Showing posts with label DCC. Show all posts
Showing posts with label DCC. Show all posts

Tuesday, December 30, 2025

Converting Dungeon Crawl Classic to Mothership

An oddly specific conversion, but one that didn't quite fit with the rest of the OGL material.

And it's a good thing to mark the end of the year with, having finished all the D20-based OSR/OGL to Mothship systems I own.
I'll start the new year off with Tunnels and Trolls and then I'm done for the project.

HD = Wounds

HP = Health, if HP is under 10, add +1d5+6 (Allowing 1 HD monsters to have between 11-15 Health), add the OSE HD modifier to Health if average not listed. Add or deduct from Health based on the original size. D6: -1, D8: +0, D10: +1, D12: +2. Anything with a HD of d5 or lower dos not adjust Health if it is under 10

If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds.

If this reduces the new Health total to less than 10, add 10 to the Health. and round up to the nearest 10.

Add the extra Wound

Difficulty Classes in DCC are 2 to 5 points lower than in other OGL games. So an extra 2 points are needed to be added to Combat and Instinct calculations.

Combat = Ascending Attack Bonus +2 + 2 + Any listed modifiers x 5 +15.

Instinct = HD + 2 x 10, becoming HD x 5 after 5 HD, as a percentage

(9-AC/AC-10 for Ascending) round down = AP

Each damage dice converts to a number of dice

1, 2, d3 = 2 flat damage

d4, d5 = d5

d6, d7 = d10

d8, d10, d12 = 2d10

d14, d16 = 3d10

d20, d24 = 4d10

d30 = 1 Wound

If converting multiple dice rises above 4d10, it becomes 1 Wound.

Bonuses to damage are ignored unless they are +2, then up the dice by one per +2 on the chart prior to converting.

If a + Weapons is required to hit the monster, deduct 1d0 from the damage of the Mothership weapon per + required.

Actions remain the same, use judgement for distance of attacks.

In the unlikely event you need to calculate speed, original speed for a walk, x 3 for a run, converting to meters if required.

+/-4 or higher situational modifiers convert to [+] and [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.


From DCC 66.5 Doom of the Savage Kings

The Hound of Hirot: Init +2; Atk bite +3 melee (1d8) or claw +3 melee (1d4); AC 15; hp 4d12; hp 20; MV 30’ or fly 30’; Act 3d20; SP demon traits, gaseous form, immune to charm effects; SV Fort +4, Ref +4, Will +0; AL C.

W 4

H 20 + 2 (Size d12)

This becomes W2 HP 12

Add the extra wound for W3 HP 12

COM 3+ 2 + 2 x 5 + 15 = 50% Bite 1d8 = 2d10 or Claw 1d4 = 1d5

Act 3d20 = Three actions a round

AC 15 – 10 = AP 5

INS 4 +2 x 10 = 60%

Can move or fly as fast as a person

Demon traits, gaseous form, immune to charm effects need to be looked up

Demon traits just seem to imply the rest of the special abilities from the description, though no doubt renders it weakened to those who consider Chaos unholy in the DCC system.
Gaseous form - "If the hound is reduced to 0 hp, it dissolves into oily black mists and returns to its lair, emerging the following night at full hp."

Immune to charm effects is self-explanatory

 

The result is:


The Hound of Hirot
W3 HP 12

COM 50% Bite 2d10 Gore & Massive or Claw 1d5 Bleeding

INS 60%

Three actions a round

AP 5

Can move or fly as fast as a person

Demonic: A successful THEOLOGY Skill Roll deduces the Hound’s Traits, A successful MYSTICISM Skill Roll deduces the Hounds Stat and a Successful XENOESOTERICISM roll gives [+] to Damage against the Hound.

If the Hound is Reduced to 0 Wounds, it dissolves into oily black mists and returns to its lair, emerging the following night with full Wounds

The Hound cannot be charmed or mentally dominated by any mortal science or magic.

 

 From DCC 67 Sailors on the Starless Sea

 Beastmen: Init +1; Atk spear +0 melee (1d6); AC 12; HD 1d8; hp 3 each; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will -1; AL C.

W 1 + 1 for the extra

HP 3 + 1d5 + 6 (let’s say the average with rounding 9 for a neater 12)

 

Beastmen

W 2 H 12

COM 25% Spear 1d10

INS 30%

AP 2

Tuesday, May 13, 2025

Goodman Games City State of the Invincible Overlord - An Act of Grubby Bastardry

I was going to write a big post about merging the different DCC adventures together, about using the XCrawl setting as a framework to hang the different locations.

Then I found out that Goodman Games was going to make an Original Adventure reincarnated of the City State of the Invicible overlord, by Judges Guild. And I thought “cool, that takes it away from the actively Neo-Confederate, Nazi-enthused and anti-semetite jerk Bob Bledsaw II”.

Whose response to his own bungling of the City State of the Invicible Overlord Kickstarter campaign 15 years ago was to blame a conspiracy of Jews and lesser races five years after it failed to deliver. Causing Bat in the Attic Games, which did more than anyone else to keep his dad’s setting alive to cut ties with him.

As in total here:

https://batintheattic.blogspot.com/2020/02/concerning-judges-guild.html

https://batintheattic.blogspot.com/2020/02/concerning-judges-guild-further.html


Then I started working on the idea the Wilderlands were in some sort of Western Interior Seaway.



Then I found out that Goodman Games were just licensing it. And worse going back on a promise made in 2020 to not work with Bob Bledsaw II back when he did his ranting.

And the more I read of Goodman Games lacklustre response, not even a “we are contracted to do this” but that they must for such a classic to be published and insist to tie their campaign back into the previous failed CSIO campaign. With rebates for those involved in that. As Judges Guild has only now been refunding people ten years on. But why staple themsleves to a Kickstarter they weren't involved in for the purpose of bailing out someone who ran his company into the ground?

Their statement talks about building bridges and they have to do this. To quote the Enworld forum:

"So, at best, GG is still supporting something they all find reprehensible, in order to bail Judges Guild out of their Kickstarter fumble from 15 years ago, based on a commitment by JG."

Then they talk about escrows and ensuring that the money for this goes first to pay for the damages of the old CSIO Kickstarter, with no word on Judge’s Guild’s following Tengel Manor Kickstarter which was diverted to pay for CSIO, and no one ever saw anything out of it. And for every refund Judges Guild hands back for that, there is the equivelent value of this OAR book they get to keep. And it's clear they were working on this post-2020, the statement Goodman Games put out saying this was the work of many years (from 2025) confirmed that. Even as Bledsaw was being a jerk on Twitter and they were saying they wouldn't work with him again.

And should this one fail to deliver as well?

It certainly won't becuase they are running it, not Bledsaw. But anyone who could waste two Kickstarters and be so obnoxious to go on a racist tirade about how it wasn't his fault, is someone who does convery any trust that the money for this won't become a point of contention as well.

He might even see it as a reward for being a jerk.


Regardless Goodman Games has taken down a disclaimer for another Judges Guild product theyw ere selling, claiming Judges Guild wouldn't get a cent and it would go to chairty.


All this grandstanding to say they have gone back on a statement on their website, after working with a classic Judges Guild creator, Jennell Jacques, to get her work published separately. After years quietly mulling over whether they can go back to work with someone who personally hates one of the creators for their race.

https://goodman-games.com/a-statement-on-judges-guild/

It is to use a few favourite words I’ve heard,

An Act of Grubby Bastardry.


And so is the act of every person who decides that paying money to someone like that or people who enable him because they want to relive nostalgia or because they want it in DCC/5E.

I’ve read and played a campaign in the Wilderlands. There is nothing in that setting that couldn’t be replicated with the OD&D encounter charts, random roll tables and an online dice roller. The sole thing worth trading on is the brand name and Bledsaw II has done his utmost to trash that.

Considering what else Goodman Games’s OAR reprints have done, they could get 90% of the experience with the corebook because they don’t change much and don’t need to a setting where every few hexes there is another premade encounter fresh from OD&D.

This kind of derailed last week and this week’s schedule as I had to try and stop and start rewriting.


As for my idea. Just have XCrawl be the cities, regular DCC be the boonies and have the other settings be foreign third-world countries the XCrawlers or holidaying party find themselves in. No more though is justified.