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

  1. Recap previous session (5 min)
  2. Set the scene and begin play
  3. 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

DifficultyDC
Easy5
Medium10
Hard15
Very Hard20
Nearly Impossible25

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:

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)

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