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Dungeon Crawl Classics hero art
Goodman Games

Dungeon Crawl Classics

"Glory & Gold Won by Sorcery & Sword."

Diced20 + dice chain (d3–d30)
Players3–6
Prep~20 min
Foundry VTTCommunity
Complexity
What is this system

DCC RPG is a fast-paced, open-feeling rules set for Appendix N-inspired weird fantasy. Uses a d20 with a unique dice chain (d3–d30). Magic is dangerous and unpredictable, warriors perform cinematic Mighty Deeds of Arms, and every character starts at level 0 as a random peasant. The game doesn't balance encounters — it nukes balance from orbit and wages war on the survivors.

Setting

The world of DCC is Appendix N itself: Howard, Leiber, Vance, Moorcock, Lovecraft. Ancient ruins, degenerate civilizations, cyclopean architecture, and cosmic horrors at the edges of reality. Not high fantasy — dark, weird, acid-flavored adventure where magic always costs something.

What it looks like at the table
Four level-0 peasants — a beekeeper, a grave digger, a ditch digger, and a gongfarmer — descend into a cyclopean ruin. The gongfarmer steps on a pressure plate — failure, the trap swallows him into darkness. The beekeeper's torch reveals glowing glyphs. The grave digger rolls a natural 20 on Luck — spots the hidden plate a second before the ceiling collapses. Two survivors press deeper. By dawn, one might earn a class — if they live.
Playstyle
Combat Exploration Survival Horror Sandbox Fantasy Sword & Sorcery
Key mechanics

The Funnel

Every character starts at level 0 as a random nobody with 1d4 HP and a rusty tool. Players run 2–4 such characters through a lethal adventure. The survivors (25–50%) graduate to level 1. This creates investment in random rolled characters and sets DCC's brutal, darkly comic tone.

The Dice Chain

Instead of advantage or +X modifiers, DCC shifts die types up or down a chain: d3→d4→d5→d6→d7→d8→d10→d12→d14→d16→d20→d24→d30. A bonus moves one step up, a penalty one step down. Every modifier is tangible — you physically roll a different die.

Mighty Deed of Arms

Warriors and dwarves roll a unique deed die (d3+) added to attack and damage. If the deed die shows 3+, the warrior also executes a declared stunt: disarming, shield-shattering, tripping a giant. One roll replaces the entire feat/combat-maneuver subsystem.

Mercurial Magic & Spellburn

Every wizard's spell is unique: upon learning, roll on the mercurial magic table — your magic missile may stink of brimstone, summon frogs, or cause nosebleeds. Casters can burn Strength, Agility, or Stamina to boost spell checks — literally sacrificing life force for power.

What people say
It is not a clone of the original game, like some products of the Old School Renaissance; it is a relative. The similarity is there, but this one is less interested in minutiae.— Howard Andrew Jones, Black Gate
This charming, unrepentantly old-school system harkens back to first edition Advanced Dungeons and Dragons, offering a surprisingly fast-paced, streamlined way to revisit those glory days.— Cat Bussell, Wargamer
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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