Hubris Campaign Setting- Optional Class Damage Rules for Dungeon Crawl Classics

Awhile back I did a post explaining why I enjoy damage by class rather than a plethora of different weapons, all with their own damage outputs.

Other than just the elegance of pure simplicity, I enjoy this option because it eliminates a portion of meta-gaming.  In my experience players will sacrifice using a weapon they think “looks cool and bad ass” in lieu of one that does more damage (which makes sense).  You WANT to use something that is going to do more damage to a target and drop them quicker.

By basing damage on class rather than individual weapons you allow the player to add another edge of cool to their character, which can enhance their enjoyment.  It is a simple pleasure, but it’s a pleasure non-the-less.

In the post I linked above my goal was to keep my hack as simple as possible (being roughly 21 pages, 10 of which are spell descriptions, for a full working version of D&D), so the damage per class was just one die type.  As I continue to DCCify my Hubris Setting (for all other posts on a DCCified Hubris, click here) I have more room to embellish a bit more.

I decided to take a page out of Akratic Wizardry’s awesome class based damage house rules, and divide damage into three categories: Light, Medium, and Heavy.  I separated damage per class (and race), included new weapons that are found in my Hubris setting, and also gave optional rules on weapon proficiencies.

Hope you enjoy.  Always feel free to leave constructive feedback.

New Weapons of Hubris 

 (using standard DCC rules)

Sickle– 1d6

Scythe*– 1d10

Spiked Chain* 1d8

Maul*- 1d10

Hand crossbow– 1d4/1d10 (a rogue can use this up close and in surprise.  If successful back attack use second damage).  Range- 30/60/90

Wheellock Pistol– 1d8 (takes two rounds to reload.  Roll damage die twice and take higher of the two.  Firearms critically fail on a roll of 1 and 2, instead of just 1.) Range- 50/100/150

Wheellock Rifle*- 1d10 (two handed- use 1d16 for initiative.  Takes two rounds to reload.  Roll damage die twice and take higher of the two.  Firearms critically fail on a roll of 1 and 2, instead of just 1.) Range- 70/140/210

 

Class Damage

Weapons

Light– Blackjack†***, blowgun†, club, dagger†, dart, garrote†, hand crossbow, sickle, sling, staff (one-handed)

Medium– Crossbow, flail, handaxe, javelin, longbow, longsword, mace, shortbow, staff (two-handed), warhammer, wheellock pistol

Heavy*– Battleaxe, lance#, maul, polearm, scythe, spear#, spiked chain ⱡ, two-handed sword, wheellock rifle

Weapon Damage By Class

Class Light Weapon Medium Weapon Heavy Weapon
Cleric 1d4 1d6 1d8
Thief 1d4 1d6 1d6
Warrior 1d6 1d8 1d10
Wizard^ 1d3 1d4 1d6
Dwarf 1d6 1d8 1d10
Ekrask~ 1d6 1d8 1d10
Elf 1d4 1d6 1d8
Half Demon~ 1d3 1d4 1d6
Halfling 1d4 1d6 1d6
Kenku~ 1d4 1d6 1d6
Mutant~ 1d4 1d6 1d8

Range

Blowgun- 20/40/60

Crossbow- 80/160/240

Dagger- 10/20/30**

Dart- 20/40/60**

Handaxe- 10/20/30**

Hand Crossbow- 30/60/90

Javelin- 30/60/90**

Longbow- 70/140/210

Shortbow- 20/100/150

Sickle- 10/20/30**

Sling- 40/80/160**

Wheellock Pistol- 50/100/150

Wheellock Rifle- 70/140/210

* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks.

** Strength modifier applies to damage with this weapon at close range only.

*** Damage dealt is always subdual damage.

These weapons are particularly effective when used with the element of surprise. A thief who succeeds in a backstab attempt with one of these weapons uses the damage value listed here.  All other classes and all other thief attacks use the first value.  Blackjack: 2d6; Blowgun 1d5; Dagger: 1d10; Garrote: 3d4.

# These weapons inflict double damage on a mounted charge. A lance can only be used when mounted.

This weapon can be used with two-weapon fighting rules in the Dungeon Crawl Classics rule book, pg 94.

 

^ All level zero characters use the Wizard damage table. 

 

~ These are races/classes found in the Hubris Campaign setting.  Some of these creatures have abilities or natural attacks that do damage.  Use the damage die indicated in the character descriptions.

 

Weapon Proficiencies Option 1– All classes are proficient with weapons stated either in the Hubris Campaign setting book, or in the Dungeon Crawl Classics core book.  Each class does damage as described above with that type of weapon that they are proficient in.  If a class uses a weapon that they are not proficient in then they do damage as per class, but their action die is reduced one step.

Weapon Proficiencies Option 2– Ignore all weapon proficiencies by class and allow the player to choose what they want their character to use.  If this option is used, anytime a cleric uses a weapon of their deity they receive +1 to attack (or ignore bonus to attack.  If the cleric uses a weapon other than those of their deity they suffer a level of disapproval).

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

2 responses to “Hubris Campaign Setting- Optional Class Damage Rules for Dungeon Crawl Classics

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