-
April 20th, 2022, 18:42 #1
Damage type list for the DCC ruleset
Hey everyone,
I want to share the list of damage types for the DCC ruleset. These are important for immunity, resistance, and vulnerability effects. The DCC rulebook does not contain an official list (see Appendix R) but makes several references to them. Other than defining them for the ruleset, I mostly have left damage types for GMs to apply as they see fit. Some of the more obvious spells have them, but you can modify or remove them if they don't suit your game. Here is the list:
Energy Weapon Ability Alignment Special acid adamantine strength chaotic nonlethal cold bludgeoning agility lawful electricity cold iron stamina fire magic personality force mithril intelligence gas piercing luck heat silver necrotic slashing poison psychic sonic
I tried to keep the list as concise as possible, but I included a few energy types that are very similar. For whatever reason, the rulebook appears to treat these as distinctly different damage types:
Damage Type Description fire flames heat high temperatures not involving flames gas toxic clouds poison venom and other liquids
This thread is intended as a reference, but feel free to share your insights on damage types in DCC RPG.
Cheers,
LeoLast edited by leozelig; October 12th, 2022 at 11:34.
-
December 10th, 2022, 07:27 #2
Does the MCC ruleset have the same damage types?
Native Texan. Tabletop Gaming since 1977. Ultimate License holder. Life-long Trekkie. Traveller fanatic. Die-hard Savage. OSR enthusiast. 1930's Pulp aficionado.
Time Zone: Central Daylight Time (GMT-5)Currently Running:
ShadowdarkCurrently Playing:
Adventurer Conqueror King System Imperial Imprint
Pathfinder 2E
-
December 10th, 2022, 12:03 #3
-
April 22nd, 2023, 08:45 #4
- Join Date
- Nov 2008
- Posts
- 16
Is this list the same when assigning Custom Dice (such as the elemental dice) to a type of damage? Such as in MCC a Lazer Pistol is heat, but when I roll the damage dice, they are my normal dice instead of the Custom Damage: Heat dice from the new sets. On the other hand when I used the Electrical Generation Mutation, the Electricty Damage rolled uses the default Elemental Electricty dice. LIke I would assume it would do. So I guess my question is how do we assign weapons, mutations, spells, etc custom dice. I'm not able to assign even the default elemental dice to certain items as above, even using the Default Damage Name (ie Damage: Heat, Damage: Elemental - Fire, etc) Any help would be much appreciated. Thanks ahead of time.
Last edited by wolfknight75; April 22nd, 2023 at 09:20.
-
April 22nd, 2023, 13:27 #5
Good question. It sounds like you have it set up correctly. I will look into it and see if the ruleset needs any additional set up other than what’s in CoreRPG. Do the dice work for any damage types? Sometimes the DCC/MCC rulesets get assigned to a D&D default setting, so the odd dmg types like heat wouldn’t be in there.
-
May 1st, 2023, 18:38 #6
- Join Date
- Nov 2008
- Posts
- 16
Yes some of the dice work for the mutations; chain lightning, Cryokinesis, and detonating fingers. However, others do not such as Gas Genertion, Light Generation, life force Drain, etc. I haven't checked the spells from DCC yet. Thanks again for looking into this.
-
May 1st, 2023, 19:17 #7
Hi wolfknight75, thanks for the report. Post a screenshot (or two) and the step-by-step details of what you are doing if you can. I’m having trouble reproducing the issue, but maybe I am not understanding. Thanks!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks