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Incorporating DCC game mechanics into D&D 5e. Any tips or hints?
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<blockquote data-quote="GeekGuardianDee" data-source="post: 6924601" data-attributes="member: 6862325"><p><img src="http://www.enworld.org/forum/images/smilies/conversion.jpg" class="smilie" loading="lazy" alt=":conversion:" title="Conversion :conversion:" data-shortname=":conversion:" /> 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:</p><ul> <li data-xf-list-type="ul">Magic and Spells (the whole chapter!)</li> <li data-xf-list-type="ul">Spell Duels</li> <li data-xf-list-type="ul">Fumble and Critical Tables</li> <li data-xf-list-type="ul">Mighty Deeds</li> </ul><p>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. </p><p></p><p>Do you have any ideas, considerations, tips, etc. for making this kind of adjustment? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="GeekGuardianDee, post: 6924601, member: 6862325"] :conversion: 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: [LIST] [*]Magic and Spells (the whole chapter!) [*]Spell Duels [*]Fumble and Critical Tables [*]Mighty Deeds [/LIST] 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? :confused: 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. [/QUOTE]
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