DCC Alternate Luck & Healing Rules

The 2016 Free RPG Day Goodman Games packet included an adventure for the upcoming DCC Lankhmar, but what I want to talk about is the downloadable packet of pregens for the game, which includes two fascinating new rules to make DCC better fit the setting.

The first is a rule for Fleeting Luck, which adds a sort of free-wheeling easy-come-easy-go luck economy to the game.  Each session every character starts out with one point of Fleeting Luck that they can spend as if it were regular luck (including Thieves getting their Luck Die when they spend a point); every time a player rolls a natural 20 the character gets another point, and the GM is encouraged to hand them out for cool or foolish actions or roleplaying that is evocative of the setting.  There’s no limit to how high the pool can grow, but whenever anybody rolls a fumble at the table (except on rolls where 1 isn’t a failure, such as roll-under luck checks or rolling init) everybody loses all their Fleeting Luck and starts over at 0.

That’s actually a pretty brilliant way of keeping it flowing instead of hoarding it to unleash on the big-bad at the end of the adventure.  Luck as used in DCC is actually one of the only such point economies I can get behind, since it’s really something that you can think about in character.  Even in our world people absolutely do feel lucky or unlucky, or pray for luck when taking a risky action. It’s still a tiny bit meta since you know if you have it or not, but that’s still way better than Fate points or the like.

The other Lankhmar-specific change that would work well in any Sword & Sorcery setting is Luck as Healing.   This is basically a DCC “second wind”: once per battle you take a full round (you can still move, but that’s it) to “examine your wounds” and find out they’re not as bad as they look by spending 1 Luck point and getting back your HP die + Stamina mods (min 1).

After battle, once per day you can spend time recuperating: after 1d3 turns (not rounds) binding up your wounds and resting, you can spend a luck and get your HP die + Stamina mods + level. If you drink a “restorative” (basically a non-magical potion or strong spirits) while recuperating you get some additional HP, depending on the restorative: in the free adventure there’s an example of Eevamarensee Emerald wine, which restores MAX  Hit Die for the class + Stamina Mod + Level.  I presume this is instead of rolling the normal HP die, and is still limited to once per day: that is it’s only effective in conjunction with recuperation.

For some this might smack a little too much of D&D 4e healing surges or the 5e “take a knee” mechanics, but I think it offers significant advantages over both.  For one thing, it doesn’t require tracking a new (and somewhat mysterious) resource: it’s just Luck, a pervasive part of DCC already and something that has significant uses outside of healing. For another, it’s quite limited. If you’re using the Fleeting Luck rules, the only way to get more except at the beginning of a session is to get out there and adventure: holing up and licking your wounds for a couple days isn’t really an option, unless you’ve got a whole lot of luck to spare.  I’d actually suggest limiting it further and saying once you’ve recuperated you can’t spend any Luck on healing until you’ve taken more damage, even if you get in a new battle or wait until the next day.  There’s only so lucky you can be once you’ve examined your wounds and found them not as dangerous as they first seemed, and then taken the time to bind them up.

Since I’m currently running a DCC Swords & Sorcery game on hangouts, I’m thinking of adopting these rules immediately.  My players probably need some help if any of them are going to make it out of the crypts in Death Slaves of Eternity….