Mighty Deeds, as per the book, allow a Warrior to blind, disarm, pushback, trip, rally, and make defensive maneuvers and precise shots. Well, they allow a Warrior to basically attempt anything they want as part of an attack action, but these are the ones defined (suggested) by the book.
The question seems to come up often though: what if a non-Warrior wants to trip or pushback an opponent? This isn't something you need special powers to be able to do. You can trip or push someone easily in real life, if you like (this is not legal advice). There are two common answers to this question and I think one of those is the obvious correct answer.
One answer frequently given is that you do not let other characters attempt these actions, because they are the specialty of the Warrior. I think we can all agree Mighty Deeds are what makes Warriors in DCC awesome. They're the reason to pick Warrior over other classes. We don't want to take away what makes them special, or there's no longer a reason to pick Warriors, which in turn means there are no Warriors because nobody wants to be one. The thing is, Mighty Deeds aren't really about pushing or tripping - they encompass everything a Warrior could attempt as part of their attack action! To restrict non-Warriors from attempting these actions means to restrict them from doing anything other than hit or cast. That is obviously silly, I can't imagine saying "you can't trip people over because you're a Thief".
The other frequently suggested option is that PCs are still allowed to use their action dice to perform skill checks, so just do that instead. They could, for instance, attempt a contested Strength check to pushback or a contested Agility check to trip. Some checks may be done trained or untrained. They just can't do it as a Mighty Deed using a Deed Die (which also gives greater odds and varying degrees of success compared to flat skill checks). This is a huge tradeoff when compared directly to a Warrior, who gets to simultaneously attack and basically attempt a whole other action for free. It keeps the game open and means the Judge doesn't have to step in and say no to entirely reasonable actions, while maintaining the awesomeness of Mighty Deeds.
There is no action that can be a Mighty Deed that can't simply be treated as a different kind of action - the Mighty Deed is just a bonus opportunity to do an extra action as part of an attack. The Warrior can hit the demon and shove it back into the portal; the Cleric can shove the demon through the portal, but not while he's busy attacking or casting. The Wizard can swing from the chandelier, but it takes an Agility check, which costs him a chance to cast Fireball.
Codifying this as a rule:
Anything a Warrior could do with a Deed Die result of 3+, any other character can attempt as a DC 15 check. Each point higher the Deed result required, the DC increases by 3. This action is not an attack and thus does not deal damage - attempting something like "Blinding Attack" can achieve the blinding effect but not deal damage.
This requires significant adjudication (especially if players are being creative instead of using listed Deeds), but then so do Mighty Deeds in the first place. Really all this rule is doing is drawing a rough parallel between DC and Deed Die results. DC 15 is "a feat of derring-do" and some of the example Mighty Deed results at 3, 4 and 5 seem like they should be achievable with some luck. Beyond that it becomes very hard or even impossible without moving up the dice chain, making these the domain of true Mighty Deeds by true Warriors.
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