Review: Alternate Occupations

Author:  Steven Bode
Publisher:  IDD Company
Price: PDF $2.00
Pages:   17
Tankard Rating:  4/5

Dungeon Crawl Classics RPG has seen a lot of support from the 3PP scene. There are several areas within the Dungeon Crawl Classics RPG that are ripe with opportunity for judges to unleash their full creativity. With this comes areas for 3PP’s to fill in some gaps for those of us with a little more limited time can cherry pick the fun ideas from them.

The Book

Today I take a look at Alternate Occupations from the IDD Company, written by Steven Bode. Some observant folks noticed it pop up on RPG Now a couple of days ago and a thread recently surfaced on the Goodman Games forums about this product. This PDF is a book of tables for starting occupations for players generating characters for a DCC RPG funnel adventure.

The tables are sorted into a Main Occupation table that has nearly 200 occupations on it. Each line item includes an occupation, race, trained weapon and trade good. There is overlap with the occupation table from the main DCC RPG rulebook, but that simply means you can roll on this larger table and not miss something from the rulebook’s occupation table. A die rolling mechanic is included on how to generate a number from 1 to 200.

While random determination of many items in DCC RPG is the essence of the game, there will be people that want to play a specific race or class. Racial tables include Human, Elf, Halfling, and Dwarf tables. Class tables include Cleric, Fighter, Rogue, and Wizard tables. If a player knows they would rather play a certain race or class if they survive the funnel adventure they can choose to role on a specific race or class table, provided the judge allows it.

The PDF also define several of the more obscure occupations as well. I found this pretty handy, as I know I looked up a couple of professions from core DCC RPG rulebook. This is a handy little feature to be included.

The Reaction

I like how this supplement has expanded the starting occupations. The Main Occupation table it includes will ensure that the multitude of 0-level characters setting off to make a name for themselves will have varying occupations for variety. The tables are easy to read, the rolling mechanic is clear and concise.

At the moment I am embracing the pure randomness of the game. I suspect as time goes on I might want to have a better shot at playing a demi-human from the start of a game instead of trusting fate. The racial tables will be great for letting me roll up a starting occupation on a certain races table. These tables I am sure will become more valuable over time.

Overall, this PDF is a good buy for a quick and easy way to add more occupations to your DCC RPG game. The tables are cleanly formatted and easy to read and offers some fun occupation options to the game. Alternate Occupations is yet another strong product from a 3PP for DCC RPG.

Tankard Rating
4 tankards out of 5 tankards

DCC RPG Critical Hit Trap Table

During a recent Dungeon Crawl Classics RPG game session we had a trap with an attack roll spring. A natural 20 was rolled for the trap’s attack and we checked for a Critical Table for Traps. We did not find one and I improvised and used a roll off the Monster table.

That moment got us talking and we thought maybe a Critical Table for Traps was in order. Several traps require attack rolls and it only seems reasonable that they get their own table!

There are several types of traps that typically get attack rolls – swinging scythes, rolling boulders, poison needle traps, etc. In designing this table I built it so it could be applicable to poison based traps or slashing, bludgeoning, or other types of traps.

To accomplish this I made the even numbered results applicable to slashing, bludgeoning or other types of traps that cause outright damage. Odd numbered entries are more poison oriented – whether that be poisoned needles, spear tips, or whatever devious traps DCC RPG judges can come up with. When rolling on the table if you get an odd number, but the trap is not a poison based trap, just drop down one result to get an applicable item.

For example, you roll a 20 an a poisoned needle and get a 16 on the critical roll. Just drop down and read the result from the 15 entry and you have a relevant and similarly damaging result.

Determining which dice to roll on a critical roll is the more subjective part on the Judge’s part. I am tempted to base it off of attack modifier to some degree, though those will rarely scale to the upper ends of the table. This would likely need to blend with the level of the adventure the judge is running. I think the dice progression used for ‘All Other’ from the Monster table is appropriate. I just need something other than HD to figure out which dice to roll.

I am still debating how to figure that portion out. Feel free to pop in with what you think in the comments. Until then, here is the Trap Critical Table I came up with.

Traps – Critical Table

Evens are slashing, bludgeoning, piercing, etc.
Odds are poison based traps

1 or Less: Trap sprung nearly perfectly! Add 1d3 damage.
2: The trap leaves the PC with blurry vision from the blow. +1d3 damage, -1 Reflex Saves for 6 hours.
3: The poison acts quickly, dulls reflexes. +1d3 damage, -1 Reflex Saves for 6 hours.
4: The trap scores a solid hit, penetrating deep into the PC’s body. +1d6 damage.
5: The poison burns as it enters the PC’s body! +1d6 damage.
6: The blow from the trap knocks the wind out of the PC. +1d6 damage, 1d2 temporary Stamina damage until healed.
7: The poison causes convulsions. +1d6 damage, 1d2 temporary Stamina damage until healed.
8: The trap causes bleeding that is difficult to stop. +1d8 damage.
9: Poison lingers unusually long in the PC’s body. +1d8 damage.
10: The trap strikes a central nerve. +2d4 damage, DC 14 Fort Save or fall unconscious.
11: The poison overwhelms central nervous system. +2d4 damage, DC14 Fort Save or fall unconscious.
12: The trap lands an overpowering blow. +1d12 damage.
13:  The poison has a brief, but very powerful chilling effect on the PC’s muscles. +1d12 damage
14: Trap cracks multiple ribs. +2d6 damage.
15: The poison causes the PC’s spleen to rupture. +2d6 damage.
16: The trap crushes the PC’s knee. PC’s movement rate is reduced by 5′.
17: The poison causes paralyzation in the PC’s arm.  PC loses use of one arm until healed by cleric 3rd level or higher.
18: The trap causes a sudden and extreme amount of blood loss. +1d16 damage. DC 16 Fort Save or fall unconscious.
19: The poison speeds its way to the PCs heart causing +1d16 damage. DC 16 Fort Save or fall unconscious.
20: The blow from the trap damages the optical nerve. PC is permanently blind.
21: The poison fogs the vision causing permanent blindness.
22: The trap delivers a stunning blow to the head causing irreversible vestibular system damage. 1d6 Agility damage.
23: The poison affects the PC’s core brain function. 1d6 Intelligence damage.
24: The trap’s blow causes severe damage to the PC’s spinal column causing complete and permanent paralysis.
25: The poison targets the PC’s central nervous system and causes complete and permanent paralysis.
26: The trap flays the flesh and exposes a wide swath of muscle to open air. +3d12 damage.
27: The poison has an acidic reaction with the PC’s blood stream causing extreme pain and anguish. +3d12 damage.
28: The trap damages multiple organs with a single strike causing immediate PC death.
29: The poison sends the PC’s heart rate into impossible to maintain numbers causing it to explode in the PCs chest, killing him.
30 or More: The gods frown upon the PC as the trap springs with uncanny execution and kills the PC outright in an extreme fashion.

DCC RPG: The Dwarf

This is the third installment in my weekly series of looking at each of the Dungeon Crawl Classics RPG character classes. The first week I looked at the warrior and last week I looked at the thief. Be sure to check those articles out as well! This week I am taking a closer look at the dwarf character class.

The Class

Dungeon Crawl Classics RPG returns to the mechanic of the case of the demi-human characters being your class, as well as your race. Elves, Dwarves, and Halflings are both race and class. In the Dwarf’s case he is very much like the warrior class with a few features to make him unique.

The DCC RPG dwarf is quite true to what I would consider a traditional feel for a dwarf in fantasy RPGs. They love the sight of treasure, short, stout, and strong, albeit wild, fighters. They live below the surface and tend to have excellent martial skills or craftsmen.

Dwarves start with a d10 hit dice, putting them a little below a human warrior, but still towards the top of the stack. Dwarves prefer battling with a weapon and shield and have a rather broad list of weapons they are trained in. They are free to wear whatever armor they can afford.

The same three alignments are available to the dwarf as the other character classes. The rulebook covers what type of dwarf might choose which alignment.

Dwarves have similar attack modifier mechanics as the warrior class does. They receive a deed die that they roll with each attack. This roll on the deed die applies to the attack and damage rolls and will vary depending on level which determines the deed die. At first level the dwarf would roll a d3 and add the result to attack and damage. As the dwarf levels, this die increases in the number of sides.

Also like the warrior the Dwarf can attempt a Mighty Deed of Arms. This allows them, like the warriors, to attempt special maneuvers during combat that succeed based on the value of the deed die. I am a big fan of this mechanic which I explain in my earlier warrior post. Be sure to check that post out for why I am a huge fan of the Mighty Deed of Arms.

Image Courtesy: http://interartcenter.net

Next up we have the sword and board feature. Dwarves like to fight with a shield and a weapon. If a dwarf fights with a shield the dwarf gains shield bash as a second attack – even at first level. The attack with the shield uses a lesser die to hit and does a small amount of damage, but I like the flavor. A Mighty Deed of Arms can be used with the shield bash.

Dwarves of course have infravision due to their time spent below the surface. They also have the slow movement speed of 20′.

Due to their time spent underground Dwarves have a list of underground skills allowing them bonuses to several types of skill checks when made underground. Another interesting feature is that they can smell gold and gems and determine which direction they are in depending on the amount of gold or gems near.

Finally, the dwarf can apply luck to one specific kind of weapon as the warrior does. They also start the game knowing the dwarven racial language.

My Impression

I find the Dwarven class in Dungeon Crawl Classics RPG really hit the right feel for dwarves for me. I do not mind that they made the race a character class that predefines its role. Sure, we might not see Dwarven Wizards or Rogues, but those should be fairly rare to begin with. The class as presented in DCC RPG does a good job of representing the typical dwarf.

Much like the warrior, the Mighty Deeds of Arms is a very fun mechanic. It works equally well with the Dwarven class. It also allows a Dwarven character many options.

From Forgotten Realms novels I have always had a fondness for Thibbledorf Pwent, a dwarven beserker. In D&D 3.x games or Pathfinder games I have had a hard time emulating this type of dwarf. I think with the Mighty Deeds at Arms and a judge I trusted that I could build a dwarven beserker with less trouble.

The other mechanic I really like from the Dwarven class is the sword and board feature. I always think of dwarves in close formation, shield in one hand, hammer or axe in the other. The sword and board class feature helps keep the shield useful for more than just an increased AC and allows the Dwarf to use it in battle to cause damage. I like the feel this gives the DCC RPG dwarf.

I have judged for a couple of dwarves in actual play. The characters seemed to do well and with the use of Mighty Deeds at Arms were able to do some excellent things. I recall one battle where the two dwarves formed up a shield wall to help cover a retreat.

The Dwarven character class is yet another class in DCC RPG that hits the right notes for me. The character class feels like what a dwarf should be in fantasy RPGs!

Next Week

So far I have looked at the Warrior class, the Thief and now this week the Dwarf. What would you like to see me look at more closely next? Post here in the comments or on either Google+ or Twitter and let me know which class I should turn to next!

Review: Bone Hoard of the Dancing Horror

Author:  Daniel J. Bishop
Publisher:  Purple Duck Games
Price: PDF $2.75
Pages:   11
Tankard Rating:  4/5

Bone Hoard of the Dancing Horror is Purple Duck Games first release of an adventure to support Dungeon Crawl Classics RPG from Goodman Games. This line of adventures from Purple Duck Games is designed to be picked up and used alone in a DCC RPG game. This adventure is written for a party of second level characters.

From the teaser text at RPG Now we learn that terrible horrors lurk on in the long since missing Dellspero the Philosopher’s workshop. Do the magics he worked on yet remain in this workshop setup in what was once a temple of the Chaos Lords?

Bone Hoard of the Dancing Hoard is a single level dungeon. The judge is provided with some background text to reveal the history of the location. A section for the judge is also included that provided with hints on integrating the adventure with an existing campaign, the flow of the adventure and why the magic items within are handled the way they are.

Just before the module moves into the room descriptions the general overall feel for the dungeon is described to help provide the judge with the information he or she needs to keep things consistent. Each room in the dungeon is keyed, includes a brief “boxed text” description and then the details necessary for the judge to run the room.

The adventure includes new monsters, in fact none of the monsters used in the adventure are traditional by any sense. I found the monsters used within the module very fun to describe and use against the players! The monster aspect seemed to hit the prevalent “Appendix N” feel of DCC RPG quite well.

The adventure also includes several new magic items. Many of the magic items are single use items in efforts to keep with DCC RPG’s “magic items are not common” approach. For the one powerful item it does give away in the adventure, notes are included for the judge on how to handle that if it poses an issue.

I found this adventure well written and suitably twisted enough to fit right in with the DCC RPG feel.

One frustrating factor was the empty room factor to the dungeon. There were several rooms that were listed as empty rooms. I tend to not include many empty rooms in a dungeon. This is not a huge issue though, as these rooms could be spiced up a bit if one desired.

I ran this adventure for a group of people over Google+ Hangouts. It took us two sessions to complete, probably about 2.5 hours each session. A great time was had. One of the big differences with DCC RPG and the adventures that tend to be associated with it in comparison to most d20 type games I have played is that sometimes the characters run away!

This module was no exception. Early on there was an attempt to flee a particular threat, which did not pan out as the movement rate of a couple of the party members was abysmally slow. However, this did lead to a dramatic moment involving a shield wall put up by the dwarves and a rolling Halfling ball of death!

Later on in the module the party caught glance of one of the threats and made a conscious effort to avoid that encounter at all costs. They carefully skirted the area in question and managed to make off with the prize without facing the encounter they sought to avoid.

Overall this was a fun adventure and worked well as a one-shot and could have easily been dropped into an existing campaign as well. With the module being easily prepped it could also be picked up to fill a game session relatively last minute as well, especially given the price. I look forward to the future DCC RPG adventure releases from Purple Duck Games.

4 out of 5 Tankards

Rise of the Runelords Unboxing

I was a bit of a latecomer to Pathfinder Adventure Paths when they started. Well, more accurately, I was one of the ones thinking no way will this ever work. Of course a couple of years later as I start getting into the Pathfinder ruleset and checking out the Adventure Paths I realized the error of my ways. By that time however, Rise of the Runelords was already getting slightly more difficult to track down.

So when Paizo announced they were doing a Rise of the Runelords anniversary release to celebrate ten years in business and the five year mark of the Adventure Path product, I knew I had to get that book. Today my pre-ordered book arrived!

Technically the Rise of the Runelords Anniversary book is a hardback, not a boxed set. But the book arrived in a shipping box, so this post gets the title of unboxing! Plus I was excited to see it arrive!

Before I move to the pictures, here is what the book contains (from the Paizo product page):

  • All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.
  • Articles on the major locations of Rise of the Runelords: sleepy Sandpoint, the ancient Thassilonian city of Xin-Shalast, and others.
  • Revelations on the sinister magic of Thassilon, with updated spells, magic items, and details on tracking sin points throughout the campaign.
  • A bestiary featuring eight monsters updated from the original Adventure Path, plus an all-new terror.
  • Dozens of new illustrations, never-before-seen characters, location maps, and more!

And now the unboxing!

DCC RPG: The Thief

This is the second post in my weekly series of looking at each of the Dungeon Crawl Classics RPG character classes. Last week I looked at the Warrior class and some of the unique ideas it brought to the table. This week I am taking a look at the thief character class.

The thief character class in DCC RPG can take the shape of the small, wily thief or the bigger, brute type of thief or anything in between. The thief will need to rely on their cunning though as their hit points are determined by a d6 at each level. Their trained weapon list is much smaller than the warrior I looked at last week as one would expect. Choice of armor will of course affect the skills of the thief as well.

The thief can choose one of the three alignments in DCC RPG. This choice will affect how their skills advance as their levels increase in the game.

Thieves’ Cant makes a welcome return in DCC RPG. The cant is spoken only and not written. I always liked thieves cant for those thieves in older editions that were members of a guild.

The thief class also comes with a more extensive list than the “your occupation determines your skills” methodology. We see 13 skills added to the thief class and include many of what I would call traditional thieving skills.  The list includes skills such as Backstab, Hide in Shadows, Pick Lock, Find Trap, and more.

The modifier progression for these skills are determined by alignment. A table outlines how much the modifier increases at each level for each of the three alignments. For example, a chaotic aligned thief has a Backstab skill that increases faster than either a Lawful or Neutral aligned thief. Whereas a lawful aligned thief has a find and disable trap modifier that increase faster than a chaotic aligned thief.

Finally the thief has a different luck mechanic than a typical character class. When a thief burns a point of luck they get to roll a “luck” die for each point of luck expended. The luck die increases as the thief increase in level, so from a d3 to a d4 to a d5 and so on. A thief can expend more than one point of luck to gain additional dice on a roll.

A thief also has the ability to recover luck. Each night the thief is able to recover a point of luck, not to exceed their starting luck score. This allows the thief character to rely on their luck and wits to make those crucial rolls due to the enhanced recovery of expended luck points.

The thief class in DCC RPG fits right in with my view of what a thief is. Surviving on luck and wits, access to thieves cant and a skill list that truly makes them the most skillful character class in the game while supporting traditional thieving roles, the thief in DCC RPG hits all the right notes for me.

The skill list helps boost the thief and make them a more skillful class than other character classes in the game. This skill list also gives the thief the ability to do the things thieves are known for – pick locks, pick pockets, move stealthily, and more.

The modified luck mechanic for the thief gives them the chance to use luck more frequently to boost an attack roll or make sure they succeed at a particularly important skill check. Due to their recovery of luck points they are able to do this just often enough to reinforce the notion of a lucky thief.

The last DCC RPG session I ran had a thief in it. The character seemed to work out pretty well in the party. I think the biggest adjustment for a player coming from 3.x/Pathfinder to DCC RPG is that the backstab skill does not quite equal sneak attack.

Backstab means you have to attacking with the target unaware. Simply flanking someone does not mean you are going to get the backstab bonus. The thief in the game I ran did work himself into positions where he could gain backstab, but after that initial attack, the opponent was obviously aware of him. I do not think this is a bad thing, but it is different from how sneak attack works in 3.x/Pathfinder.

As with the warrior I looked at last week, I think Dungeon Crawl Classics has again found the essence of the Appendix N thief and done a wonderful job emulating it with this ruleset.

What are your thoughts? Does the DCC RPG thief let you play the style of thief you would want? A brute? A skillful individual?

Review: Attack of the Frawgs

Author:  Stephen Newton
Publisher:  Thick Skull Adventures
Price: PDF $4.99
Pages:   9
Tankard Rating:  4/5

Attack of the Frawgs is the most recent adventure from Thick Skull Adventures for the Dungeon Crawl Classics RPG. The adventure is designed for 8-14 0-level characters, but can be adapted for a party of 1st level characters. The adventure is a locale based adventure and can be played as a standalone adventure or used as part of the Princes of Kaimai adventure series.

The adventure starts in a remote location in a small village nestled at the base of a mountain range. When reports of walking frogs the size of men start passing about the village followed by a wounded trapper returning to the village the people need heroes to learn the fate of his partner.

As noted this is a locale based adventure and allows the characters to investigate the fate of the lost trapper in whichever direction they choose. The detailed encounter areas are all centered about Dead Goblin Lake once the character leave town. There is a map of the area around the Lake and two additional maps of areas of the adventure that require additional detail.

I thought the encounters within the module all fit well together. They also meshed with the environment of the adventure quite well, while still offering an interesting variety of encounters.

The adventure also includes two new monsters for judges and one new item of magic.

The layout of the module is clean and well organized. I did notice that the module was a bit slow scrolling on my iPad (using Goodreader) and even a touch slow on my laptop. That is a minor complaint, though I am curious why it is a little sluggish even compared to much larger RPG PDFs.

This is my first look at a Thick Skull Adventures product and I was quite impressed with the offering. The module was easy to read and the way each encounter made sense in the larger scope of the adventure gave it a quality feel. While written as part of a series of modules, a judge could easily drop this into their own campaign world with minimal effort.

I look forward to reading future adventures from Thick Skull Adventures!

Tankard Rating
4 tankards out of 5 tankards

Note: The Iron Tavern was provided a review copy of this book.

The One Ring Extended Index

Last week Cubicle 7 announced the release of an extended index for The One Ring RPG. This is not just any index though, this is a 19 page index that was created by a team of volunteers.

One of the complaints frequently levied against The One Ring was that while an index was included it was not entirely useful during game play. This prompted Cubicle 7 to form this volunteer team to create this extended index for The One Ring RPG.

The extended index has been posted in full color version and a printer friendly version and placed on The One Ring downloads page.

Even after a brief look at the extended index it is readily apparent how thorough this index is. The index contains extensive cross-referencing to ease finding the information you seek. It clearly denotes which book the information you seek is in, the Adventurer’s Book or the Loremaster’s Book and it highlights the pages with the most material by underlining the page number.

It is wonderful to see such an index released to such quality post-production. Cubicle 7 and the community support that went into this via volunteers deserve to be applauded for this effort.

RPG publishers should take note of this. Gamers value their indexes! Wizards of the Coast used to take flak for leaving out indexes several years ago from some of their source books. This should have been the indicator smaller publishers needed to realize indexes are needed. Not only are they needed, but they also need to be good indexes that are actually useful.

There are many RPG books that are released with inadequate or even without any index! (DCC RPG, I am looking at you!) While creating a good, useful index can be time consuming, please do not shortcut this area in your book.

DCC RPG: The Warrior

I thought it would be interesting to take a look at some of the character classes in Dungeon Crawl Classics. Each week I am going to choose one of the DCC RPG character classes and take a closer look at it. This week I am going to start with the Warrior class.

Many people new to an RPG system take a look at the fighter class or equivalent of that class to get a feel for the game. The primary melee class of a game can tell you a bit about combat and comparing fighter’s from one system to another can be a little simpler than comparing some of the magic using classes who may have vastly different systems of magic from one RPG system to another.

In DCC RPG the primary melee class carries the name of warrior. The warrior entry in the rulebook only covers three pages including the tables that cover level advancement over the course of the game.

The warrior gets the highest starting hit die of any class, which should come as no surprise. In addition the warrior has the broadest choice of trained weapons at their disposal.

The warrior class also has a higher chance of scoring a critical hit, starting at 19-20 and then increasing that threat range as they advance higher in level. In addition, when a warrior does score a critical hit they get to roll on a critical table that has effects of greater impact.

Additional perks of the warrior class include getting to add their class level to the initiative roll and getting to apply their Luck modifier to one weapon type that is chosen at first level.

The piece that really makes warriors (and dwarves which we will talk about in another post) is the Mighty Deed of Arms feature of the warrior class. But lets back up a step before we get into Mighty Deeds.

A warrior in DCC RPG does not get a static modifier such as a Base Attack Bonus we would see in D&D or Pathfinder. Instead they get an extra dice called a deed die. When a warrior makes an attack roll they roll their action dice (typically a d20) and a deed die, which starts as a d3 and then increases as the warrior increases in level. This deed die determines the warrior’s bonus to hit instead of a static BAB mechanic. This roll also determines extra damage.

I find the deed die mechanic interesting as it shakes things up a bit for the warrior. One attack may find you only getting an additional +1 to hit and damage, while the very next round the warrior might get a +2 or even +3 to hit and damage. It is a small detail, but one that keeps things a little different from one round of combat to the next.

Now, back to the Mighty Deed of Arms. The Mighty Deed of Arms mechanic is what lets a warrior do cool stuff! There are not complex trip attack, disarming rules, or combat maneuvers in DCC RPG. Instead, the player can be creative for their warrior and come up with the action they want to attempt and then use the Might Deed mechanic to determine success.

To succeed at a Mighty Deed the player only needs to roll a 3 or higher on their Mighty Deed roll. If they meet or beat that target number their action succeeds. Want to disarm someone? Declare it your Mighty Deed action and roll away. Want to jump from the balcony down into the theater seats below? Declare it your Mighty Deed action and roll away!

This one simple mechanic gives no one a reason to declare a melee only class boring. You are only limited by your own creativity. Come up with something out of the ordinary and you have the chance to try it with an easy to remember mechanic to determine success. To make it even better you can use a Mighty Deed of Arms every round if you wish.

This is the mechanic that really stands out to me in regards to the warrior class. No more memorizing complex rules or only having a short chart of options to see what your fighter or warrior can do. Now a player is only limited by their imagination as the rules provide the mechanics to resolve these creative actions.

During a DCC RPG session earlier this week that I ran on Google+ one could see Mighty Deeds in action. I was running for a group of 2nd level characters and they had encountered what was essentially a swarm of rats. The warrior in the group wanted to attack one rat and then use a Might Deed to knock that rat into another rat, either in attempt to knock the second rat off course or outright damage it.

As the judge I only had to say go for it and watch what the deed die came up as. The warrior was rolling really well that night and he managed to take more than one rat this way to great success. I felt the mechanic allowed the player to get creative and rules wise still have an easy way to resolve the action.

Overall I really like the warrior class in DCC RPG. It is not hamstrung by a lot of complex rules and keeps the warrior from being limited by some set of tables declaring what special moves they can make. Instead the player is given creative license to have fun with the class and an easy to use mechanic to back it up. The warrior is finally heroic again!

What do you think of the warrior? Have you liked how it has played? How do you think it compares to primary melee classes from other systems?

A Look At Roll20

A couple of weeks ago I took a look at Tabletop Forge, a VTT for use in a Google+ Hangout. I used it to run a Dungeon Crawl Classics RPG one-shot game. One of the comments on that post asked about Roll20, another VTT that has the ability to be used within a Google+ Hangout. I had glanced at the Roll20 VTT prior to that comment but that spurred me to take a closer look.

This week I ran another Dungeon Crawl Classics RPG game over Google+ Hangouts using the Roll20 application. Roll20 is in open beta and has a good sized features list. Roll20 can be accessed via a web browser and includes its own voice and video system. It can also be integrated into a Google+ Hangout as an application. The testing I did with it was as a Google+ Hangout application, so this commentary will not cover the integrated voice and video chat of Roll20.

Roll20 has several other features including a searchable art library to allow easily dragging tokens and such to the map, a jukebox to play background music to the players, built in text chat, dice rolling, macros, fog of war, turn tracker, drawing tools, health bars and more. Roll20 also allows you to prep a campaign file prior to the game and it will be there when you connect for your actual session.

For the game I ran I did some pre-game prep. Roll20 let me prep multiple map pages before the game. So on the first map I just dropped the module cover into the map. As players assembled in my Google Hangout and launched Roll20, they saw the initial opening image.

On the second map I used a player copy of the map from the adventure I ran and applied the fog of war to it. Since DCC RPG is able to be played gridless, I dropped a single token on the map to indicate the party’s location, but did not represent each character. I tested the revealing of the fog and it seemed to work great during my prep.

Fog of War in Action.

I also took advantage of the macros and setup attack rolls and damage rolls for each of the encounters in the module. This was a nice feature as when combat occurred I could just call my macro and get the roll I needed. It was relatively simple to setup.

Come game time I went to the Roll20 website and chose launch the campaign in a Google+ Hangout. That launched the Hangout, I invited my circle of gamers for this game and the Hangout was live. As players connected I had them go to the apps tab in the Hangout and launch Roll20 from there. All save one connected with no issue. The player with problems launching the app did need to reboot, but quite likely not fault of Roll20.

Page Selection in Roll20

Once the players were connected I moved the player ribbon from the start page with the module cover to the map I had prepped. The fog of war feature worked great and we used the chat based dice roller for our rolls. All seemed to work well and a good time was had.

I followed up with my players this morning and asked them what they thought of the setup and had overwhelmingly positive reactions from them. The fog of war received good reviews. Some thought the dice rolling was a little complicated for doing some of the multiple dice rolls needed in DCC RPG. Some of these issues could be minimized with a little more time with the tool I think.

Overall as a GM I found the Roll20 app a really solid product offering. The application easily integrated with Google+ Hangouts which is nice as Google+ provided me with the tools to meet gamers, schedule the games and then a place to play. The fog of war worked well for me to show a map as the players moves along and the macros were quite useful as well for pre-prep. I could easily see myself running more games over the Roll20 application.

VTTs have come a long, long way in a few short years. With a lot of my online gaming happening over Google+ Hangouts it is great to have two very strong VTT contenders. At the moment I probably give Roll20 a bit of an edge. But with Tabletop Forge’s kickstarter complete I expect them to close the gap in very little time.

I will be keeping a close eye on both Tabletop Forge and Roll20 going forward.