DCC Misc Post 1: House Rules

Every group has them and they are always a topic of hot debate: house rules. I will not go into depth defending what we chose to have for our game but the absolute baseline of the rules is that I wanted my players to have more agency and tough choices with their character's progression. I found this house rule on the wonderful comments section of a Living4Crits YouTube video (fantastic channel that you should check out, it's run by a good friend of mine) and decided to tweak them slightly. Without further ado, here are our rules for character death and dying:

  •  Figure out how much damage was taken below 1 hit point, this lowers the Luck Number that has to be rolled under by an equal amount. If your Luck was 15 and you took 6 damage at 1 hp, you now have to roll under a 10.
  • Find out if anyone is attempting to heal the downed character once before the body is rolled. If so, the amount healed will be added to your Luck Number to find out what you need to roll under. The above example but you are healed for 4, you now have to roll under a 14.
  • Players have to option to "burn" ability scores to raise that number. Each ability score burnt increases the Luck Number by one. These do recover over time. If you burn 2 points of Agility, you now have to roll under a 16.
  • Roll a Luck check where the goal is to roll under the Luck Number.
  • If the result is above the Luck Number, you die. If the result is below it, roll on the injury table with 1d30.
Additionally, players can skip all of that and choose to auto succeed their roll without an injury check by burning 10 total attribute points and taking 5 of those as permanent loss. Judge's discretion on which are permanent. 

The injury table result is given by rolling a d30 and then deciding on what injury makes the most sense for whatever is giving the wound. A large, crippling injury would be something like a permanent limp resulting in -5 total speed and -2 Agility permanent ability score loss. Alternatively, a light injury should be something that couple be superficial like a fall that looks like it should have really hurt but only resulted in a few scrapes and bruises and -1 Con temporarily. The moral of the story for the injuries is that it should be something both the player and the Judge should figure out together.

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