Dungeon Crawl Classics
Core RulebookBest For
Groups who want dangerous dungeon expeditions with randomly generated adventurers and risky magic. Campaigns can begin with several peasants per player and follow the survivors into classed adventuring.
Core Mechanic
Roll d20 plus modifiers to meet or exceed a difficulty or Armor Class. Circumstances shift the die up or down a chain from d3 to d30.
The d20 core makes the first funnel straightforward. Class resources interact with the dice chain and combat action economy. Magic adds spellburn and escalating cleric disapproval. Learning these interlocking systems requires preparation beyond the basic roll.
- Free to tryQuickstartA free starter you can actually play
- Get it nowSold newIn print or as a legal PDF
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
5 of 5 book tools found in the core book
Highlights
The character funnel lets survival determine the starting adventuring party. Mighty Deeds let warriors and dwarves attempt improvised combat maneuvers alongside attacks. Spell checks scale magical effects with the casting result.
Considerations
Random starting attributes and occupations limit planned character builds. The default funnel puts several fragile characters under each player’s control. The dice chain uses unusual die sizes with ordinary-dice substitutions.
Third-Party Publishing
Rules license Open Game License 1.0a; DCC Indie Publisher license
Original DCC-compatible products using game mechanics. Proper nouns and named characters require separate permission.
Sign the DCC license and obtain final-product approval. The compatibility logo is supplied after approval. Avoid reprinting core material; submit Kickstarter page drafts at least two weeks before launch.
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