House Rules

House rules are intended to facilitate exciting gameplay with minimal downtime. They are tailored to the structure and goals of this campaign, taking into account the expected progression of characters, the scale of the dungeon, and the pace of play at the table. These adjustments help streamline rules interactions, reduce slowdowns during play, and support a game that remains challenging, engaging, and enjoyable for everyone involved.

1. Character Creation

Allowed Sources

Because this campaign makes certain assumptions about the player's characters, players may only select races and classes from the Player's Handbook (2014).

The DM will make available a campaign within dndbeyond.com that will include the sharing of all approved rulebooks, so if you do not currently have the books purchased, there is no need to do so for this campaign.

While using dndbeyond.com during the sessions is not mandatory, keeping your character updated on the website throughout the campaign is required.

Ability Scores

Level 1 stats are: 18, 18, 16, 16, 14, 14, distributed as the player chooses.

Darkvision Balance

Because darkvision provides a large advantage in this dungeon, any race without darkvision may take Alert, Skilled, or Tough as a free feat at level 1.

Alignment

Characters must have a good or neutral alignment. Evil characters are not allowed.

Multiclassing

Multiclassing must make sense from a roleplaying perspective and fit the character's background and narrative.

No 1-level dips. A character must take at least 2 levels in the secondary class before reaching character level 8.

Sidekicks

Sidekicks and hirelings are not allowed in this campaign.

Hit Points

You receive the maximum hit points allowed on character creation and upon level up.

Changing Spells

Classes that normally cannot change their known spells may replace their known spells each time they gain a level.

Spell Selection

While slightly immersion breaking, spellbook-using classes (such as wizards) are assumed to be able to acquire the spells needed to expand their spellbooks during this campaign.

2. Core Gameplay Rules

Meet it to Beat it

Challenge rolls are meet it to beat it.

Example: AC 14 is hit on a roll of 14.

Natural Rolls

Natural 1 is only an automatic failure on attack rolls and death saving throws. A Nat 1 on a check or save may still be successfull depending on your modifiers.

Natural 20 is only an automatic success on attack rolls and death saving throws. A Nat 20 doesn't mean you can lift that mountain, though if you have enough modifiers you might succeed.

Advantage & Disadvantage

As a way to encourage players to use the mechanic, multiple advantage or disadvantage sources stack and each additional source provides +1 or -1 to the roll.

Inspiration

Inspiration allows a reroll of any d20 the character rolls.

Taking 10

When not in danger or distracted, a player may take 10 on an ability or skill check if failure would be unlikely or inconsequential.

Taking 20

When there is no threat or penalty for failure, players may take 20 on ability or proficient skill checks. This represents repeated attempts and takes at least 10 minutes.

Encumbrance

Encumbrance matters and carried items must be realistic.

Example: carrying 20 crossbows in a bag is not reasonable regardless of strength score.

Spell Components

Spellcasting foci may replace material components unless they have a monetary value.

Components with value must be found or traded for in the dungeon.

Exhaustion Casting

Spellcasters with no remaining spell slots may push themselves beyond their limits and gain exhaustion levels to cast a spell:

This may only be done once per long rest.

3. Exploration & Skill Use

Timed Skill Checks

Skill-based checks occur in time intervals:

Time spent inattentive may trigger random encounters.

One player standing guard can reduce the risk but not eliminate it.

Searching & Help

If two players search a room, one rolls with advantage.

Additional searchers increase the search time:

For each player beyond two, time doubles.

Help Action

A character may only help if they have proficiency in the relevant skill or tool.

4. Combat Rules

Initiative & Turn Flow

Initiative is rolled once at the start of the session and remains the same for the entire session.

The DM prerolls enemy initiative before the session.

Players may hold their entire turn, but actions cannot be split between turns.

Turn Timer

Players should begin their action within 1 minute of their turn.

If not ready, the DM may move the player to last in initiative.

If still undecided at the end of the round, the character takes the Dodge action automatically.

Round Structure

One combat round represents 6 seconds.

Combat Actions

Weapon Handling

Changing weapons is free.

Reloading weapons (such as crossbows) does not cost an action.

Item Interaction

You may interact with one item and still take your action if it can logically occur within the round.

Attacking Objects

Attacks against static objects automatically hit; roll damage only.

Called Shots

Called shots are allowed.

The DM sets the DC and reward.

Flanking

Flanking grants advantage on melee attacks.

Because the game uses theater-of-the-mind, players must track their positioning.

Prone

Standing up from prone provokes an opportunity attack.

Opportunity Attacks

All creatures may use their reaction for opportunity attacks unless their stat block removes the reaction.

Potions

Potions may be consumed as a bonus action (rolled healing).

Potions consumed as an action heal maximum value.

Potions may be tossed to another player as a bonus action, possibly requiring an ability check, depending on the situation.

Combat Communication

Conversations during combat must reasonably occur within 6 seconds.

Attempting to stop combat requires an action and a Persuasion, Performance, or Intimidation check (DM decides).

On success, combat stops and roleplay continues until combat resumes.

Legendary Abilities

Legendary resistances exist.

Lair actions exist.

Legendary actions do not exist unless they can occur within the same round.

5. Critical Hits & Damage

Critical Hits

Critical hits double the dice, not modifiers.

Critical hits deal maximum damage instead of rolling.

Example: 1d6 + 2 = 14 damage

6. Death & Dying

Death Saves

Death saving throws are rolled secretly by the DM.

A natural 1 counts as only one failure, not two.

No Instant Death

Characters cannot be instantly killed from a single damage event.

Instead, they drop to 0 HP and the DM begins death saves.

7. Rest & Recovery

Breather

Once per short or long rest, the party may take a 10-minute breather:

Long Rests

Long rests are not guaranteed.

Their success depends on the security of the resting location.

Unsecured locations may trigger monster patrols or encounters.

8. Party Decision Rules

Group Decisions

If the party cannot agree within a few minutes, the DM may call for a vote.

Majority wins.

Tie Votes

If tied, players roll dice and the highest roll decides for that situation.

9. Table Rules

Strategy Time

Between rounds, players may ask questions and discuss strategy for up to one minute.

Public Rolls

Most DM rolls are public.

Exceptions include:

Rule Disputes

If a rules disagreement cannot be quickly resolved:

Player and DM roll a d20, DM has advantage.

Winner's interpretation applies for that session.

The rule is researched afterward.

DM Authority

The DM is the final arbiter of all rules and outcomes.

10. Campaign Rules

Attendance

Players should aim to attend at least 90% of game sessions.

If a player misses a session:

Session Continuation

Sessions continue with at least 2 players present.

Encounter difficulty remains unchanged.

Players who miss a session should review the journal and speak with other players to catch up on the session.