Thread: DCC RPG Ruleset
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May 17th, 2016, 00:37 #111
Good luck! Feel free to post any questions on the forums - the community is pretty helpful. If you run some DCC, let me know. I was thinking about organizing some games myself if I can stop messing around with the ruleset, but I would be interested in playing if the time works (EDT for me)
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May 18th, 2016, 02:48 #112Zealot
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Well, I need to get more familiar with DCC and FG before I try to GM/DM a game in general. I may try to run a module for my family this weekend. The more I read the rules, the more excited I get about DCC. It sounds like it'll be a blast. I am not 100% sold on every part of the rules (like alignments not having the good/neutral/evil component and only chaotic/neutral/lawful and the dwarf/elf/halfling is a race + class), but I am willing to give those a chance. The rest of the rules (that I have read) seem well thought out and interesting.
I started reading one of the modules (Starless Sea), but then started reading the rules. So far, overall, this seems quite promising.
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May 22nd, 2016, 20:35 #113
Here is another screenshot of the modules I have been building for personal use. I blurred the details because I wasn't sure about copyright limitations. The next logical step seems like core rule book monsters. If you want them, email Goodman Games and tell them to support Fantasy Grounds!

Attachment 14146
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May 26th, 2016, 21:28 #114
Update coming soon. In the meantime, I am putting the finishing touches on the monster module. I also am going to make a YouTube video featuring tables, in which I have a little fun crafting some magic swords using the tables from the DCC rule book.
Attachment 14184
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May 27th, 2016, 12:38 #115
Ruleset update v2.3
- NPC attack line was not parsing correctly for descriptions starting with "+" (i.e. magic weapons).
- Improved critical hit range was not working for NPCs.
- Critical hit notification was not triggering in some cases (e.g. d24 attack die with crit range 20-24).
- Shortcut links in the weapon list were not working for weapons dropped into inventory from the item list. (Note: Weapons created directly in the weapon list will now display an empty link.)
- NPC attacks now use the action die defined on the NPC sheet (default d20). Only one attack per roll is made, even if multiple action dice are specified.
- Module formats were created for items and spells. These can be dropped into the appropriate lists on the character sheet.
I attached a module template for spells in case you find yourself compelled by Sezrekan to make your own.
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June 5th, 2016, 02:32 #116
I added a modifier to the crit and fumble dice fields. The chat message for the crit die will also display the crit table. See screenshots below.
Attachment 14273Attachment 14274
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June 20th, 2016, 01:31 #117
I just finished making a bunch of modules for my DCC ruleset. They contain everything but the spell check tables, but unfortunately I cannot share them with you. If this is something you would like to see for Fantasy Grounds, I would encourage you to send an email to Goodman Games and let them know

Attachment 14454
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June 20th, 2016, 01:36 #118
Can we post this ruleset in the community rulesets section of the wiki?
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June 20th, 2016, 01:56 #119Ultimate License Holder--All can play in my games.
Need Help as a GM, PM me and I will give as much assistance as I can to get you started.
COMPLETED PROJECTS--Fifth Edition Foes (Frog God Games) 5E. Quests of Doom Volume 1 (Frog God Games) 5E, Quests of Doom Volume II (Frog God Games) 5E.
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June 20th, 2016, 03:21 #120
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