
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
Most of my players will choose non-caster classes, so at most I would have 2 experienced players opting-in to play these modified characters (plus any creatures I choose to put into their path). I am interested in incorporating these features to help instill a bit more color to the adventure, possibly enticing the players to get more into a role-playing mindset.
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.