8
d6
d8
d10
9
d10+3
d10
d6
d8
d10+1
10
d10+4
d10+1
d8
d8+1
d10+2