For some reason, it’s *really* easy to forget to apply certain rules when the action is getting hot and heavy during a game.
Here are some things several members of the DCC Community found easy to forget:
- Luck Mechanic: players can burn luck before or after a roll to modify the result, but not both… that is… they can burn luck once to affect the roll.
- Arguably, halflings can boost that result by adding in some more luck afterward
- UseĀ Luck of party members to decide what happens to whom when and how much
- Luck can mitigate Fumbles
- Rolling Morale Checks for NPCs (p. 94)
- It takes an action to:
- Light a torch or lantern
- Ready a scroll
- Get an item from a backpack
- Get up from being prone
- Mount or dismount
- Read a scroll or drink a potion
- It takesĀ either an action or a move to:
- Draw or sheathe a weapon
- Equip or drop a shield
- Open a door
- Use a lower initiative die (d16) for those wielding two-handed weapons
- Except for dual-wielding halflings, action dice lower than the d20 do not get crits
- On a natural 20, spellcasters double their CL bonus on the spell check
- Thieves get XP from bypassing traps
- STR less than or equal to 5 and character can wield either a weapon or a shield but not both.
- STA less than or equal to 5 and character takes double damage from poison and disease.
- INT less than or equal to 5 means character cannot read or write, less than or equal to 7 means character can only speak common.