Over the past several weeks The Iron Tavern has been taking a close look at each of the character classes in Dungeon Crawl Classics RPG. I primarily did the series with intent of highlighting some of the class features and some of my own thoughts for those on the fence about the game or just curious about the classes it offers. A secondary benefit was to give me a more structured way of taking a look at each character class to improve my judging in DCC RPG games. Overall I am pretty happy with how the series turned out.
Before we completely leave the topic I wanted to bring all the classes together in this one final character class post. This should provide an even easier entry point for those late to the series. I will provide links to the post and a very high-level one or two line summary of the class.
The first class I looked at to kick off the series. Mighty Deed of Arms. This is the mechanic that makes the Warrior a wonderfully fun class while not killing the player’s creativity with an overabundance of feats. Wizards of the Coast is trying to figure this out with combat superiority in 5e and overcomplicating it, but DCC RPG already has it figured it out.
The DCC RPG thief is a throwback to an old school thief for the most part. The modified luck mechanic is what sets them apart from the others and having the ability to survive on luck and wits!
With the return of race is class for demi-humans, the dwarf is quite warrior like. They have the ability to use Might Deed of Arms and they get to use a shield bash from level one! Between Mighty Deed of Arms and Shield bashing I can really emulate that rough and tumble dwarf that is ready to charge headstrong into harm’s way.
Alignment matters again. Don’t make your deity angry. The DCC RPG cleric has a “classic” feel to me with some interesting twists.
Referred to as “rolling balls of death” in one game I ran. Between an excellent modified luck mechanic what party wouldn’t want one in their party?! Throw in dual wielding and “rolling balls of death” don’t seem so far-fetched!
Magic is dangerous. Random tables dictate whether your spell is ultra-powerful or just so-so. This line from the rulebook best sums it up – “Use a torch, fool; it is much safer!”.
The DCC RPG elf takes us back to the elves I remember from the Moldvay Basic set being able to both cast and engage in melee. But be careful of the iron!
And that officially concludes my weekly look at DCC RPG character classes. Overall I am quite satisfied with the character classes in Dungeon Crawl Classics RPG. Each has something fun to make it its own!
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