Why Dungeon Crawl Classic's Magic System is PEAK

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  • Опубліковано 11 лип 2024
  • I love Dungeon Crawl Classics. Where more modern games are concerned with balance, DCC throws away those conventions for strange, bizarre magic with high risk and reward. So today I unpack the beauty and horrors of magic from spell burning, corruption, and its origins.
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    Timeline:
    Introduction: 0:00-0:58
    What is DCC’s Magic System: 0:58-2:02
    Dungeon Crawl Classic’s Magic in Play: 2:02:-3:05
    DnD 5E Vs DCC Magic System: 3:05-5:29
    Example of Wizard Combat and Rules: 5:29-13:20
    Conclusion: 13:20-15:01
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КОМЕНТАРІ • 19

  • @thadgray3701
    @thadgray3701 5 місяців тому +11

    DCC is a great game. Excellent job explaining the magic system, which is not necessarily complex but does have multiple outcomes and nuance. I think it does get complicated with the wizard duels though.

    • @Blerdy_Disposition
      @Blerdy_Disposition  5 місяців тому +5

      Yeaaah... I purposely left out wizard duel's since even I as a GM have not yet gone over that. But who knows maybe in the future when I have implemented them into my game, I can talk about it more heavily.

    • @ginsover
      @ginsover 5 місяців тому

      Is not that hard, personally I would recommend to simplify it by making it a simple roll off, the winer checks the die matrix rolls the indicated die and aply the corresponding effect and once you are familiar with the levels of success you could skip the matrix altogether and simply wing it in a cinematic and evocative way

    • @johnnygreenface4195
      @johnnygreenface4195 25 днів тому

      ​@Blerdy_Disposition I love spell duels. I've gotten some of the coolest moments in any RPG from them.
      I had a game go to 8th level and near the end of that campaign two wizards cast magic missile at eachother, both maxing out and thus causing a disturbance and throwing 20-ish magic missiles each doing like 12 damage each across this massive combat. Was sick

  • @optionsgoat9432
    @optionsgoat9432 5 місяців тому +3

    DCC is amazing, gonzo gaming and easy to jump into. My home game is on Session 8, and we're having fun like we used to when we were kids in our parent's basement playing all night long on the weekends. Goodman Games is a fantastic and the DCC community is welcoming and supportive.

    • @Blerdy_Disposition
      @Blerdy_Disposition  4 місяці тому

      Goodman Games modules/scenarios are fantastic. I will likely use them for non DCC games especially DnD Clones like OSE!

  • @TheNerdySimulation
    @TheNerdySimulation 5 місяців тому +3

    I've been aware of the game for some time and got to run it briefly for someone as their forray into TTRPGs so I guess this video is my sign that the consideration of running it should become a serious one. Love the magic system but also all the classes in DCC are so deeply loved in their design, with even Fighters being really cool to a degree that most fantasy trad games tend to fail. I also really love the idea of petitioning powerful forces since it reminds me very much of Concordance in NetHack. :D

    • @ryuuducat
      @ryuuducat 5 місяців тому +1

      G f😊😊😅

    • @Blerdy_Disposition
      @Blerdy_Disposition  5 місяців тому +2

      I really do recommend DCC. It is a fun system and well worth the time and investment. While it ain't perfect (its not fun if you like highly optmized gaming with lots of crunch) its magic system sticks out as a strong selling point for folks wanting something more wacky and zany.

  • @Magnymbus
    @Magnymbus 5 місяців тому +3

    Ooohhhh that's some good shit right there!

  • @NetoD20
    @NetoD20 5 місяців тому +3

    Honestly? I like some more unpredictability and mystery than what is usually standard in D&D-like games, but this is too much for me; having unexpected side-effects (that could be negative, beneficial, or neutral) and then dealing with them is cool, but I still want the wizard to feel competent overall, they are just masters of an unreliable art. Wild magic in Spheres of Power (Pathfinder 1ed) and flux in Invisible Sun are, to me, way better implementations of unpredictable magic. Mind you, major flux in Invisible Sun can have reality shattering effects on the narrative, but the GM chooses or invents the effect instead of rolling (that's for all flux, not just major), and it usually can only happens when you're performing great feats of magic.

    • @NetoD20
      @NetoD20 5 місяців тому +1

      P.S. unlike flux in Invisible Sun, wild magic in Spheres of Power is not compulsory to casting any magic, but GM can choose to make it so, and it's what I'd do.

    • @Blerdy_Disposition
      @Blerdy_Disposition  5 місяців тому +1

      I can respect that. It does (on paper seem a lot) and when playing/creating a wizard this can be super overwhelming. I have to give Pathfinder 1e and 2e a try sometime in the future for sure.

    • @johnnygreenface4195
      @johnnygreenface4195 25 днів тому +1

      In my experience these sorts of wizards never really come off as incomptent at their magic. Just insanely dangerous.
      Feels more like the whims of fate screwing you than the wizard being bad at being a wizard. But taste is taste and that's just my view and experience.

  • @matthewconstantine5015
    @matthewconstantine5015 5 місяців тому +4

    Man, this game is just so much fun.

  • @NetoD20
    @NetoD20 5 місяців тому +2

    Where's the animation in 5m22s from?

    • @Blerdy_Disposition
      @Blerdy_Disposition  5 місяців тому

      It is from: Magic Legends - Official Cinematic Trailer!