Campaign Rules 9-14 (D&D 2024)
House Rules
The following are the house rules that everybody is expected to adhere to:
- The Golden Rule. Treat others with respect. If you are being an asshole, I will be an asshole and will boot you from the table without warning. I do not condone "toeing the line" either. Do not test this.
- Tension between Players. If there is tension between players, it is expected that they resolve said tension privately. Role playing tension for narrative sake is condoned, as long it's fun and doesn't turn personal.
- Player vs. Player. PvP is only condoned when the involved players have discussed and agreed to the PvP. This rule also applies to thievery and related.
- R Rated Themes. Possible depiction of violence, sex, and substance use. All depiction are to be handled with respect. The DM and players are expected to strictly adhere to this.
- Safe Word. The safe word is the phrase "I'm telling you three times." If a player or the DM start with this phrase, everybody is expected to shut up and listen. The session will not progress until the situation is resolved. DO NOT ABUSE, if everybody wants it to be taken seriously.
- XNO Cards. XNO cards are available and is open to use during the session.
- Realism. Actions have consequences. Violence can lead to death, being stupid can kill you. Use common sense.
- Spotlight. Players are expected to share the spotlight and not hug it for themselves. Thinking about the other players is heavily promoted.
- Metagaming. Players are expected not to meta-game. It ruins the immersion for themselves and others.
- Role Playing. Is heavily promoted but not expected. Players may play their character to their comfort level.
- Rulings Over Rules. The DM rulings overrules the actual rules. Rules as Intended, Rule of Cool and Rules as Fun are core tenants.
- Retconning Rules. A player may challenge the DM's rulings only if they are brief and concise. That means it won't ruin the session's pacing. If the DM agrees with a players arguement and the retcon won't hassle the table, then the rulings will be retconned. Else, they may approach the DM after the session to discussed the ruling.
- Session Length & Breaks. Sessions are 3 hours long, 180 minutes total. There will be a 10 minute break every 90 minutes.
- Debriefing. At the end of the session, I host a 10 minute debrief, where everybody may provide feedback. Participation is voluntary.
Variant & Optional Rules
The following are the variant & optional rules being used during the session:
- Surprise. as per (PHB'14 p. 189)
- Flanking. as per (DMG'14 p. 251)
- Skills with Different Abilities. as per (PHB'24 p. 14)
- 2024 Equipment List. as per (PHB'24 p. 213)
Homebrew Rules
The following are the homebrew rules being used during the session:
- Homebrew Upon Review. All homebrew require DM approval.
- Karmic Die. When you roll natural 1 on a ability check, saving throw, or attack roll, you gain a Karmic Die. After you roll your next ability check, saving throw, or attack roll, you may choose to use your Karmic Die to roll another d20 and keep the highest. You may only have one Karmic Die at a time. This replaces Heroic Inspiration.
- Narrative Encumbrance. Encumbrance follows common sense and strives to be realistic. No book keeping needed.
- Max Critical. Critical damage deals "damage die + max damage" (exp. A longsword would deal 1d8+STR+8 slashing critical damage instead of 2d8+STR).
- Bleeding Out (Condition). When a creature hits 0 HP, they are considered to be 'Bleeding Out' instead of unconscious. When a creature gains the 'Bleeding Out' condition, they are knocked prone, drop concentration on any spells they are currently concentrating on, and gain a point of exhaustion. On the start of their turn, they roll a death saving throw. A creature may perform their turn as normal but before they do so, they gain a death save failure. A creature may choose to skip their turn for no additional effects.
- Quick & Potent Potions. Any consumable that is stored in a vial/syringe can be consumed using a bonus action. Using your action to consume a healing potion grants you max healing. Using your bonus action to consume a healing potion requires you to roll for the healing. You can heal a creature with a healing potion by using your action, you roll for the healing. This replaces all potion rules from PHB'24.
- Flailing. You can forfeit your movement to make an additional attack action at -5 to hit. You can use any weapons or a cantrip. You must not have moved previously to use this action.
Character Creation Rules
ATTENTION!!
Homebrew, Unearthed Arcana, and 3rd Party Content upon Review!
There are the character creation rules.
Starting Level: 9 (up to 14)
Leveling System: Milestone
Stat Generation: Standard Array
Species Options: All officially published species in the PHB 2024
Class Options: All officially published classes in the PHB 2024 and all officially published subclasses (including 2014) with some minor rework. See "Class Rework" in the rules document for further details.
Background: All officially published Background in the PHB 2024
Backstory: Mandatory. See "A Good Backstory."
Milestone
Characters will attain a level up after completing a story arc. An arc is expected to last ~4 sessions with no detour. A level up can be attained earlier if the party manages to complete an arc without any lingering or a bit longer with lingering and side quests.
Class Rework
These are the implemented class rework.
Hit Points at 1st Level: Class' Starting HP + 4
Hit Points at Higher Levels: Average HP Gain
Starting Equipment: Based on your character's backstory.
Starting Magic Items: 3 Uncommon Magic Items of your choice. You may choose from any officially published, homebrew, unearthed arcana, and 3rd party content magic items. All magic items will require review!
Optional Features. Optional features are free unless they replace a feature.
Reskinning. Reskinning is always allowed as long as it doesn't change any base mechanics of the game.
Class Specific Rework
Barbarian
- Rage. You have a number of rages equal to your CON Mod + your barbarian levels (minimum of 1). You regain all uses after a long rest.
Berserker Barbarian (2014)
- Frenzy. You no longer suffer a point of exhaustion when your rage ends.
Bard
- Bardic Inspiration. You have a number of uses equal to your CHA Mod + your bard levels (minimum of 1). You regain all uses after a long rest.
Monk
- Ki. You have a number of uses equal to your wisdom modifier + your monk levels (minimum of 1). You regain all uses after a short rest.
Spells
If a 2014 spell was reworked in 2024, you may only choose the 2024 version.
A Good Backstory
Your character backstroy contains not only their motivation to embark in this adventure but also tools for the DM to immerse you, the player, into the setting as well as tools for the DM to engage you during the session. All good backstory answer the following questions:
Who am I? - This will give you and the DM an idea who your character is.
Why am I here? - This is your character's motivation why they are embarking in this adventure and why they will see this adventure through, for better or worse.
What's my character arc? - Arcs come in 3 different types: positive, negative, and flat. A positive arc means that your character changes for the better at the end of the journey and the negative arc is the opposite. A flat arc means your character doesn't change at the end of the adventure. If you don't know what your character's arc will be, then you may choose to leave it undetermined.
What is the theme? - A theme is basically a set of elements or tropes that informs your character and arc. For example, if revenge is the theme then you can expect revenge centric elements and tropes to appear during the session.
What is the lie I believe in? - The lie your character believes is basically the element that will change (or will remain the same) at the end of the adventure. In a positive arc, the lie will be rejected and replaced with something better. In a negative arc, the lie will become more elaborate and the character is consumed by it. The lie doesn't change in a flat arc.
Those are the basic questions that needs answered when writing your backstory. You don't have to write a master piece and it's not expected from you. However, it is expected that you know your character and why they are motivated to complete this adventure and stay with the party. This is your buy-in, the reason why you, the player, are playing this campaign.
Elements
That being said, there are few elements that must be present in your backstory, these are the tools for the DM to use:
The Love One. - This is a NPC your DM can use as a quest giver or motivation for you to do a background specific quest.
The Nemisis. - This is a NPC like the love one but your motivation is the opposite.
Internal Conflict. - This is a dramatic element that you can use or the DM can provoke to create dramatic scenes during the session. This is part of the lie your character believes in. Here are two examples of an internal conflict:
- A person struggling with the guilt of accidentally killing a sibling. Anything that reminds them of their late family member result in him externalizing which manifest as risk taking behavior.
- A person people pleasing because they are afraid of being rejected or being alone.
Flaw (Major or Minor). - A dramatic element that you or the DM can use to create dramatic scenes during a session. This is basically behavioral patterns for your to exploit so that you can engage with other players or the setting via role playing. They don't have to be anything major but just make sure they are usable. This is also part of the lie your character believes in. Here are two examples of flaws:
- A person with a gambling addiction. Every time they have their hands on some cash, they always end up finding the first opportunity to spend it, resulting in them being constantly broke.
- A person who is afraid of the dark. Every time it gets close to being too dark to see, they immediately turn a light source up. They sleep with a light on, always, and become restless if they can't see.
Minor Quest. - This is the quest your character is additionally pursuing in this adventure. However, it doesn't have to be directly tied to the actual campaign story. This can be something simple as "seeing the sights and leaving my mark" or something more major, such as "proving to myself or others that I'm not a coward." "Why am I here" answers your character motivation in pursuing this mission and the "minor quest" glues all other aspects of your backstory together.
All these elements are basically tools for you and the DM to use to immerse yourself to the story and are essential for a good and fulfilling backstory.
Appendix: Proficiency List
Languages
Common | Abyssal |
Dwarvish | Celestial |
Elvish | Draconic |
Giant | Deep Speech |
Gnomish | Infernal |
Goblin | Primordial |
Halfling | Sylvan |
Orc | Undercommon |
Weapons & Armor
Simple Weapons | Light Armour |
Martial Weapons | Medium Armour |
Shields | Heavy Armour |
General Skills
Acrobatics | Medicine |
Animal Handling | Nature |
Arcana | Perception |
Athletics | Performance |
Deception | Persuasion |
History | Religion |
Insight | Sleight of Hand |
Intimidation | Stealth |
Investigation | Survival |
Tools
The following, for simplicity's sake, are considered tools.
Kits, Supplies, & Tools
Alchemist's Supplies | Potter's Tools |
Brewer's Supplies | Smith's Tools |
Calligrapher's Supplies | Tinker's Tools |
Carpenter's Tools | Weaver's Tools |
Cartographer's Tools | Woodcarver's Tools |
Cobbler's Tools | Disguise Kit |
Cook's Utensils | Forgery Kit |
Glassblower's Tools | Herbalism Kit |
Jeweler's Tools | Navigator's Tools |
Leatherworker's Tools | Poisoner's Kit |
Mason's Tools | Thieves' Tools |
Painter's Supplies |
Gaming Sets & Instruments
Gaming Set | Instruments |
---|---|
Dice set | Bagpipes |
Dragonchess set | Drum |
Playing card set | Dulcimer |
Three-Dragon Ante set | Flute |
Lute | |
Lyre | |
Horn | |
Pan flute | |
Shawm | |
Viol |
Do not be limited by this selection. Any real life Gaming Set or Instrument can be chosen. Homebrewed items require DM approval.