Dungeon Crawl Classics House Rules, Part 1

The extra dice – the D18 and D22 – are part of the dice chain. So a -1d penalty means the player rolls a D18. All references in these house rules have this factored in. Modify references in the rulebook accordingly.

Alignment is ignored because it’s still stupid after all these years. For clerical healing, all other players are considered to be Adjacent alignments, on the healing table on Page 31. If a player can convince the DM he’s in the same sphere/pantheon/ whatever as a cleric, then he can be considered as Same on the table. Otherwise there is absolutely no game effect to removing alignment.

The distance a character can move in a given round or turn is called Movement Rate, or Move for short. (The core rules use Speed. Sometimes. Other time they use MV, which is undefined)

  • Magic
  • Reading scrolls (P106). Non-magic-using classes roll a D10 to read a scroll, which appears makes no sense because the minimum successful spell result is a 12. What is unsaid and assumed is that they will need to burn Luck to do it, and hopefully roll high.
  • Thieves do increase their die roll to read scrolls, with experience.
  • Potions and their effects are bizarrely hidden. They appear in the Make Potion spell description.

Treasure
If you’re looking for treasure rules, they are oddly placed within the monster rules, p393, but don’t even bother looking at them because there is no useful information. Use Dark Dungeons Treasure Tables , and reduce values as you feel appropriate to suit the lower treasure vibe of DCC RPG.

  • Electrum pieces are worth half that of a gold piece, not the bizarre 10 times the value of the core rules.

Monsters
In the absence of any reasonable rules on monsters, monsters have a D12 HD unless otherwise noted. If transferring monsters from original D&D where they had D8, use D12 instead.
Use the “to hit” progression from p205 of the Dark Dungeons role-playing game. (Basically it’s +1 per Hit Dice, up to about 14HD)

Luck check
In the luck section of the judges rules, it does not tell you how to make a luck check, despite talking about making such a check.
Instead, how to do this is mentioned in the 4th paragraph of “Consequences of Low Luck”. Poor.

Other
Recovering the body. Possibly the most ambiguously worded section in the rules (and there’s a fair bit of competition). Don’t try to make sense about anything to do with “recovering” the body of an “ally” etc.
It’s simply meant to be another opportunity for characters to not be dead when they have been reduced to zero hit points, but is so poorly worded as to be meaningless.
To “recover the body” – the downed character makes a luck check. If successful, they’re alive.

Standard