I'm someone who almost always ends up DMing but I'm somewhat interested in playing this. Before I go learning a new system just for this campaign I'd like to rant a bit. I'll readily admit that I have no experience what-so-ever with 5e, I have more or less exclusively played 3.5e, pathfinder and a tad of 4e and thus can't weigh in on balance. Below I have haphazardly collected a few of my thoughts. [i]No stat rolling[/i] - This is the only thing I'm truly unhappy with, I usually make my players roll 3d6 for stats, they don't even get 4d6D1. This is because everyone isn't born equal and it makes characters a little more 'natural'. I roll for all of my players and make sure that they have something resembling a viable stat line. They can also ask me to reroll for them. [i]Coins specific to a kingdom[/i] - To me this slows down the game and coinage value was largely determined by weight instead of the number of pieces anyway. Why would a merchant turn down perfectly good gold simply because it had a different crest on it when he could just go to a blacksmith and turn it into a bar anyone would accept? [i]Tracking spell components[/i] - Slows down the game, inventory management isn't really a fun aspect of D&D to me and most others. I understand what you are trying to go for here and I'm more than willing to try this but I don't see what it adds to the game. [i]No two handed weapons[/i] - There were many weapons that were primarily wielded with two hands historically, for example Claymores. I'm fine with this though, although I don't really see the point. Are bastard swords and other weapons that can be wielded with one or two hands included in this? [i]You need food and water, and must have rations in your inventory. Food can also go bad.[/i] - Finally, someone else who plays with this rule. I always do this. [i]Notoriety Roll: Whenever you enter a settlement, roll a d20. If you get a 5 or lower, you are recognized. Depending on the settlement and your reputation, this can be good, bad, or neutral.[/i] - Personally I'd give each character a hidden value based on backstory .etc and then add to it every time they do something noteworthy. I actually really like this and am probably going to steal it. [i]Extra Feat - Firearm Proficiency. You can choose to add +1 to either DEX or WIS. You gain proficiency with pistols and muskets (including bayonets), you also gain proficiency is spears if you don't already have it, due to bayonet training.[/i] - Can you explain the +1 to either DEX or WIS? Unless stats work differently now I could see myself taking this just for the stat bonus. [i]Massive Damage - If you take half damage in a single hit you roll on the system shock table.[/i] and [i]Permanent injuries come from being reduced to zero health points[/i] - I use a similar system, although typically I stay away from generic injuries and try to come up with creative but bad things that can lead to adventures to get rid of them or just be permanent. These are more of my thoughts as a DM than as a player. I'll give the blogpost a glance shortly.