anon... the fact that it's called 4th edition isn't a reference to d&d 4e, it's just the 4th edition of gamma world. the one with d&d4 rules is a much later edition.
Of course not, i'm not a child. I play games to explore the human condition AND have fun, not fuck around in some zoomer's idea of Zardoz.
>DCC adventure ends with the party being shot into space inside of a giant robot head >Next session is them crashing into MCC >Game is now "Sky People" trying to find their way back home
Hey! When he pretends to be an elven princess, you know it's only to better understand and empathize with how marginalized and objectified women are, through the filter of a thinly veiled sociological construct that standard social outlets disparage.
And that's why he's a joyless and pretentious bastard nobody wants to game with.
But you can play the degenerate mutants, and one of the explicitly evil and nonplayable npc factions is called the "gene police" who are purestrain humans who want to kill all mutants. The "good guys" are the "clan of cognition" who want everyone to band together to survive in the wastes. They are playable and the default option.
Not really, but Umerica looks interesting but I'd rather it be a hardcore return to the middle ages with very minimal tech like the CK2 mod After the End. The most I'd like to do is a more serious Umerica setting.
>DCC adventure ends with the party being shot into space inside of a giant robot head >Next session is them crashing into MCC >Game is now "Sky People" trying to find their way back home
What makes them anemic? What makes umerica better? I looked at it and it didn't seem to capture the same 70s/80s gonzo scifi vibe, looks more like Adventure Time
I wish instead of trying to 1:1 dcc human classes to mcc human classes, they just made "pure strain human" the 4th option, like gamma world, and gave them bonuses to using tech and the ability to talk to robots/use pure strain specific technology. I also just thematically hate skynet AI as patrons.
It'd be a lot better if it was as to gamma world the same way that dcc is to dnd, instead of dcc with a slap of post apoc paint on the outside.
Simpler classes = better play. It's why white box d&d is far better than 3.5 or 5e
Better adventures and setting than umerica too. Cavemen fighting mutants and undead and robots with whacky scifi artifacts beats out mad max but with aliens any day of the week
A dungeon crawl classics humble bundle is almost over, actually
https://www.humblebundle.com/books/dungeon-crawl-classics-mega-bundle-goodman-games-books?hmb_source=&hmb_medium=product_tile&hmb_campaign=mosaic_section_1_layout_index_1_layout_type_threes_tile_index_2_c_dungeoncrawlclassicsmegabundlegoodmangames_bookbundle
Where else are ya gonna get this stuff?
Thundarr is an unashamedly cool setting. I wish more people aimed for that kind of wild synthesis of high magic fantasy and post apocalyptic setting. Thundarr is what Numenera pretends to be.
Technically 1979 but yeah, it's basically a 80s post-apoc cartoon. Funnily enough He-Man became super-popular but it was a knockoff of Thundarr the Barbarian.
Thundarr is an unashamedly cool setting. I wish more people aimed for that kind of wild synthesis of high magic fantasy and post apocalyptic setting. Thundarr is what Numenera pretends to be.
Wasn't Thundarr an 80s cartoon?
Technically 1979 but yeah, it's basically a 80s post-apoc cartoon. Funnily enough He-Man became super-popular but it was a knockoff of Thundarr the Barbarian.
>no DM ever lets me play Conan with a lightsaber and a wookie henchman
Sorry, perhaps an mmo would be closee to what you are looking for in a soft braindead storytelling experience? Fair warning though when you're a shitter and can't play that either people are going to be "toxic" by telling you the truth there too.
I really liked the pic related funnel. Realizing what our horde of mutant morons had stumbled into was fantastic and I'll definitely give the other adventures a try someday. In particular, I really liked when my smartest peon fumbled a tech roll and blew up on the initial train ride. It really set the tone. My only complaint is that the setting feels kind of unnecessary. Instead of this, why not just play DCC with random mutations? The adventurers are already weird so it's not like throwing in a few technological marvels would complicate things.
The game I'm working on is a DCC-derivative more like Cyber Sprawl Classics, but a bit more fleshed out. It's less like straight up cyberpunk, and more like Doom and Quake, but it does have rules for hacking and shit like that.
The core of the hacking system in Bleak Terminal RPG revolves around nodes, which represent a collection of interconnected devices or systems and the security infrastructure surrounding them. A node might control security devices like cameras, locking doors, or a fleet of combat drones. It may also allow access to important information like facility schematics, security device locations, access logs, or maintenance schedules.
To access information and manipulate devices attached to a node, players must either acquire the appropriate credentials, usually in the form of a keycard, or gain access to them through hacking, effectively circumventing the security of the node.
A character must have some way of interfacing with the node in order to hack it, typically through a security terminal. When the attempt is made, the character rolls a hacking skill check, adding their Intelligence bonus: 1d10 if they are untrained, or 1d20 if their former career included training in cyber security. Specialists are always considered trained, and add their Badass Die to the roll.
After the roll is made, the judge rolls according to the security hardness of the node and deducts this from the hacker’s roll. A poorly-maintained node with glaring vulnerabilities may have no deduction and can be hacked in a few rounds; a moderately secured node will take one 10-minute turn to hack, and rolls 2d4; a well-secured node may take up to two turns, and rolls 2d6; an extremely-well secured node maintained by elite security administrators may take up to three turns, and rolls 2d8.
The hacking roll result corresponds with four tiers of system access: Yellow, Red, Violet, and Black. Each level of access gives the player increasing control over the node's associated devices. (See table, picrel)
The roll is 1d20+Intelligence modifier, and if you're a Specialist, you add your Badass Die, which starts at 1d3 and scales up every level. Characters can also burn Luck to add to dice rolls, and Specialists get a 2-for-1 when doing this on Hacking rolls.
With that math, a 1st level Specialist with no bonus to Intelligence averages a roll of 11.5 without burning Luck and no other mitigating circumstances (which often play a big roll in games like this -- get a bonus to the roll because you found someone's PDA with credentials, for example). A moderately secured node will average a result of 5. That means you shouldn't go in expecting you're going to succeed solely based on a dice roll, but it's far from impossible. The difficulty is the way it is because it provides a decently unpredictable result while at the same time incentivizing players to get creative in how they might improve the odds. Or that's the goal, anyway.
Picrel is a monster in Bleak Terminal called the CUJ-0. It will be compatible with MCC (and DCC if you're inclined).
The core of the hacking system in Bleak Terminal RPG revolves around nodes, which represent a collection of interconnected devices or systems and the security infrastructure surrounding them. A node might control security devices like cameras, locking doors, or a fleet of combat drones. It may also allow access to important information like facility schematics, security device locations, access logs, or maintenance schedules.
To access information and manipulate devices attached to a node, players must either acquire the appropriate credentials, usually in the form of a keycard, or gain access to them through hacking, effectively circumventing the security of the node.
A character must have some way of interfacing with the node in order to hack it, typically through a security terminal. When the attempt is made, the character rolls a hacking skill check, adding their Intelligence bonus: 1d10 if they are untrained, or 1d20 if their former career included training in cyber security. Specialists are always considered trained, and add their Badass Die to the roll.
After the roll is made, the judge rolls according to the security hardness of the node and deducts this from the hacker’s roll. A poorly-maintained node with glaring vulnerabilities may have no deduction and can be hacked in a few rounds; a moderately secured node will take one 10-minute turn to hack, and rolls 2d4; a well-secured node may take up to two turns, and rolls 2d6; an extremely-well secured node maintained by elite security administrators may take up to three turns, and rolls 2d8.
The hacking roll result corresponds with four tiers of system access: Yellow, Red, Violet, and Black. Each level of access gives the player increasing control over the node's associated devices. (See table, picrel)
(Cont.)
Yellow-level: Basic user, or “read-only” access. Characters can view most of the systems connected to the node and gather important information, but don't normally have control over attached devices.
Example: With Yellow-level access, the hacker taps into the site's schematics, revealing the layout of the facility and the location of holding cells containing a captured team member. Using this information, the team plans a precision strike to rescue their companion involving the camera feed, tracking the patrol timings of facility guards. The feed is synced with the team’s HUDs in real time, allowing them to synchronize their movement with the patrol cycle, avoiding detection.
Red-level: Escalated privileges and administrative access. Characters can perform basic manipulation of systems and devices connected to the node, like opening doors, turning off lights, or disabling security systems.
Example: After gaining Red-level access, the hacker takes control of the gate's locking mechanism. Instead of simply opening it, they sequence the locks to create a distracting, rhythmic noise, drawing the guards away and allowing the team to sneak in. The hacker also programs the nearby robotic loaders to begin their automated loading routine as the team is making their way out, shifting crates and cargo to create battlefield cover and an advantageous position for dealing with the responding guards.
[...]
(Cont.)
Yellow-level: Basic user, or “read-only” access. Characters can view most of the systems connected to the node and gather important information, but don't normally have control over attached devices.
Example: With Yellow-level access, the hacker taps into the site's schematics, revealing the layout of the facility and the location of holding cells containing a captured team member. Using this information, the team plans a precision strike to rescue their companion involving the camera feed, tracking the patrol timings of facility guards. The feed is synced with the team’s HUDs in real time, allowing them to synchronize their movement with the patrol cycle, avoiding detection.
Red-level: Escalated privileges and administrative access. Characters can perform basic manipulation of systems and devices connected to the node, like opening doors, turning off lights, or disabling security systems.
Example: After gaining Red-level access, the hacker takes control of the gate's locking mechanism. Instead of simply opening it, they sequence the locks to create a distracting, rhythmic noise, drawing the guards away and allowing the team to sneak in. The hacker also programs the nearby robotic loaders to begin their automated loading routine as the team is making their way out, shifting crates and cargo to create battlefield cover and an advantageous position for dealing with the responding guards.
(Cont.)
Violet-level: Superuser or “root” access. Characters have full control over the node and every system and device connected to it, and are able to employ more involved or complex manipulations.
Example: With Violet-level access, the hacker manipulates the facility's smart glass windows to darken specific areas, creating a visual cover. Meanwhile, they loop the CCTV feeds of the inner facility, the combination of which gives the team an undetected path to the objective. Finally, the hacker reprograms the turret defenses to target any incoming reinforcements in the event they are detected before reaching the objective, effectively turning the base's own security against itself.
Black-level: The entire network is at the hacker’s disposal. This includes the same access as Violet, but applies to every node at a facility. Due to the deep level of security penetration complete with contingencies, this access is permanent and cannot be effectively revoked.
It is recommended that the judge creates a list of important devices attached to security nodes that might come into play, but also to allow players to ask questions and get creative with solutions. The nature of hacking involves creativity, ingenuity, and thinking outside the box, and this should be reflected in how a hacker deals with security.
Serious reply time. If you want to play post apocalypse using the DCC rule base, then play Umerica and not MCC (or use MCC as a sourcebook for Umerica).
Umerica is straight up better, and now even outclasses the mutations with the new splats.
because my friends are boring 5e/PF2e obsessed brainlets who have to be beaten with a stick to get out of their comfort zone, and anything more than DCC will cause them to break into hives at the table.
that being said, I was tossing around the idea of running a stone age dcc game, and tossing in some of the MCC rules since I enjoy blending genres and MCC already has an unga bunga stone age feel to it. >cave men find an obelisk to Gaia deep underground. >the shaman performs the ritual at a nearby alter to activate this ancient relic. >the obelisk begins to emit plumes of smoke and fire as it rockets through a new hole in the cave, flying off until they can no longer see it. >since that day there is a new star in the sky, blinking as it travels across the sunless sea of night.
I didn't know it existed
The smell
Because it's shit.
>WAOW I KILL DA ROBOT WITH DA RAY GUN!!!
Play 5e instead
If being shit is a problem, you shouldn't be recommending 5e.
Because I'm running Gamma World 4th edition, which objectively has more support?
>dnd 4e's rules
What the fuck is wrong with you? Why are you playing a game with world of warcraft mechanics??
Anon, how fucking stupid are you exactly?
Clearly not stupid enough to play analog wow like you are
Nobody said anything about D&D but you.
My guy fell into a coma back in 2010, just woke up and made a beeline for /tg/ to keep the edition war going, fucking legend.
The old shit Twinkie argument has been resurrected.
The one that uses 4e rules is gamma world 7th edition, which was actually a cool idea completely ruined with literal ccq mechanics.
Gamma World 7 is a great TCG
anon... the fact that it's called 4th edition isn't a reference to d&d 4e, it's just the 4th edition of gamma world. the one with d&d4 rules is a much later edition.
Why play MCC and not DCC?
You don't like gonzo sci-fi?
Of course not, i'm not a child. I play games to explore the human condition AND have fun, not fuck around in some zoomer's idea of Zardoz.
This sounds infantile for example
>This sounds infantile for example
You're on the pretend elf game and toy soldiers board, my good dude.
Hey! When he pretends to be an elven princess, you know it's only to better understand and empathize with how marginalized and objectified women are, through the filter of a thinly veiled sociological construct that standard social outlets disparage.
And that's why he's a joyless and pretentious bastard nobody wants to game with.
It explores the human condition by setting up pure blooded humans against the degenerate mutant hordes.
But you can play the degenerate mutants, and one of the explicitly evil and nonplayable npc factions is called the "gene police" who are purestrain humans who want to kill all mutants. The "good guys" are the "clan of cognition" who want everyone to band together to survive in the wastes. They are playable and the default option.
"When I swing a pretend axe at an imaginary goblin, it's serious business! When you do it it's childish nonsense."
Fuck off nogame.
sci-fi or even gonzo sci-fantasy can explore the human condition far better than "i go into le dungeon and die to le wacky trap"
I agree. Metamorphosis is famous for a reason.
Not really, but Umerica looks interesting but I'd rather it be a hardcore return to the middle ages with very minimal tech like the CK2 mod After the End. The most I'd like to do is a more serious Umerica setting.
>DAE EVERYTHING MUST BE SERIOUS BUSINESS!!! GONZO SHIT IS TRASH AND INFANTILE!
You must be fun at parties.
That was my first post in the thread, why are you being a raging dickhead?.
>DCC adventure ends with the party being shot into space inside of a giant robot head
>Next session is them crashing into MCC
>Game is now "Sky People" trying to find their way back home
Play both.
it's not very good. i regret buying it when it came out.
Go on.
NTA, the human classes are anemic compared to DCC classes, and the entire game feels unfinished. Play Umerica instead.
What makes them anemic? What makes umerica better? I looked at it and it didn't seem to capture the same 70s/80s gonzo scifi vibe, looks more like Adventure Time
I wish instead of trying to 1:1 dcc human classes to mcc human classes, they just made "pure strain human" the 4th option, like gamma world, and gave them bonuses to using tech and the ability to talk to robots/use pure strain specific technology. I also just thematically hate skynet AI as patrons.
It'd be a lot better if it was as to gamma world the same way that dcc is to dnd, instead of dcc with a slap of post apoc paint on the outside.
>human classes are anemic
Simpler classes = better play. It's why white box d&d is far better than 3.5 or 5e
Better adventures and setting than umerica too. Cavemen fighting mutants and undead and robots with whacky scifi artifacts beats out mad max but with aliens any day of the week
Do you think four classes is enough?
Nta, but 100 percent yes.
Simple classes are fine. LotFP does simple classes. MCC's pure strain humans are lame and there's no reason to play one over a mutant or shaman.
I like the juxapostion of tech and magic but I can't get any of my friends to enjoy it
There is a simple solution! Kill your friends.
I play Cepheus Atom.
Because I'm making my own games with mechanics I enjoy.
A dungeon crawl classics humble bundle is almost over, actually
https://www.humblebundle.com/books/dungeon-crawl-classics-mega-bundle-goodman-games-books?hmb_source=&hmb_medium=product_tile&hmb_campaign=mosaic_section_1_layout_index_1_layout_type_threes_tile_index_2_c_dungeoncrawlclassicsmegabundlegoodmangames_bookbundle
Where else are ya gonna get this stuff?
Why would I pay for something I can get for free?
huh?
I preffer Under a Broken Moon for post-apoc DCC
Thundarr is a better setting than Umerica anyway.
Unironically yes, especially if you give each sorcerer their own kind of fiefdom.
Have you got all the Under a Broken Moon magazines? Or some basic setting fluff for it?
Thundarr is an unashamedly cool setting. I wish more people aimed for that kind of wild synthesis of high magic fantasy and post apocalyptic setting. Thundarr is what Numenera pretends to be.
Wasn't Thundarr an 80s cartoon?
Technically 1979 but yeah, it's basically a 80s post-apoc cartoon. Funnily enough He-Man became super-popular but it was a knockoff of Thundarr the Barbarian.
Good shit.
>no DM ever lets me play Conan with a lightsaber and a wookie henchman
It hurts, 80'sbros.
Someday our time will come brother
Just play Rifts, bros. It has that shit every day of the week.
>RIFTS
I dont wanna take 3 hours to build a character and search for 50 skills when trying to do anything
I do! My solo is in mcc and revamping dcc modules.
I'm not a tryhard who sucks his own dick over playing a game where you die and have to make a new character every session.
Sorry, perhaps an mmo would be closee to what you are looking for in a soft braindead storytelling experience? Fair warning though when you're a shitter and can't play that either people are going to be "toxic" by telling you the truth there too.
This is exactly the tryhard gayry I was talking about, thanks for proving my point.
Sorry the truth seems hard to you, ywnbaw
I really liked the pic related funnel. Realizing what our horde of mutant morons had stumbled into was fantastic and I'll definitely give the other adventures a try someday. In particular, I really liked when my smartest peon fumbled a tech roll and blew up on the initial train ride. It really set the tone. My only complaint is that the setting feels kind of unnecessary. Instead of this, why not just play DCC with random mutations? The adventurers are already weird so it's not like throwing in a few technological marvels would complicate things.
Does this have the proprietary meme dice? Hate those. Sure bro, let me pull out my d7, d32 and d85. Dumb.
There are methods to roll without the meme dice
DCC tables don't bog the game down that much? I have yet to give it a go but that is my concern with all the tables with wackiness
You don't roll to hit with spells, just make your spell check
Shouldn't be any harder than rolling to hit with a spell or rolling spell DC
Though a spell duel seems like it could bog things down
If you roll a 1 and need to roll for corruption I'm sure everyone will be rapt to hear what happens to your character
DCC and its derivatives don't interest me in general. I would like to play Cyber Sprawl Classic though. It looks like a pretty good time.
The game I'm working on is a DCC-derivative more like Cyber Sprawl Classics, but a bit more fleshed out. It's less like straight up cyberpunk, and more like Doom and Quake, but it does have rules for hacking and shit like that.
Oh yeah? That sounds interesting. Could you post the hacking rules, if they're short? I'm always very keen on seeing hacking rules.
Sure! Here are the rules so far:
The core of the hacking system in Bleak Terminal RPG revolves around nodes, which represent a collection of interconnected devices or systems and the security infrastructure surrounding them. A node might control security devices like cameras, locking doors, or a fleet of combat drones. It may also allow access to important information like facility schematics, security device locations, access logs, or maintenance schedules.
To access information and manipulate devices attached to a node, players must either acquire the appropriate credentials, usually in the form of a keycard, or gain access to them through hacking, effectively circumventing the security of the node.
A character must have some way of interfacing with the node in order to hack it, typically through a security terminal. When the attempt is made, the character rolls a hacking skill check, adding their Intelligence bonus: 1d10 if they are untrained, or 1d20 if their former career included training in cyber security. Specialists are always considered trained, and add their Badass Die to the roll.
After the roll is made, the judge rolls according to the security hardness of the node and deducts this from the hacker’s roll. A poorly-maintained node with glaring vulnerabilities may have no deduction and can be hacked in a few rounds; a moderately secured node will take one 10-minute turn to hack, and rolls 2d4; a well-secured node may take up to two turns, and rolls 2d6; an extremely-well secured node maintained by elite security administrators may take up to three turns, and rolls 2d8.
The hacking roll result corresponds with four tiers of system access: Yellow, Red, Violet, and Black. Each level of access gives the player increasing control over the node's associated devices. (See table, picrel)
These rules seem cool
Isn't 2d4/2d6/2d8 a little high though? Good chance you'll never clear the DC for anything but yellow
The roll is 1d20+Intelligence modifier, and if you're a Specialist, you add your Badass Die, which starts at 1d3 and scales up every level. Characters can also burn Luck to add to dice rolls, and Specialists get a 2-for-1 when doing this on Hacking rolls.
With that math, a 1st level Specialist with no bonus to Intelligence averages a roll of 11.5 without burning Luck and no other mitigating circumstances (which often play a big roll in games like this -- get a bonus to the roll because you found someone's PDA with credentials, for example). A moderately secured node will average a result of 5. That means you shouldn't go in expecting you're going to succeed solely based on a dice roll, but it's far from impossible. The difficulty is the way it is because it provides a decently unpredictable result while at the same time incentivizing players to get creative in how they might improve the odds. Or that's the goal, anyway.
Picrel is a monster in Bleak Terminal called the CUJ-0. It will be compatible with MCC (and DCC if you're inclined).
(Cont.)
Yellow-level: Basic user, or “read-only” access. Characters can view most of the systems connected to the node and gather important information, but don't normally have control over attached devices.
Example: With Yellow-level access, the hacker taps into the site's schematics, revealing the layout of the facility and the location of holding cells containing a captured team member. Using this information, the team plans a precision strike to rescue their companion involving the camera feed, tracking the patrol timings of facility guards. The feed is synced with the team’s HUDs in real time, allowing them to synchronize their movement with the patrol cycle, avoiding detection.
Red-level: Escalated privileges and administrative access. Characters can perform basic manipulation of systems and devices connected to the node, like opening doors, turning off lights, or disabling security systems.
Example: After gaining Red-level access, the hacker takes control of the gate's locking mechanism. Instead of simply opening it, they sequence the locks to create a distracting, rhythmic noise, drawing the guards away and allowing the team to sneak in. The hacker also programs the nearby robotic loaders to begin their automated loading routine as the team is making their way out, shifting crates and cargo to create battlefield cover and an advantageous position for dealing with the responding guards.
(Cont.)
Violet-level: Superuser or “root” access. Characters have full control over the node and every system and device connected to it, and are able to employ more involved or complex manipulations.
Example: With Violet-level access, the hacker manipulates the facility's smart glass windows to darken specific areas, creating a visual cover. Meanwhile, they loop the CCTV feeds of the inner facility, the combination of which gives the team an undetected path to the objective. Finally, the hacker reprograms the turret defenses to target any incoming reinforcements in the event they are detected before reaching the objective, effectively turning the base's own security against itself.
Black-level: The entire network is at the hacker’s disposal. This includes the same access as Violet, but applies to every node at a facility. Due to the deep level of security penetration complete with contingencies, this access is permanent and cannot be effectively revoked.
It is recommended that the judge creates a list of important devices attached to security nodes that might come into play, but also to allow players to ask questions and get creative with solutions. The nature of hacking involves creativity, ingenuity, and thinking outside the box, and this should be reflected in how a hacker deals with security.
Serious reply time. If you want to play post apocalypse using the DCC rule base, then play Umerica and not MCC (or use MCC as a sourcebook for Umerica).
Umerica is straight up better, and now even outclasses the mutations with the new splats.
Use MCC adventures with America rules/setting.
because my friends are boring 5e/PF2e obsessed brainlets who have to be beaten with a stick to get out of their comfort zone, and anything more than DCC will cause them to break into hives at the table.
that being said, I was tossing around the idea of running a stone age dcc game, and tossing in some of the MCC rules since I enjoy blending genres and MCC already has an unga bunga stone age feel to it.
>cave men find an obelisk to Gaia deep underground.
>the shaman performs the ritual at a nearby alter to activate this ancient relic.
>the obelisk begins to emit plumes of smoke and fire as it rockets through a new hole in the cave, flying off until they can no longer see it.
>since that day there is a new star in the sky, blinking as it travels across the sunless sea of night.
Is that the only with the funky dice? I don't have those dice
You don't need the dice. Us an app/online tool or the chart for results in the book.
I'm debating it, is it any different mechanic or game wise than Gamma World or Mutant Epoch