"Glory & Gold Won by Sorcery & Sword."
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.
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.
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.
Open in Session Zero to let every player vote and see the results.
