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.