GeekGuardianDee
First Post
 I am converting the Dungeon Crawl Classics (DCC) adventure, Castle Whiterock, to 5e D&D for my next game offering. While making the conversions and looking through the content it has really re-ignited my interest in many of the DCC game mechanics. I am considering substituting the rules for these game mechanics from DCC into our 5e D&D game:- Magic and Spells (the whole chapter!)
 - Spell Duels
 - Fumble and Critical Tables
 - Mighty Deeds
 
Do you have any ideas, considerations, tips, etc. for making this kind of adjustment?
I will write out my ideas of how to roll this out to my players in further posts, but would like to get some basic feedback while formulating my plans.