Campaign Rules
First Campaign - DM Guide
Character Creation
Ability Scores
Method: Standard Array
- Players assign these values to their abilities: 15, 14, 13, 12, 10, 8
- Apply racial bonuses after assigning the array
Allowed Content
Sources: Player's Handbook only
- Races: All PHB races allowed
- Classes: All PHB classes and subclasses allowed
- No homebrew content or third-party sources
Starting Level
Level 1
- Characters begin at 1st level with full hit points
- Everyone levels up together (milestone leveling)
Starting Equipment
Class Starting Equipment Packages
- Use the pre-made equipment lists from each class description
- Starting Gold will be determined by DM
Table Etiquette
Player vs Player (PvP)
No PvP allowed
- Players cannot attack, steal from, or work directly against each other
- The party is a team; inter-party conflict should be roleplayed, not mechanical
Attendance Policy
Everyone must attend for session to proceed
- If anyone cannot make it, the session will be rescheduled
- Please give advance notice if you cannot attend
- Emergency absences are understandable; communicate as soon as possible
Content Rating
Mature (R-rated)
- Graphic violence and combat descriptions allowed
- Horror elements and dark themes permitted
- Adult language acceptable
- Mature situations may arise if relevant to story
- No sexually explicit content
- No pillaging, raping, or sexual assault of NPCs or each other - zero tolerance
Safety Tools: If anyone is uncomfortable with content, speak up. We can fade to black or adjust.
Virtual Game Etiquette
- Be ready to play at session start time
- Have your character sheet, dice, and materials prepared
- Mute when not speaking to reduce background noise
- Stay engaged with the game; minimize multitasking
Core Gameplay Rules
Critical Hits
Maximum + Roll method
- On a natural 20 attack roll: roll damage dice once and add maximum value of those dice
- Formula: (Max damage) + (rolled damage) + (normal modifiers)
- This applies to both players and monsters
Example: Longsword crit = 8 + 1d8 + STR modifier
Flanking
+2 to hit bonus
- When you and an ally are on opposite sides of an enemy, you gain +2 to attack rolls
- Both flankers must be within 5 feet of the enemy
- Both flankers must be able to see and reach the enemy
- Does not grant advantage, just the +2 bonus
Healing Potions
Bonus action to drink
- Drinking your own potion uses a bonus action
- Administering a potion to someone else uses an action
- Potions can still be used as an action if you want to do something else with your bonus action
Rules Disputes
DM makes the call, discuss after session
- During play: DM makes a ruling to keep the game moving
- After session: Players can discuss rules interpretations
- DM will research and clarify for future sessions
- Rulebook is a guide; DM has final say for the good of the game
Beginner-Friendly Modifications
Leveling System
Milestone Leveling
- No experience points to track
- The party levels up together at story milestones
- Typically every 3-5 sessions, depending on story progression
- DM announces when leveling occurs
Inspiration
Inspiration is in use
- Earn inspiration for great roleplaying, clever ideas, heroic acts, or memorable moments
- You can hold one inspiration at a time
- Spend inspiration to gain advantage on any attack roll, saving throw, or ability check
- Use it before rolling
- Inspiration does not carry over between sessions
Death Saving Throws
Private/Secret
- When you drop to 0 HP, roll death saves privately (whisper to DM or use private rolls)
- Other players do not know your death save count
- Creates dramatic tension
- Players can still attempt to help or heal based on what they see (unconscious, bleeding, etc.)
Character Adjustments
Early flexibility allowed
- During the first 3 levels, players may adjust spell selections between sessions
- Minor character tweaks (like swapping one skill proficiency) allowed if it makes sense
- Cannot change race, class, or ability scores
- After level 3, choices become permanent unless there is a strong story reason
- Goal is to let new players learn without feeling locked into mistakes
Additional Rules & Clarifications
Rest Rules
- Short Rest: 1 hour of rest, spend Hit Dice to recover HP, some abilities recharge
- Long Rest: 8 hours, recover all HP and half your Hit Dice, all spell slots refresh
- Generally one long rest per 24-hour period
Encumbrance
Simplified encumbrance
- Be reasonable about what you carry
- If you are carrying an absurd amount, the DM may call it out
- Strength score x 15 = maximum carrying capacity in pounds (if we need to check)
Multiclassing
Allowed after level 3
- Please discuss your thoughts on potential multiclass with DM
- Must meet ability score prerequisites
Metagaming
Absolutely no metagaming allowed
- Your character doesn't know monster stats or abilities unless they would realistically know
- Don't reference other players' secret information your character hasn't learned
- Any metagaming will result in punishment
Rule of Cool
- If something is awesome, cinematic, and doesn't break the game, the DM may allow it - please discuss it with the DM
- Creative uses of abilities and environment are encouraged
- The DM may grant advantage or lower DCs for particularly clever approaches
DM Quick Reference
Core Philosophy
- Story and fun over rigid rules
- "Yes, and..." over "No"
- Keep the game moving; don't let rules bog down play
- Be consistent but flexible
- Player creativity should be rewarded
Session Structure
- Recap previous session (5 min)
- Set the scene and begin play
- Game time will run between 2-3 hours with breaks as needed
Difficulty Guidelines
- Start easier; you can always increase difficulty
- Players should feel challenged but not hopeless
- Aim for 6-8 encounters between long rests (mix of combat, social, exploration)
- Not every encounter needs to be deadly
Common DCs
| Difficulty | DC |
|---|---|
| Easy | 5 |
| Medium | 10 |
| Hard | 15 |
| Very Hard | 20 |
| Nearly Impossible | 25 |
When Players Surprise You
- Call for a 5-minute break to gather thoughts
- Say "yes" and figure out consequences later
- Improvise using NPCs, rolling on random tables, or asking players for input
- Remember: preparation is good, but flexibility is better
Session Zero Checklist
Before the first real session, cover these topics:
- Distribute and review these rules
- Discuss everyone's experience level with D&D
- Create characters together (or review pre-made characters)
- Establish party dynamics: how did you meet? Why adventure together?
- Discuss player expectations and preferred play style (combat, roleplay, exploration balance)
- Review content boundaries and safety tools
- Confirm session schedule and attendance expectations
- Set communication methods (Discord, text, etc.)
- Explain your campaign setting and any world-specific rules
- Answer questions about rules or character builds
Resources
Essential Books
- Player's Handbook (required)
- Dungeon Master's Guide (helpful for DM)
- Monster Manual (helpful for DM)
Online Resources
- D&D Beyond (digital character sheets and rules)
- Roll20 or Foundry VTT (virtual tabletop)
- D&D Beyond Content Sharing (for digital sourcebooks)
Quick Rules Reference
Campaign-Specific Notes
Campaign Setting: To be determined
Starting Location: To be determined
Major Themes: To be determined
Key NPCs: See NPCs page
House Rules Additions: None yet