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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
o Ready a scroll
o Mount or dismount
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
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.