These are some of my converted notes from DCC modules I played with SAB. Some I got to play just once and might not be as balanced as it should be, but it is important to note I usually use the adventures as guidelines to a plot and go with it during play, adjusting it as necessary.
Skill Checks and Saves
DCC uses Difficulty Class (DC) in a lot of situations to adjudicate success. I usually cut most of these rolls based on SAB’s Position rule, but when need:
- Saves: I just pick what makes most sense between BODY, MIND and LUCK and ask for a pure Save, with no other modifiers based on the DC. If that doesn't please you, you could apply Disadvantage or use a rule on Difficulty like Solar Blades & Cosmic Spells, adding a range to failure. Convert multiple sequential rolls into a single one with higher risk.
- Skill Check: I use the rules on the Gamemaster’s Handbook (Time, Capability and Materials), this gets rid of a lot of rolls to complete something in DCC. Just keep things going if it makes sense. What matters to me is how much time the PCs are willing to spend to get a task completed. The more prepared they are, the faster they go through an obstacle. I also give as much information as I’m allowed to, remembering the Game Master principle in the book: Players do not need to roll dice to learn about their circumstances. Tell them and let them decide what to do.
- Knowledge based on background or class: In some modules, pieces of knowledge are given based on the character’s background or class. I tend to follow these as well, but I focus more on the kind of information it is. So something a wizard could know, would also be given to anyone with a grimoire or a magical background. If the knowledge is hard to get or secret, give them a lead on what it could be or what type of help they need to seek for.
Attribute Score Change
I’m testing permanent attributes change — HP, BODY, MIND and LUCK — to be only on +1 or -1 modifiers. You could keep this rule just for HP and allow the others to be more swingy.
Monsters
If you have time, using the Player’s and GM’s Guide is enough to convert any monster and make them different and fun. Before creating a new one from scratch, I check in the Cairn’s list if there is one I could use.
If converting on the fly, for me these works just fine:
- HP: 1 HD = 1 HP or DCC HP/3 (Max 18).
- Armor: AC 0-11 = 0 | 12-14 = 1 | 15-18 = 2 | 18+ = 3
- Attacks: Attack damage die without modifiers (closest higher not zocchi die, ex. d5 becomes a d6. max damage die is d12). If they have two or more attacks, add +DX as bônus damage. If they have more than 2 actions, add blast.
- Attributes: Start at base 10 and add/subtract the modifier (Max 18). BODY = Fort or Ref. MIND = Will.
- SP: Adapt as necessary.