TEXT: Dungeon Crawl Classics RPG
  DM SCREEN INSERTS
  by John Carr
  http://ageofruins.wordpress.com
  For use with Savage Worlds Customizable GM Screen
  http://www.studio2publishing.com/shop/product_info.php?cPath=25_161&products_id=84
  Inspired by DCC RPG Reference Sheets
  by Jeremy Deram
  http://peoplethemwithmonsters.blogspot.com
  This is an unofﬁcial, unauthorized reference document intended for use with the Dungeon Crawl 
  Classics RPG by Goodman Games.
  For more information regarding the DCC RPG, please visit
  http://www.goodman-games.com
  
  Skill Check DC Guidlines
  Skill Check DC Guidlines
  Difﬁculty
  DC
  Child’s Play
  5
  Man’s Deed
  10
  Feats of Derring-Do
  15
  Hero’s Work / Super-Human
  20
  Turn Unholy Result by HD
  Turn Unholy Result by HD
  Turn Unholy Result by HD
  Turn Unholy Result by HD
  Turn Unholy Result by HD
  Turn Unholy Result by HD
  Turn Unholy Result by HD
  Turn Unholy Result by HD
  Turn Unholy Result by HD
  Turn Unholy Result by HD
  Check
  Turn 
  Range
  Holy Smite
  1 HD
  2 HD
  3-4 HD
  5-6 HD
  7-8 HD
  9-10 HD
  11-12 HD
  1-11
  -
  -
  NE
  NE
  NE
  NE
  NE
  NE
  NE
  12-13
  30’
  -
  T1
  NE
  NE
  NE
  NE
  NE
  NE
  14-17
  30’
  -
  T1d3+CL
  NE
  NE
  NE
  NE
  NE
  NE
  18-19
  30’
  -
  T1d4+CL
  T1
  NE
  NE
  NE
  NE
  NE
  20-23
  60’
  -
  T1d6+CL
  T1d3+CL
  T1
  NE
  NE
  NE
  NE
  24-27
  60’
  Beam, 60’ 1d3 
  dmg
  T1d8+CL
  D1d4
  (no save)
  T1d4+CL
  T1d3+CL
  T1
  NE
  NE
  NE
  28-29
  60’
  Cone, 30’ 1d4 
  dmg
  T2d6+CL
  D1d4
  (no save)
  T1d6+CL
  T1d4+CL
  T1d3+CL
  T1
  NE
  NE
  30-31
  120’
  Cone, 60’ 1d5 
  dmg
  K1d8+CL
  (no save)
  T1d8+CL
  D1d4
  (no save)
  T1d6+CL
  T1d4+CL
  T1d3+CL
  T1
  NE
  32+
  240’
  Cone, 120’ 1d6 
  dmg
  K2d6+CL
  (no save)
  T2d6+CL
  D1d4
  (no save)
  T1d8+CL
  D1d4
  (no save)
  T1d6+CL
  T1d4+CL
  T1d3+CL
  T1
  NE = no effect, T = turn, D = damage to each creature turned, K = destroy; Will Save DC = Spell Check Result; Turned creatures ﬂee/cower for 3d10 min. 
  or until attacked.
  Condition Healing
  Condition Healing
  Condition
  Dice
  Broken Limbs
  1
  Disease or Organ Damage
  2
  Paralysis or Poison
  3
  Blindness or Deafness
  4
  Lay on Hands
  Same
  Adjacent
  Opposed
  1-11
  Fail
  Fail
  Fail
  12-13
  2 dice
  1 die
  1 die
  14-19
  3 dice
  2 dice
  1 die
  20-21
  4 dice
  3 dice
  2 dice
  22+
  5 dice
  4 dice
  3 dice
  
  Attack Roll Modiﬁers
  Attack Roll Modiﬁers
  Attack Roll Modiﬁers
  Conditon
  Melee
  Missile
  Missile ﬁre range is ...
  Short range
  -
  -
  Medium range
  -
  -2
  Long range
  -
  -1d
  Attacker is ...
  Invisible
  +2
  -
  On higher ground
  +1
  -
  Squeezing through a tight space
  -1d
  -1d
  Entangled (in a net or otherwise)
  -1d
  -1d
  Using an untrained weapon
  -1d
  -1d
  Firing a missile weapon into melee*
  -
  -1
  Defender is ...
  Behind cover
  -2
  -2
  Blinded
  +2
  +2
  Entangled (in a net or otherwise)
  +1d
  +1d
  Helpless (paralyzed, sleeping, 
  bound)
  +1d
  +1d
  Kneeling, sitting, or prone
  +2
  -2
  *And 50% chance of friendly ﬁre if attack misses. See 
  DCC RPG page 96.
  *And 50% chance of friendly ﬁre if attack misses. See 
  DCC RPG page 96.
  *And 50% chance of friendly ﬁre if attack misses. See 
  DCC RPG page 96.
  Fumbles
  Fumbles
  Roll
  Result
  0 or less
  You miss wildly but miraculously cause no other damage.
  1
  Your incompetent blow makes you the laughingstock of the party but otherwise causes no damage.
  2
  You trip but may recover with a DC 10 Ref save; otherwise, you must spend the next round prone.
  3
  Your weapon comes loose in your hand. You quickly grab it, but your grip is disrupted. You take a -2 
  penalty on your next attack roll.
  4
  Your weapon is damaged: a bowstring breaks, a sword hilt falls off, or a crossbow ﬁring mechanism jams. 
  The weapon can be repaired with 10 minutes of work but is useless for now.
  5
  You trip and fall, wasting this action. You are prone and must use an action to stand next round.
  6
  Your weapon becomes entangled in your armor. You must spend your next round untangling them. In 
  addition, your armor bonus is reduced by 1 until you spend 10 minutes reﬁtting the tangled buckles and 
  straps.
  7
  You drop your weapon. You must retrieve it or draw a new one on your next action.
  8
  You accidentally smash your weapon against a solid, unyielding object (a rock, a wall, even the ground). 
  Mundane weapons are ruined; magical weapons are not affected.
  9
  You stumble and leave yourself wide open to attack. The next enemy that attacks you receives a +2 bonus 
  on its attack roll.
  10
  You should have maintained your armor! The joints of your armor seize up, freezing you in place. You 
  cannot move or make an attack for 1d3 rounds. Unarmored characters are not affected.
  11
  Your wild swing leaves you off balance. You take a -4 penalty to your next attack roll.
  12
  You inadvertently swing at one randomly determined ally within range. Make an attack roll against that ally 
  using the same attack die you just attempted to use.
  13
  You trip badly. You fall hard, suffering 1d3 damage in the process. You are prone and must use your next 
  round to stand.
  14
  Like a turtle on its back, you slip and land upside down, ﬂailing about and unable to right yourself. You 
  must ﬁght from a prone position for the next round before you can recover your balance and rise.
  15
  You somehow manage to wound yourself, taking normal damage.
  16+
  You accidentally strike yourself for normal damage plus an extra 1 point. In addition, you fall on your back 
  and are unable to right yourself until you make a DC 16 Agility check.
  Examples of Actions
  Draw or sheathe a weapon*, Equip or drop a shield*, 
  Open a door*, Light a torch or lantern, Uncork a 
  potion or unfurl a scroll, Locate an item in a 
  backpack, Stand up from a prone position, Mount or 
  dismount a steed, Read a scroll or drink a potion.
  * Can be included as part of a movement action.
  
  Monster Critical Hit Matrix
  Monster Critical Hit Matrix
  Monster Critical Hit Matrix
  Monster Critical Hit Matrix
  Monster Critical Hit Matrix
  Monster Critical Hit Matrix
  Monster Critical Hit Matrix
  Monster 
  HD
  Humanoids 
  w/weapons*
  Dragons
  Demons
  Giants
  Un-dead
  All Other
  Less than 1
  III/d4
  DR/d4
  DN/d3
  -
  U/d4
  M/d4
  1
  III/d6
  DR/d6
  DN/d4
  -
  U/d6
  M/d6
  2
  III/d8
  DR/d8
  DN/d4
  -
  U/d6
   M/d8
  3
  III/d8
  DR/d10
  DN/d4
  -
  U/d8
   M/d8
  4
  III/d10
  DR/d12
  DN/d4
  G/d4
  U/d8
   M/d10
  5
  III/d10
  DR/d14
  DN/d6
  G/d4
  U/d10
   M/d10
  6
  IV/d12
  DR/d16
  DN/d6
  G/d4
  U/d10
   M/d12
  7
  IV/d12
  DR/d20
  DN/d8
  G/d4
  U/d12
   M/d12
  8
  IV/d14
  DR/d20
  DN/d8
  G/d4
  U/d12
   M/d14
  9
  IV/d14
  DR/d24
  DN/d10
  G/d4
  U/d14
   M/d14
  10
  IV/d16
  DR/d24
  DN/d10
  G/d4
  U/d14
   M/d16
  11
  V/d16
  DR/2d14
  DN/d12
  G/d4
  U/d16
   M/d16
  12
  V/d20
  DR/2d14
  DN/d12
  G/d6
  U/d16
   M/d20
  13
  V/d20
  DR/d30
  DN/d14
  G/d6
  U/d20
   M/d20
  14
  V/2d10
  DR/d30
  DN/d14
  G/d7
  U/d20
   M/d20
  15
  V/2d10
  DR/2d16
  DN/d16
  G/d7
  U/d24
   M/d20
  16
  V/2d12
  DR/2d16
  DN/d16
  G/d8
  U/d24
   M/d24
  17
  V/2d12
  DR/2d20
  DN/d20
  G/d8
  U/d30
   M/d24
  18
  V/2d14
  DR/2d20
  DN/d20
  G/d10
  U/d30
   M/d24
  19
  V/2d14
  DR/3d20
  DN/d24
  G/d10
  U/d30
   M/d30
  20
  V/3d10
  DR/3d20
  DN/d24
  G/d12
  U/d30
   M/d30
  21+
  V/3d10
  DR/4d20
  DN/d30
  G/d12
  U/d30
   M/d30
  *Includes orcs, kobolds, goblins, bugbears, lizardmen, etc.
  *Includes orcs, kobolds, goblins, bugbears, lizardmen, etc.
  *Includes orcs, kobolds, goblins, bugbears, lizardmen, etc.
  *Includes orcs, kobolds, goblins, bugbears, lizardmen, etc.
  *Includes orcs, kobolds, goblins, bugbears, lizardmen, etc.
  *Includes orcs, kobolds, goblins, bugbears, lizardmen, etc.
  *Includes orcs, kobolds, goblins, bugbears, lizardmen, etc.
  Two-Weapon Attacks
  Two-Weapon Attacks
  Two-Weapon Attacks
  Two-Weapon Attacks
  Agility
  Primary Hand
  Off Hand
  Critical Hits*
  3-8
  -3 dice
  -4 dice
  Cannot crit ﬁghting two-handed
  9-11
  -2 dice
  -3 dice
  Cannot crit ﬁghting two-handed
  12-15
  -1 die
  -2 dice
  Cannot crit ﬁghting two-handed
  16-17
  -1 die
  -1 die
  Primary hand crits on max die roll 
  (e.g. 16 on a d16) that also beats 
  defender’s AC (no automatic hit)
  18+
  Normal die
  -1 die
  Primary hand crits as normal
  *Warriors and others with improved crit threat ranges (i.e., those who can 
  crit on 19-20 or better) lose that ability when ﬁghting two-handed.
  *Warriors and others with improved crit threat ranges (i.e., those who can 
  crit on 19-20 or better) lose that ability when ﬁghting two-handed.
  *Warriors and others with improved crit threat ranges (i.e., those who can 
  crit on 19-20 or better) lose that ability when ﬁghting two-handed.
  *Warriors and others with improved crit threat ranges (i.e., those who can 
  crit on 19-20 or better) lose that ability when ﬁghting two-handed.
  Character Cit Table/Die by Class
  Character Cit Table/Die by Class
  Character Cit Table/Die by Class
  Character Cit Table/Die by Class
  Character Cit Table/Die by Class
  Character Cit Table/Die by Class
  Character Cit Table/Die by Class
  Character Cit Table/Die by Class
  Level
  Warrior
  Cleric
  Thief
  Wizard
  Dwarf
  Elf
  Halﬂing
  1
  III/d12
  III/d8
  II/d10
  I/d6
  III/d10
  II/d6
  III/d8
  2
  III/d14
  III/d8
  II/d12
  I/d6
  III/d12
  II/d8
  III/d8
  3
  IV/d16
  III/d10
  II/d14
  I/d8
  III/d14
  II/d8
  III/d10
  4
  IV/d20
  III/d10
  II/d16
  I/d8
  IV/d16
  II/d10
  III/d10
  5
  V/d24
  III/d12
  II/d20
  I/d10
  IV/d20
  II/d10
  III/d12
  6
  V/d30
  III/d12
  II/d24
  I/d10
  V/d24
  II/d12
  III/d12
  7
  V/d30
  III/d14
  II/d30
  I/d12
  V/d30
  II/d12
  III/d14
  8
  V/2d20
  III/d14
  II/d30+2
  I/d12
  V/d30
  II/d14
  III/d14
  9
  V/2d20
  III/d16
  II/d30+4
  I/d14
  V/2d20
  II/d14
  III/d16
  10
  V/2d20
  III/d16
  II/d30+6
  I/d14
  V/2d20
  II/d16
  III/d16
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Quick Reference/Dungeon Crawl Classics - DM Screen Inserts.pdf