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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:

  1. Determine ability scores; 3d6 in order for each. Note ability modifiers on Table 1-1. The abilities are Strength, Agility, Stamina, Intelligence, Personality, Luck.
  2. Determine hit points; roll 1d4, adjusted by Stamina modifier.
  3. 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.
  4. Determine 0-level occupation; roll 1d100 on Table 1-3. This result will tell the character's 0-level starting weapon and trade goods.
  5. Choose an alignment.
  6. Determine starting money; roll 5d12 copper pieces.
  7. 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.
  8. 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** 
3-3No spellcasting possibleNo spellcasting possible
4-2-2 spells*1
5-2-2 spells*
1
6-1-1 spell*
1
7-1-1 spell*
1
8NoneNo adjustment2
9None
No adjustment
2
10None
No adjustment
3
11None
No adjustment
3
12None
No adjustment
4
13+1No adjustment
4
14+1
+1 spell4
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 
1Harsh winter: All attack rolls
2The bull: Melee attack rolls
3Fortunate date: Missile fire attack rolls
4Raised by wolves: Unarmed attack rolls
5Conceived on horseback: Mounted attack rolls
6Born on the battlefield: Damage rolls
7Path of the bear: Melee damage rolls
8Hawkeye: Missile fire damage rolls
9Pack hunter: Attack and damage rolls for 0-level starting weapon
10Born under the loom: Skill checks (including thief skills)
11Fox’s cunning: Find/disable traps
12Four-leafed clover: Find secret doors
13Seventh son: Spell checks
14The raging storm: Spell damage
15Righteous heart: Turn unholy checks
16Survived the plague: Magical healing*
17Lucky sign: Saving throws
18Guardian angel: Savings throws to escape traps
19Survived a spider bite: Saving throws against poison
20Struck by lightning: Reflex saving throws
21Lived through famine: Fortitude saving throws
22Resisted temptation: Willpower saving throws
23Charmed house: Armor Class
24Speed of the cobra: Initiative
25Bountiful harvest: Hit points (applies at each level)
26Warrior’s arm: Critical hit tables**
27Unholy house: Corruption rolls
28The Broken Star: Fumbles**
29Birdsong: 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

RollOccupationTrained Weapon†Trade Goods
01Alchemist 
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
20Dwarven blacksmith
Hammer (as club)
Mithril, 1 oz
21Dwarven chest-maker
Chisel (as dagger)
Wood, 10 lbs.
22Dwarven herder 
Staff 
Sow**
23-24Dwarven miner
Pick (as club)
Lantern
25Dwarven mushroom-farmer
Shovel (as staff)
Sack
26Dwarven rat-catcher
Club 
Net
27-28Dwarven stonemason
Hammer 
Fine stone, 10 lbs.
29Elven artisan 
Staff 
Clay, 1 lb.
30Elven barrister 
Quill (as dart)
Book
31Elven chandler 
Scissors (as dagger)
Candles, 20
32Elven falconer 
Dagger 
Falcon
33-34Elven forester 
Staff 
Herbs, 1 lb.
35Elven glassblower
Hammer (as club)
Glass beads
36Elven navigator 
Shortbow 
Spyglass
37-38Elven sage 
Dagger 
Parchment and quill pen
39-47Farmer* 
Pitchfork (as spear)
Hen**
48Fortune-teller 
Dagger 
Tarot deck
49Gambler 
Club 
Dice
50Gongfarmer 
Trowel (as dagger)
Sack of night soil
51-52Grave digger 
Shovel (as staff)
Trowel
53-54Guild beggar 
Sling 
Crutches
55Halfling chicken butcher
Hand axe
Chicken meat, 5 lbs.
56-57Halfling dyer 
Staff 
Fabric, 3 yards
58Halfling glovemaker
Awl (as dagger)
Gloves, 4 pairs
59Halfling gypsy 
Sling 
Hex doll
60Halfling 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 
StaffLocket
71Jester 
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
80Orphan
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
89-90Squire
Longsword
Steel helmet
91Tax collector
Longsword
100 cp
92-93Trapper
Sling 
Badger pelt
94Urchin
Stick (as club)
Begging bowl
95Wainwright
Club 
Pushcart***
96Weaver 
Dagger 
Fine suit of clothes
97Wizard’s apprentice
Dagger 
Black grimoire
98-100Woodcutter 
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 
00
110
250
3110
4190
5290
6410
7550
8710
9890
10

1090