Magic and Not Magic

The DCC system attempts to make actual magic extremely chaotic and powerful but also Kinda rare. I personally noted that this makes some players less interested as “collecting magic Items” was part of their fun in a RPG. So to overcome this I present some guidelines for the terminally interested on How Magic and “Special” items will work.

Everyday Bonuses

While a true magic sword might be kinda rare, it is eminently possible that you will find items that are a bit better than “Standard” if you are familiar with the term “Masterwork” from D&D you’ll get the idea. SO expect “Non Magic” items that carry a +1 or +2 bonus on some stat in a good haul of treasure. Many enemy boss type figures mat well have a +1 armour or weapon etc

Likewise Potions need not always be “Magic” you may find a rare “herbal elixir” that acts as a Healing potion or similar but will NOT detect as magic in any way. So don’t rely on a “Detect Magic” or similar spell to pick out the goodies in any reward. You will have to trust your Rogue or similar Character with a merchant or other appropriate background to pick theses out of the pile of booty for you!

Rough guide

Item Non Magic Magical Notes
Weapon +1 or rarely+2 +2 or better Might apply bonus to Damage To hit or Both Or to the weapon’s durability etc
Armour +1 or +2 +3 or better  Bonuses may go on protection or Armour check penalty or durability or Saves. Magic items tend to have the bonus applied to ALL of these at once
Jewelry +1 +2 or better  Non Magic Jewelry can increase a character’s PRE stat and or add bonuses to checks dealing with NPC’s as it reflects perceived status.
Other Clothing +1 or +2 +3 or Better  Again you might get a Protection bonus or a PRE bonus like with jewelry here (they would combine) In the case of a Non Magic item of superior qualities
Tools +1 rarely +2 +2 or better Fairly obviously these would add to the skill check associated with the Tool. But beyond that there is not much scope for variation.
Potions

Drugs

Special Foods

Etc

Examples:
Minor Healing (1d6)
Stat boosting (+1d3)
Poisons & Some Antidotes
Anti infection balms etc
Acids (1d4 to 1d8 damage)
Smoke Bomb type effects
Greater Healing (d8 or better in a single dose)

Permanent effects on Stats

Spell mimicking effects

 Anybody coming from an: Alchemist, Herbalist or Sage type background could reasonably expect to have a shot at making any of these up with the right equipment and or components. Naturally the better the ingredients the better the result 🙂