Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Thursday, February 27, 2025

Quantum Everything

Part of PC creation is determining languages known, skills known, and spells known.

In the interest of faster PC creation and in the interest of player choices not being wasted, I started using Quantum rules for these options.

By this, I mean I do not require the players to choose these things before the game starts, but rather they declare them and fill in the blanks on their character sheet as the game progresses.  This not only feeds into the emergent stories that I prefer, but it also guarantees that players make useful choices.

As a bonus to me, the DM, it means I don't have to be overly concerned with adventure contents, as odds are good - especially early on - that a player can just declare their PC knows a language, spell, or skill to further the adventure.

For me and my games, this is a fine option.

I will say that part of my job as DM is to remind players that they have X amount of blank spaces left.

These work best with lower-level PCs, but in theory, someone could hold one of those languages until a higher level... but our adventures don't go that high before TPKs with the scheduling beast, so use these with a grain of salt.

And if it turns out that someone else came up with this before me, please tell me, so I can give credit where credit is due.  I have read lots of blog posts over the last decade, and I know I am not smart enough to come up with this in a vacuum.

 

Saturday, February 17, 2024

Rumor Tables and Thieves Cant

Thieves Cant has historical roots, and in theory, heavy roleplaying groups use it at their tables, which is actually pretty awesome.  My group is not counted among that number, and that is fine.

I began reading this post at A Knight at the Opera and felt inspired.  Then I finished reading the post and am thrilled that my inspiration isn't lifted wholesale from the post.  Be sure to take the time to read that post though, as its worth it to Gamemasters of all stripes.

My default table rule for rumor tables is that each PC that begins a session in an urban environment gets to roll 1 + Charisma modifier (but at least 1) time on that area's rumor table.

Since larger towns and cities of all sizes have thieves' guilds - this is a fantasy game, after all - this means lots of people using Thieves Cant.

My new house rule is that rogues and others familiar with Thieves Cant get an additional 1 + Charisma modifier rolls on the rumor table, if only because the more interesting information, game-wise, tends to be known and whispered about by the seedier elements of the town. 

This might cut in a bit on the bard's role as an information gatherer, but I don't really mind, as they still learn several rumors each time (is there such a thing as a noncharismatic bard?) and they can use their class-specific skills to focus on whichever rumor(s) the PCs pursue.  

I like it because it doesn't require anyone to learn new slang unless they want to do so, and it makes it more worthwhile to be a rogue of some sort.




Monday, April 10, 2023

Session Zero Considerations

Session 0 is the pregame of an RPG, falling somewhere between recruiting players and beginning the campaign.  Its usefulness as a tool cannot be understated.  Even among friends (vs acquaintances or strangers) there are a few key points I feel necessary to discuss between DM and players, even in groups that have gamed together in the past, because new things can - and arguably should - always be tried.  

Among known people, I don't know that the Consent in Gaming checklist is needed, but I would have it ready if gaming with utter strangers, such as when putting together a new group.  Arguably, even among friends and family, it is useful - we don't know our friends and family half as well as we'd like to think.

Regardless of game, I firmly believe that addressing the following topics should cover most issues before they come up.

A good Session Zero helps prevent this.

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1.  Game expectations.  My default expectation is that we're here to explore dungeons, not characters, but I know not every player uses that default.  This topic also covers setting/genre and if the goal is to play through a published Adventure Path or WotC hardback - both of which are railroad stories that anticipate PCs/players running through the steps or a more sandbox-style.  Also addressed is what the game is NOT about.  A partial method is to use step 1 of the Gygax 75 Challenge (some examples laid out here) and show pictures/movies/songs that inspire the setting.  Hammering out each player's and the DM's expectations early should allow for a better game for all.

2.  Rules and major houserules. Especially those houserules that may impact race/class choices.  This is a fine time to discuss metagaming, specifically your definition of metagaming. Houserules may incorporate some or all of the other topics on this list, as well as anything else.  DMs should have enough printed copies to go around, or at least share the document digitally.

3.  PC creation.  Which rulebooks are players allowed to pull from, plus any other bits and pieces, such as necessity of backgrounds and how stats are generated.  Ask if PCs already know one another and perhaps they should.  I'm in the camp that Session 0 is also when PCs are created.  Not only does creating PCs together facilitate shared backgrounds, it also allows for players to possibly fill the various party roles that make up successful adventuring bands.

4. Plot armor for PCs.  DMs need to be open about whether or not PCs are going to die, as well as the likelihood of PC death. If you're going to go all deus ex machina in your game, be up front about it. This is a fine time to address how replacement PCs will be brought into the game (I am not above having the new PC be a prisoner in the next room), particularly at which level and with how much starting gear.  

5. Dice rolling.  This covers rolling combat dice in front of players or behind a screen, what happens when a die hits the floor, and types of dice allowed (my personal rule is if I cannot read it upside down across the table, it cannot be used - save your art dice for another game!).  If online, which dicebot you're using and what else that bot does (use Avrae because it also has an insult generator!).

6. Scheduling.  Not just when you'll play (hopefully more than once a month), but what happens if someone cannot make it and the agreed-upon etiquette of WHEN the group is notified of an impending absence.  The reality is that people miss sessions, be it for work or family (or other reasons).  Not having a plan for absences can lead to frustration for all.  Have a plan in writing when multiple people are absent - cancel the session or just play a different game for those folks?  Or carry on?  Related to this is what happens if a player's schedule changes and they can no longer play at all.  

7.  Puzzles.  Some players love them, others hate them.  Address if puzzles in this game are aimed at the PLAYERS to solve or can be solved by throwing enough dice at them and calling it PC-solved puzzles.  This is probably a good time to discuss how finding and opening/disarming secret doors and traps will be accomplished in game - be it player description of PC actions, flavorless dice rolls, or some combination of the two.

8.  PvP. I'm not a fan of players openly competing against one another, but some are.  Regardless, it needs to be covered and should include using Charisma-based skills against one another, as well as all the other nonsense implied by 'its what my character would do.'   If nothing else, use this section to remind players that it is 100% their responsibility to find reasons for their PCs to adventure with the other PCs.  In a cooperative adventure game.

9. Table and house etiquette.  Even if the game is in a store instead of a personal home, there are social rules to be followed, like smoke outside, don't feed the dog table scraps, I'm deathly allergic to shellfish, don't show up drunk or stoned, keep cell phones away, etc.   A big piece of etiquette involves inviting friends to the game without letting the DM and host know.

10.  XP or Milestone leveling.  If XP, provide a solid list of what does and what does not garner XP.

11.  Contact Information.  Trade cell numbers, invite everyone to a private Discord server, provide a link to shared files or a blog.  Just have a way to send reminders about game night, if nothing else.  I'm a fan of Discord, though, so that folks can handle admin and individual tasks without wasting table time at it.

12.  Safety Tools.  In addition to the Consent in Gaming checklist in the opening paragraphs of the post, are a variety of tools designed to allow everyone at the table to enjoy themselves: X-Cards, Lines and Veils, Stars and Wishes, and Thorns and Roses.  Golden Lasso Games describes each of these better than I could, so go read that post.   

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Twelve points of consideration to discuss before a game actually begins.  To be honest, Session Zero is everyone's chance to decide if that particular game is, in fact, for them.  

And it may not be.

And that is okay.  

There are other games and other tables, even with the same people.

Will addressing all of these 12 points make games go better?  Maybe.  Probably.  Hopefully.  

Will ignoring some or all of these to just jump right into the game cause issues down the line?  

Yes.  Unequivocally.  

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What is this list missing?  What should this list not include?  Take advantage of the comments to tell me.

11/2/23 EDIT: Necropraxis wrote up 20 questions about game mechanics that are worth discussing in session 0.


Thursday, July 14, 2022

What's In That Sarcophagus?

Sarcophagi are common encounters in DnDish adventures.  Especially, but not exclusive to, those adventures involving tombs, crypts, catacombs and the like.

While they can just be plain stone boxes, that isn't much fun.  Cover it with carvings or faded painted murals to incorporate a warning, a clue, or just to further build your world.

Sometimes, a sarcophagus is not only a closed stone box, but also chained shut, perhaps even sealed with a magical sealant or caged over to keep something inside.  Typically, the fancier the attempt to keep something in, the more likely the PCs are to open it, breaking the seal and releasing something terrible.  

Keeping graverobbers out, or keeping undead in?

The better players don't even complain when whatever was sealed away with clear warnings butchers one or more (or all) PCs.

Chains and seals and cages aside, opening such heavy stone boxes typically requires levers, great strength, and/or a combination of both.  Personally, when I am keying an area with sarcophagi, I make a note about total strength needed to move the lid and how many human-sized people can fit around it.

So, one sarcophagus might read (str 60, room for 4) meaning that up to 4 PCs can contribute to opening it, meaning they each need a 15+ strength to be of use.  If the group isn't strong enough, the sarcophagus remains sealed.

But once that heavy stone lid goes crashing down (wandering monster check because its so loud), what lies inside?

1. Corporeal Undead (zombie, skeleton, wight, vampire, mummy, ghoul) with or without yellow mold infestation.

2. Mouldering corpse (or not undead mummy) infested with yellow mold.

3. Just a long dead body.

4. A foul black ichor (maybe black pudding, maybe just really gross disease-ridden filth).

5. A set of stairs descending into darkness.

6. A naked body that looks exactly like one of the PCs.

7. A mechanical or magical trap.

8.  Treasure, free and clear and obvious.

9.  A corpse that is the mortal shell of an incorporeal undead (ghost, wraith, specter).

10.  Empty (or maybe just the contents are invisible).


From B4 The Lost City, artist Jim Holloway

Of course, the kind DM puts some form of treasure in most sarcophagi - grave goods, if nothing else.  

Bodies wearing armor and jewelry, items in wrappings or a shroud, a plank under the body hiding a cavity in the sarcophagus, a secret compartment in the base of the sarcophagus.  Even the underside of the lid can be a place to hide something - a map or just the scratchings of the person inside trying desperately to escape. 

If grave-robbing bothers you, just pretend you're all archaeologists, and that it's in the name of science and history that you are desecrating tombs.  Besides, the museum is paying you well enough to acquire such artifacts...

Sunday, March 20, 2022

Houserules During Play

While it is true that my expansive Experience Point rules do drive some game play, I have other rules that impact it, as well.

This incomplete excerpt addresses things that may happen during a session.  I've tried to source them all, but even that is incomplete.  If you know the original source of an idea, please let me know.


Big d30 – once per session per player, that player can choose to roll a d30 instead of the regular die for an attack, damage, saving throw, skill check, spell ability, or anything else a player can make a sound argument for.

Cascading Damage Dice – PC, opponent, and trap damage can all cascade.  A weapon dealing 1d6 rolls a 6, the die is rolled again and keeps getting rolled until a non-6 appears.  Then all the rolls are added together for the final number.  As such, critical hits are not doubled damage, but rather twice the dice thrown.  Other effects may cascade, if you can convince the DM to allow it.

Death Saves - These are rolled, and kept hidden, by the DM.  

Divine Intervention – a PC of any level can call out to their patron deity for relief and succor.  On a 20, the deity (or divine messenger) appears to answer that call.  Annoying deities with trivial matters is unwise; unwise or not, the deity will demand a specific service or sacrifice in return for its assistance.  It would be most unwise to not attend to that service with speed and efficiency.  Particularly pious or powerful callers may roll at advantage, and impious callers roll at disadvantage.  Calling out for help from deities that are not your patron (especially for Clerics and Paladins) is both unwise and foolhardy.

Downtime - prime adventuring season (like campaigning for war) is typically Spring, Summer, and Fall.  Winters in the Great North are too difficult for much, so are best spent indoors, making the Winter a grand time for crafting, researching, and the like. 

Encumbrance – it matters; use the illustrated handouts (PLEASE tell me who made these - they are awesome!) - it seems these all stem from someone named Takodo.  



Failing Forward - you still accomplish whatever the die roll was for, but it comes with a cost.  The more you miss the DC by, the greater the cost (think broken gear, alarms sounding, whatever the DM cooks up). That said, a natural 1 always fails and is always amusing for the DM bad.

Falling Damage – Falling is bad. 1d6 cumulative per 10’ fallen; 10’ = 1d6, 20’ = 1d6+2d6, 30’ = 1d6+2d6+3d6, etc. so a 60’ fall is 21d6. Cascading dice work here, too, so don't fall.

Flashback – players may spend a point of Inspiration to explain something they did in the past that wasn’t mentioned, as long as it is feasible and reasonable.  For example, if the party finds themselves fighting werewolves, the Fighter can Flashback to when they bought a silvered sword in town ‘on a hunch.’  (from Blades in the Dark)

Fleeting Luck – The PC’s each get a Fleeting Luck Point at the beginning of the session. If player rolls a Natural 20 or does something cool (DM discretion) then they get another point. If any of the players roll a Natural 1 then ALL of the players lose all of their Fleeting Luck. Fleeting Luck tokens can be spent as Inspiration or Advantage. (from DCC)

I Know a Guy… - In any situation (where it makes sense), a PC can declare “I know a guy,” and then quickly sketch that NPC & the relationship. Fewer details are usually better - that leaves room for the DM & PCs to play. Upon declaration, the NPC exists. Then, when the PCs try to interact with the NPC, the player who created that NPC makes a Charisma roll to see how the NPC reacts. Depending upon the situation, the DM may decide advantage/disadvantage applies. (from “I know a guy” house rule | Sage Advice D&D)

Living Expenses - At the beginning of each session all PCs - even those whose players are not present -  will be assessed living expenses for themselves and their henchmen, at 1% of their XP in gold pieces, minimum 1gp. (Jeff’s Gameblog)

Magic Items, Buying – auctions, commissioning, working through a broker, and trading with others is the best way to gain items.  Note that unless a PC personally crafts an item, it will almost inevitably have a drawback of some sort.  

Magic Items, Crafting – crafting items is the purview of wizards, clerics, and druids.  Other classes lack the training and background to bind their magic into items. See the DM about all that is needed to craft any specific item.

Magic Items, General - presume that all magic items have a cost to use beyond attunement.  Magic is dangerous - like radiation or stupidity. 

Silver Standard – After initial PC gear purchases, prices haven’t changed, but most coins seen are now silver.  10cp = 1 sp; 10sp = 1gp.  

Shenanigans - anything PCs can do, NPCs can do - often better.  If the players are good with nonsense being done unto their PCs, I will probably allow the PCs to perform such nonsense.  Things such as creating water in lungs to cause drowning, or an instant kill on a sleeping or incapacitated target, among others.  DM verifies PC actions with 'are you certain...'

Splintered Shields – any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit.  Magical shields permanently lose a + each time used this way, before finally needing to be discarded.  (from Trollsmyth: Shields Shall be Splintered!)

Morale – The only beings that do not make morale checks in combat are PCs. The morale score of a retainer is based on the Charisma score of the player hiring him (or her). Retainers must check morale after each adventure; If the morale check is failed, they will not adventure with their employer again. Retainers do not need to check morale in combat unless the danger is greater than might reasonably be expected. Beings that fail morale checks may surrender or retreat from battle. (from Moldvay Basic, 1981, B27)

Overloaded Encounter Die – random encounters happen; this DM uses a d6 every turn with these results (from Overloading the encounter die | Necropraxis):

1

Encounter

2

Spoor or Sign or Clue

3

Locality-specific

4

PC must rest

5

Torch (or candle) goes out

6

Lantern goes out

Reaction Rolls – (from Moldvay Basic, 1981, B24) - The first decision a party must make in an encounter is whether to fight, talk, run, or wait to see what the monster will do.

2d6

Monster Reaction

2

Immediate attack 

3-5

Hostile, possible attack

6-8

Uncertain, monster confused

9-11

No attack, monster leaves or considers offer

12

Enthusiastic friendship

The CLICK! Rule - in that moment between when a trap is triggered and when it goes off, you ask the player “what do you do?” You don’t tell them anything about what’s going on around them except that they triggered something. They caught a trip wire. They stepped on a pressure plate. Or the lid of the treasure chest caught for a moment and then clicked free. And then you say “what do you do?”

Now, take their answer, whatever it is, and figure out whether it would actually help them avoid the trap in a remarkable way OR if it would make them less likely to avoid the trap OR if it would have no effect at all. If it was an exceptionally GOOD reaction, give them a bonus to avoid the trap. If it was an exceptionally BAD reaction, give them a penalty to avoid the trap. And if it’s a normal response that really isn’t anything special, just let them roll normally. (from Traps Suck | The Angry GM

Under Pressure - At the start of combat, the DM may roll a d4. In that many rounds, something (usually something bad) will happen. 

Tuesday, March 8, 2022

End of Session

I need to write more, even if only in short amounts.

A generic WotC image I have seen all over the place.

So here is another small excerpt from my house rules, addressing what happens at the end of a session.

1. MVP - the players each nominate a different player for Most Valuable Player of the session.  It could be for a clever plan, a clutch die roll, stirring roleplaying, or even a joke that paused the game while everyone rolled with laughter.  DM breaks ties, via coin flip or opinion.  Winner of MVP for session gets 250xp for whichever PC they played.

This is to encourage everyone to participate beyond just rolling dice.

2. Plans for the next session - the players tell the DM what their PCs are doing on the following session.  If they aren't certain of a plan, I as DM will provide a (partial) list of currently dangling plot hooks.  The benefit of lots of hooks is that there is ALWAYS something to do.

This rule is to let me focus my planning, because I have limited time to do so, but want to provide a coherent experience for my players.

Plus, I am lazy.

3. Next session meeting - while a consistent weekly game is preferred, life interferes, so setting the date and time (and maybe location) of the next session needs to be nailed down.  If an in-person meeting is planned, snacks/food is discussed, as well.

That's it - wrapping up a session is fairly easy.

Post-session, the DM writes up the adventure log in the shared drive, mostly to provide a consistent listing of information that the PCs have learned.  

Preferably the evening or morning after the session.

Saturday, January 1, 2022

Are You Experienced?

Milestone leveling vs Experience Point (xp) leveling always makes for a long comment chain in the various FB DnD groups I participate in.  

Both sides have their stalwarts, with a few posters using both methods in well-explained ways.

As might be imagined, I am firmly in the xp camp, as I see xp as the carrot and stick of player behavior.  This is because I believe most players view leveling as 'winning' in an RPG, so having a stated list of ways to gain (and not gain) xp drives how players - through PCs and in a more meta sense - act during play.  

With that in mind, here is an excerpt from my House Rules document, regarding how I award xp.  

Enjoy.

Dave Trampier, AD&D Core Book (cannot recall which one of the three)

The chief means to gain experience points (xp) is through returning lost treasures to civilization, on a 1gp = 1xp ratio, and then spending it (Dragon Magazine #10).  “Only special expenditures reflecting the characteristics of a character class count toward experience.  Funds spent for general maintenance, upkeep, advertisement, equipment, and hireling salaries yield NO experience.”  That said, here are a few options for this spending:

Tithing/sacrificing to your church (sufficiently large donations may bring a boon if the sacrifice is impressive enough); philanthropy; research (spell, item, or history); clan hoards (PCs deposit into the clan hoard, but cannot withdraw from it); carousing (ala’ Jeff’s Gameblog).  

Carousing Rules: Spend d6 x 100gp to earn that many XP.  Then save versus Poison or roll on the Carousing Mishaps table below.  If you roll more money than you have on hand you now owe the difference to some sort of criminal unless another PC can cover your expenses.  The DM has the d20 Carousing Mishaps table.

You also earn 1 xp for every 1 gp you spend on a hireling's equipment.

End-of-session MVP (as determined by participating players) gets a bonus 250xp. 

Players can provide in-character notes (like a journal or diary) for at least 100xp per entry (one entry per PC per session).  Between sessions is a fine time to write them up.  

This handy XP chart from RIFTS applies to my game, as well:

Note that I cannot tell you which book, specifically, because I came across this chart as an independent entity in a FB discussion about xp.  Which is a shame, because I want to know the quotable quotations hinted at below it.

Exploring for its own sake, outdoors - 10 XP for each hex on the map visited, and 150 XP for uncovering adventure sites. In addition, exploration and discovery of certain physical locations (on this plane and others) provides participating members a one-time variable bonus the first time they arrive there and witness the location.  Depending on location, between 100xp and 10,000xp can be gained – the more distant and wondrous (or decadent), the more it is worth.

Exploring for its own sake, dungeon - ‘Experience points for a dungeon are granted based on how many rooms you had previously explored for the first time in this delve. The first new room might be worth 0xp, the second 10xp, the third an additional 30, the fourth an additional 60. This leads characters to constantly risk defeat by wanting one more room since leaving the dungeon to rest will reset the XP clock as it were. Trying to make it through that 13th room (which may be empty) is worth 780xp now or 0 if they return to the surface to rest.’ (from Neoclassical Geek Revival

In memoriam - This requires at least 24 hours and something cool like a big-ass funeral pyre, the raising of a burial mound, or a funeral ship floated down the river. The corpse must be armed and armored for combat, as appropriate to the class of the character. Each party member may donate up to 100gp times the level of the stiff as additional grave goods, the amount being spent is converted to bonus XP for the donor. Each party member may also donate one magic item to the grave. Scrolls, potions, and other one-shot items net a bonus of 250xp, while more permanent items get you 1,000xp. Magic items that would have been unusable by the deceased do not count (from Jeff’s Gameblog).  Returning later to loot the donated goods nets an XP penalty of equal value, and likely an undead former ally, divine curse, or the like.

Magic Item Use - using up the one-shot items and limited use items collected over adventures gains you 100 XP per item used up this way; note that said usage MUST be pertinent to the situation at hand. So chugging potions back-to-back-to-back not only nets a roll on the potion miscibility table (from the AD&D DMG), but also is worth 0 XP unless you make use of what magics the potions offer.


Jim Holloway art, date and title unknown, but I recognize his style.  No doubt these intrepid adventurers are seeking to cash in on the Exploring Places xp.

That's it, so far. The formatting needs cleaned up, but reading between the lines, you have a game focused on exploration, treasure recovery and spending, problem solving, and a high casualty rate.

The only xp awarded for combat are small amounts for 'killing or subduing' actual threats (the bottom of the RIFTS chart), which implies things that pose a threat to the PCs beyond self-defense. From experience, this keeps PCs from fighting everything they come across (as does my refusal to try and balance combats - you want to beard a dragon in its den, I will facilitate your desire, then I will facilitate your rolling up new PCs).

Comments are most welcome.

EDIT: others' posts that influence my thinking on experience points:

Blog of Holding

Angry GM

Dungeon of Signs



Friday, June 11, 2021

PC Backgrounds and the Frankengame

I am sorely tempted to implement this in my Frankengame ruleset, but it implies a system that doesn't provide regular feats and stat boosts with leveling, ala' 3.x and 5e.  I'm good with that, but it pushes my Frankengame closer to B/X than before.  

Something I am also good with.  

From Moldvay Basic, 1981, artist uncertain.

PC background – Roll on the Failed Careers table (from Ten Foot Polemic: 200 Failed Medieval Careers).   Each time you level, roll on the Retroactive Background Table (from Ten Foot Polemic: 1d100 Retroactive Backstory). As the game progresses, use of the I Know a Guy rule can expand character background, perhaps tied into the Retroactive Backstory. 

Tied to backgrounds is the PC's astrological sign, from New Big Dragon Games.  The linked post references a d12 with Zodiac signs on it, but a normal d12 would suffice.  As an aside, New Big Dragon Games has lots of great BX supplemental rules.

Then there is the matter of Faith.  For Clerics (and Paladins, if I include them), it is of utmost importance, but for other classes, not so much.  

I haven't decided upon a pantheon yet, and would be happy letting players choose/design their own deities on the fly.  

So I guess that is for another post.



DCC and the Frankengame

Compiling various houserules to run the game I want to run has led me to DCC, and it has lots to borrow: the mighty deeds, the entire magic system, the lovely random tables, and the flavor.  

Honestly, about the only thing I might dislike about DCC is the additional funny dice and that is because I feel I own enough dice - heresy, I know!

The cover of the comprehensive rules tome; the hardback holds a (large) place of pride on my bookshelf.

So the question I am asking myself, is why not run a full blown DCC game and be done with it?  I have the rules in pdf, so providing players with copies is trivial.  I have reams of adventures for DCC, initially for idea-mining, but I can run them as-is, as well.

Finding the players prove the issue.   Where I live are lots of gamers, but from what I can tell, most are 5e, which is the system they have grown used to.  Nothing wrong with that - my Frankengame certainly uses advantage/disadvantage from it, and the Ghosts of Saltmarsh book is a lovely addition to my shelf (but I am a Saltmarsh fanboy, so that may bias me).  I've run and played 5e, and it works, despite being too super-heroic for my tastes.

I can do a rough survey and find out.  

Then its a question of time.

Edit:  HERE is a fairly thorough review of DCC.