Dungeon Crawl Classics
Compendium
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Character Creation
In DCC RPG, player characters are not created by staying up all night devising a unique and interesting backstory. You roll up 0-level untrained and uneducated peasants and play that unique backstory out. We highly suggest each player roll up multiple 0-level characters – at least three, possibly more. Don't get attached. Characters that survive their first dungeon then choose classes and become worth remembering.
Character creation in DCC RPG follows these steps:
- Determine ability scores; 3d6 in order for each. Note ability modifiers on Table 1-1. The abilities are Strength, Agility, Stamina, Intelligence, Personality, Luck.
- Determine hit points; roll 1d4, adjusted by Stamina modifier.
- Determine Lucky sign; roll 1d30, adjusted by Luck modifier on Table 1-2. The resultant Lucky Roll modifier associated with that Lucky Sign is permanent and does not change later when Luck is spent.
- Determine 0-level occupation; roll 1d100 on Table 1-3. This result will tell the character's 0-level starting weapon and trade goods.
- Choose an alignment.
- Determine starting money; roll 5d12 copper pieces.
- 0-level characters come with some starting equipment, including occupation weapon and trade goods, and one randomly determined piece of equipment from Table 3-3. Level-0 characters may also purchase or barter additional equipment, if able.
- Attempt to survive your first dungeon. If you survive and reach 10 XP, you advance to 1st level. At this point, you choose a class.
Weapon Training
All 0-level characters are trained in the one weapon they possess from their former occupation. If a 0-level character handles multiple weapons over his career, he is considered trained in the last weapon he fought with. At 1st level, a character gains training in additional weapons, based on the class he chooses.
Generally, using a weapon without training imposes an attack penalty. However, this penalty is waived for 0-level characters. It is assumed that their naturally poor combat abilities reflect equal incompetence with the martial use of all weapons.
Trade Goods
Novice adventurers typically hail from mundane backgrounds. The economics of a feudal setting involve more barter than coinage. The typical farmer or woodcutter may sustain his family for years of trade without ever setting eye on a metal coin. All 0-level characters start with trade goods of some kind, as indicated on table 1-3. These may be useful in the dungeon or may provide a starting point for trading up to a better status in life. In addition to their trade goods, each 0-level character starts with one randomly determined piece of adventuring equipment. Roll 1d24 on table 3-3 for each character.
Alignment
Alignment is a choice of values. In its simplest form it determines behavior. In higher forms it determines allegiance to a cosmic force. Characters choose an alignment at 0 level, and this choice determines their options for the rest of their lives.
Alignment functions on many levels, but there are two primary extremes: lawful and chaotic, with the balance of neutrality between. A character chooses one of these three alignments at 0 level.
Experience Points and Level Advancement
As a character completes adventures, he practices his skills and becomes more talented. Characters earn experience points (XP) that allow them to progress in level.
Basics of the XP System: The DCC RPG experience system works as follows:
- All character classes use the same advancement table.
- Each encounter is worth from 0 to 4 XP, and those XP are not earned merely by killing monsters, disarming traps, looting treasure, or completing a quest. Rather, successfully surviving encounters earns the characters XP in DCC RPG. A typical encounter is worth 2 XP, and the system scales from 0 to 4 depending on difficulty.
- All characters that participate in the encounter receive the same XP.
- The judge determines how much XP is awarded.
- Characters level up when they reach the XP threshold for the next level.
- The level thresholds become progressively higher. The number of “average adventures” required to advance to each subsequent level is higher than the preceding level.
The Character Creation Funnel
Some role playing games codify “game balance” in an abundance of character options. The DCC RPG takes an anachronistic approach to this concept by pursuing an even playing field through randomization rather than complexity. The character creation steps that follow generate a play style unlike anything you have experienced in the last twenty-odd years – provided you follow the steps precisely. Omit any element, and you’ll find that the process does not work. Here is why.
DCC RPG generates characters using what the author refers to as a “funnel.” First, each player generates at least two, and possibly as many as four, 0-level characters. It is critical that the characters be generated using the process as described: completely random ability scores, random occupation, random Luck modifier, and random equipment. Each player ends up with an assortment of characters who could potentially serve as several different classes. When all characters are generated, have the players go around the table and introduce their 0-level peons to their peers.
The “funnel” takes place in 0-level play. During the first 0-level game, it is expected each player will lose some or most of his characters. When mere peasants and yeomen explore deadly dungeons, a high mortality rate is a matter of course. By the end of the first game, the players will be left with a motley crew of survivors, and this group of heroic adventurers becomes the 1st-level party.
Using this method of highly random character results, high mortality rates, and player choices as to which of their randomly-generated characters takes risks and which stays safe, you, the judge, will find you have a party of randomly generated characters in which the players have agency. There are essentially no opportunities for min-max play, and yet players find themselves attached to their plucky little serfs who have done such amazing deeds at low levels. Their 0-level exploits will define them forever with great deeds completed at great risk. The author strongly encourages you to begin play using the method as described here exactly. Give it a chance; you may find you like it.
Tables
Table 1-1: Ability Score Modifiers
Ability Score | Modifier | Wizard Spells Known | Max Spell Level** |
---|---|---|---|
3 | -3 | No spellcasting possible | No spellcasting possible |
4 | -2 | -2 spells* | 1 |
5 | -2 | -2 spells* | 1 |
6 | -1 | -1 spell* | 1 |
7 | -1 | -1 spell* | 1 |
8 | None | No adjustment | 2 |
9 | None | No adjustment | 2 |
10 | None | No adjustment | 3 |
11 | None | No adjustment | 3 |
12 | None | No adjustment | 4 |
13 | +1 | No adjustment | 4 |
14 | +1 | +1 spell | 4 |
15 | +1 | +1 spell | 5 |
16 | +2 | +1 spell | 5 |
17 | +2 | +2 spells | 5 |
18 | +3 | +2 spells | 5 |
* Minimum of 1 spell.
** Based on Intelligence for wizards and Personality for clerics.
Table 1-2: Luck Score
d30 | Birth Augur and Lucky Roll |
---|---|
1 | Harsh winter: All attack rolls |
2 | The bull: Melee attack rolls |
3 | Fortunate date: Missile fire attack rolls |
4 | Raised by wolves: Unarmed attack rolls |
5 | Conceived on horseback: Mounted attack rolls |
6 | Born on the battlefield: Damage rolls |
7 | Path of the bear: Melee damage rolls |
8 | Hawkeye: Missile fire damage rolls |
9 | Pack hunter: Attack and damage rolls for 0-level starting weapon |
10 | Born under the loom: Skill checks (including thief skills) |
11 | Fox’s cunning: Find/disable traps |
12 | Four-leafed clover: Find secret doors |
13 | Seventh son: Spell checks |
14 | The raging storm: Spell damage |
15 | Righteous heart: Turn unholy checks |
16 | Survived the plague: Magical healing* |
17 | Lucky sign: Saving throws |
18 | Guardian angel: Savings throws to escape traps |
19 | Survived a spider bite: Saving throws against poison |
20 | Struck by lightning: Reflex saving throws |
21 | Lived through famine: Fortitude saving throws |
22 | Resisted temptation: Willpower saving throws |
23 | Charmed house: Armor Class |
24 | Speed of the cobra: Initiative |
25 | Bountiful harvest: Hit points (applies at each level) |
26 | Warrior’s arm: Critical hit tables** |
27 | Unholy house: Corruption rolls |
28 | The Broken Star: Fumbles** |
29 | Birdsong: Number of languages |
30 | Wild child: Speed (each +1/-1 = +5’/-5’ speed) |
* If a cleric, applies to all healing the cleric performs. If not a cleric, applies to all magical healing received from other sources.
** Luck normally affects critical hits and fumbles. On this result, the modifier is doubled for purposes of crits or fumbles.

Table 1-3: Occupation
Roll | Occupation | Trained Weapon† | Trade Goods |
---|---|---|---|
01 | Alchemist | Staff | Oil, 1 flask |
02 | Animal trainer | Club | Pony |
03 | Armorer | Hammer (as club) | Iron helmet |
04 | Astrologer | Dagger | Spyglass |
05 | Barber | Razor (as dagger) | Scissors |
06 | Beadle | Staff | Holy symbol |
07 | Beekeeper | Staff | Jar of honey |
08 | Blacksmith | Hammer (as club) | Steel tongs |
09 | Butcher | Cleaver (as axe) | Side of beef |
10 | Caravan guard | Short sword | Linen, 1 yard |
11 | Cheesemaker | Cudgel (as staff) | Stinky cheese |
12 | Cobbler | Awl (as dagger) | Shoehorn |
13 | Confidence artist | Dagger | Quality cloak |
14 | Cooper | Crowbar (as club) | Barrel |
15 | Costermonger | Knife (as dagger) | Fruit |
16 | Cutpurse | Dagger | Small chest |
17 | Ditch digger | Shovel (as staff) | Fine dirt, 1 lb. |
18 | Dock worker | Pole (as staff) | 1 late RPG book |
19 | Dwarven apothecarist | Cudgel (as staff) | Steel vial |
20 | Dwarven blacksmith | Hammer (as club) | Mithril, 1 oz |
21 | Dwarven chest-maker | Chisel (as dagger) | Wood, 10 lbs. |
22 | Dwarven herder | Staff | Sow** |
23-24 | Dwarven miner | Pick (as club) | Lantern |
25 | Dwarven mushroom-farmer | Shovel (as staff) | Sack |
26 | Dwarven rat-catcher | Club | Net |
27-28 | Dwarven stonemason | Hammer | Fine stone, 10 lbs. |
29 | Elven artisan | Staff | Clay, 1 lb. |
30 | Elven barrister | Quill (as dart) | Book |
31 | Elven chandler | Scissors (as dagger) | Candles, 20 |
32 | Elven falconer | Dagger | Falcon |
33-34 | Elven forester | Staff | Herbs, 1 lb. |
35 | Elven glassblower | Hammer (as club) | Glass beads |
36 | Elven navigator | Shortbow | Spyglass |
37-38 | Elven sage | Dagger | Parchment and quill pen |
39-47 | Farmer* | Pitchfork (as spear) | Hen** |
48 | Fortune-teller | Dagger | Tarot deck |
49 | Gambler | Club | Dice |
50 | Gongfarmer | Trowel (as dagger) | Sack of night soil |
51-52 | Grave digger | Shovel (as staff) | Trowel |
53-54 | Guild beggar | Sling | Crutches |
55 | Halfling chicken butcher | Hand axe | Chicken meat, 5 lbs. |
56-57 | Halfling dyer | Staff | Fabric, 3 yards |
58 | Halfling glovemaker | Awl (as dagger) | Gloves, 4 pairs |
59 | Halfling gypsy | Sling | Hex doll |
60 | Halfling haberdasher | Scissors (as dagger) | Fine suits, 3 sets |
61 | Halfling mariner | Knife (as dagger) | Sailcloth, 2 yards |
62 | Halfling moneylender | Short sword | 5 gp, 10 sp, 200 cp |
63 | Halfling trader | Short sword | 20 sp |
64 | Halfling vagrant | Club | Begging bowl |
65 | Healer | Club | Holy water, 1 vial |
66 | Herbalist | Club | Herbs, 1 lb. |
67 | Herder | Staff | Herding dog** |
68-69 | Hunter | Shortbow | Deer pelt |
70 | Indentured servant | Staff | Locket |
71 | Jester | Dart | Silk clothes |
72 | Jeweler | Dagger | Gem worth 20 gp |
73 | Locksmith | Dagger | Fine tools |
74 | Mendicant | Club | Cheese dip |
75 | Mercenary | Longsword | Hide armor |
76 | Merchant | Dagger | 4 gp, 14 sp, 27 cp |
77 | Miller/baker | Club | Flour, 1 lb. |
78 | Minstrel | Dagger | Ukulele |
79 | Noble | Longsword | Gold ring worth 10 gp |
80 | Orphan | Club | Rag doll |
81 | Ostler | Staff | Bridle |
82 | Outlaw | Short sword | Leather armor |
83 | Rope maker | Knife (as dagger) | Rope, 100’ |
84 | Scribe | Dart | Parchment, 10 sheets |
85 | Shaman | Mace | Herbs, 1 lb. |
86 | Slave | Club | Strange-looking rock |
87 | Smuggler | Sling | Waterproof sack |
88 | Soldier | Spear | Shield |
89-90 | Squire | Longsword | Steel helmet |
91 | Tax collector | Longsword | 100 cp |
92-93 | Trapper | Sling | Badger pelt |
94 | Urchin | Stick (as club) | Begging bowl |
95 | Wainwright | Club | Pushcart*** |
96 | Weaver | Dagger | Fine suit of clothes |
97 | Wizard’s apprentice | Dagger | Black grimoire |
98-100 | Woodcutter | Handaxe | Bundle of wood |
† If a missile fire weapon (such as sling or dart), roll 1d6 to determine number of sling stones or darts.
* Roll 1d8 to determine farmer type: (1) potato, (2) wheat, (3) turnip, (4) corn, (5) rice, (6) parsnip, (7) radish, (8) rutabaga.
** Why did the chicken cross the hallway? To check for traps! In all seriousness, if the party includes more than one farmer or herder, randomly determine the second and subsequent farm animals for each duplicated profession with 1d6: (1) sheep, (2) goat, (3) cow, (4) duck, (5) goose, (6) mule.
*** Roll 1d6 to determine what’s in the cart: (1) tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, (6) rocks.
Table 1-4: XP Level Thresholds
Zero-level characters start at 0 XP. The indicated level of XP is necessary to achieve each new level. For example, a 0-level character becomes a 1st-level warrior when he reaches 10 XP, a 2nd-level warrior when he reaches 50 XP, a 3rd-level warrior when he reaches 110 XP, and so on.
Level | XP Required |
---|---|
0 | 0 |
1 | 10 |
2 | 50 |
3 | 110 |
4 | 190 |
5 | 290 |
6 | 410 |
7 | 550 |
8 | 710 |
9 | 890 |
10 | 1090 |
