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bishun
Feb 16, 2010

You know the dryl.
Not a retro-clone of D&D/AD&D, but definitely in the same spirit, Dungeon Crawl Classics has been a source of fun lately.

quote:

If you are familiar with the d20 system (3.0 and 3.5):

* DCC RPG does not have prestige classes, attacks of opportunity, feats, or skill points.
* Classes and races are one and the same. You are a wizard or an elf.

If you are familiar with various iterations of AD&D:

* DCC RPG uses an ascending armor class system. A normal, unarmored peasant is AC 10, while a warrior in plate mail is AC 18.
* Attacks, saves, and skill checks all involve rolling 1d20, adding modifiers, and trying to beat a number.
* There are three saving throws: Fortitude, Reflex, and Willpower.

No matter what edition you've played before:

* Clerics turn creatures that are unholy to their religion. This may include un-dead and other creatures.
* All spells are cast with a spell check, where the caster rolls 1d20, adds certain modifiers, and tries to score high. The higher the roll the more effective the result. Each spell has a unique chart that adjudicates the spell's results.
* Wizards may or may not lose their spells after a casting. A low result means the wizard cannot cast the spell again that day. On a high result, he can cast the spell again.
* Cleric spellcasting works differently from wizard casting. Clerics never lose a spell when it's cast. However, when a cleric casts any spell and fails in his attempt, he may increase his "natural failure range." By the end of the day, a cleric may automatically fail on more rolls than just a natural 1.
* There is a critical hit matrix. Higher-level characters and martial characters generate critical hits more often and roll on more deadly result tables.
* You can burn off ability scores to enhance dice rolls. All characters can burn Luck, and wizards and elves can burn other abilities.

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