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:
- Level 1 spell = 1 exhaustion
- Level 3 spell = 3 exhaustion
This may only be done once per long rest.
3. Exploration & Skill Use
Timed Skill Checks
Skill-based checks occur in time intervals:
- Listening at a door: 1 minute
- Unlocking a simple lock: 1 minute
- Unlocking a complex lock: 5 minutes
- Searching a body: 5 minutes
- Searching a room: 10 minutes minimum
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:
- Everyone present in the party must participate.
- Each character may spend 1 hit die at maximum value.
- Random encounter chance is very low, unless pursued.
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:
- Death saves
- Random encounters
- Some NPC checks
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:
- Their character temporarily disappears.
- They do not gain XP with the party.
- Level advancement is delayed by the number of sessions missed between milestone levels. For example, if a player misses two sessions before the party reaches level 3, that character will reach level 3 two sessions later.
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.