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DCC Forget-Me-Nots

For some reason, its *really* easy to forget to apply certain rules when the action
is getting hot and heavy during a game.

Here are some things several members of the DCC Community found easy to
forget:

Luck Mechanic: players can burn luck before or after a roll to modify the
result, but not both that is they can burn luck once to affect the roll.

o Arguably, halflings can boost that result by adding in some more luck
afterward
Use Luck of party members to decide what happens to whom when and how
much

Luck can mitigate Fumbles

Rolling Morale Checks for NPCs (p. 94)

It takes an action to:

o Light a torch or lantern

o Ready a scroll

o Get an item from a backpack

o Get up from being prone

o Mount or dismount

o Read a scroll or drink a potion


It takes either an action or a move to:

o Draw or sheathe a weapon


o Equip or drop a shield

o Open a door
Use a lower initiative die (d16) for those wielding two-handed weapons

Except for dual-wielding halflings, action dice lower than the d20 do not get
crits

On a natural 20, spellcasters double their CL bonus on the spell check

Thieves get XP from bypassing traps

One point of spellburn equals one recasting of a lost spell

Intelligence for active searching/spotting and listening, Luck for overhearing


and noticing

STR less than or equal to 5 and character can wield either a weapon or a
shield but not both.

STA less than or equal to 5 and character takes double damage from poison
and disease.

INT less than or equal to 5 means character cannot read or write, less than or
equal to 7 means character can only speak common.

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