For this campaign the following are our House Rules:
If a player cannot attend their character will be parked in such a way as to not affect the gameplay or cause the character's death.
If two or more players cannot attend the session will be cancelled.
On occasion attending virtually is allowed the DM has a conference speaker.
If the DM is unable to attend the session will be cancelled, however the players may decide among each other to play a one shot or other game for that week.
The game will be every 1st and 3rd Friday of the month
Generating character statistics - we will use the PHB standard options.
Levelling up and raising HP
Levelling will be done via milestones set by the DM.
To level up the character must have a minimum of a long rest before it is active
Hit Points - Players may choose to roll for HP or take the average - but once chosen its set for the character. Which type of HP advancement is to be recorded on the character sheet
Alignment - In this adventure alignment is important and will be utilised.
Critical Hit (Crits)
damage will be set as the max roll on the initial dice and then a second roll (bonus are only applied once).
Critical Miss (Fumble)
Characters/Creature turn ends and/or to have disadvantage on next round (depending on the circumstance) - to be reviewed.
Opponent may use their reaction for an opportunity attack
Initiative
a standard initiate is used with one change, “Characters may choose to set their Initiative lower than its roll.”
Combat turn order
at the beginning of each combat round each player announces what they are doing, then each turn will occur in initiative order.
Combat delays
The DM will (may) skip an indecisive or unprepared player to speed up play. This will show that the character is too slow to act.
Long Rests and Short Rests: - If a long rest is taken and interrupted, so long as the interruption provides sufficient time then players will gain the benefit of a short rest.
It is assumed that provisions are used during rests and are to be noted.
Death Exhaustion: When a character regains 1hp from after being dropped to 0hp, that character gains one level of exhaustion.
Lingering Injuries: - DMG - p272. https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop#LingeringInjuries
Each time a character reaches 0 – chance of a lingering injury
Massive Damage: - DMG - p273 https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop#LingeringInjuries
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.
As agreed Feats will not be utilised in this campaign.
Magic users will start with components for spells known at their level. They will also have a component pouch or a spellcasting focus (your choice).
If a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
Upon gaining a new spell, if that spell requires components not already held then they will need to be sourced.
All new characters start with inspiration.
The DM will award Inspiration to characters if they have done something to make the game more interesting, entertaining, or enjoyable for everyone.
Players may prompt and suggest the award.
Inspiration may be spent to provide a character advantage on any roll. It must be declared before the initial roll.
Players may choose to “gift” inspiration.
The GM will award the Party a “Group Inspiration” at the start of a campaign.
Once spent “Group Inspiration” is gone and another will need to be earned. Like normal inspiration the GMs award it when game play deserves it, however it is awarded for GROUP PLAY!
Using Group Inspiration
If the group has an inspiration, the group can expend it when the group/party agrees. The party will set their own rules on how this is achieved:
“Group Inspiration” can be used to affect the outcome of the whole or part of the party.
The “Group Inspiration” can be used when you make an attack roll, saving throw, or ability check. Spending inspiration gives advantage on that roll.
Additionally, if players have been awarded inspiration, they can opt to reward the group by spending their inspiration to achieve a single group inspiration – however to do this at least 50% of the party (round up) must do likewise. For Example, a party of 5 has 4 players with inspiration; they decide to surrender three (3) to create a single “Group Inspiration”.
In creating characters the DM would like there to be some limitation in the character & race types. The Story is set in a world more like a Hollywood Transylvania than a DnD Fantasy world. In keeping to this theme, a more monstrous character choice is discouraged. (so it will be best to keep to the basics)
In keeping to when this story was written please limit characters to those in "The Player's Handbook"; "Dungeon Masters Guide"; "Tasha’s Cauldron of Everything" or "the Player options from the module".
Our Campaign will start in the Forgotten Realms in the town of Daggerford. As were in The Forgotten Realms that pantheon will be used for deities.
But re Deities - this link will cover it