1. Rolling Methods
Players may choose to roll dice manually or use digital tools, but:
- Manual rolls only count if they land on the table.
- Digital rolls must be visible to the DM and/or players using an agreed-upon app or platform.
Why is this a rule?
It ensures fairness and prevents disputes over dice results, especially during important moments.
2. Visible Manual Rolls
Manual rolls must be made in view of other players and the DM.
Why is this a rule?
- It builds trust and keeps gameplay transparent.
- It prevents accidental (or intentional) misrepresentation of rolls.
3. Cocked Dice Are Re-Rolled
A cocked die (one that lands at an angle or cannot be clearly read) must always be re-rolled.
Why is this a rule?
- It eliminates ambiguity and maintains fairness.
- Players and the DM should agree on whether a die is cocked before re-rolling.
4. No Meta-Checks
Players cannot immediately re-roll or retry a skill check just because another player rolls poorly.
Example:
- Joey rolls a 3 on Perception. Grace cannot simply say, “I’ll check too,” unless it fits her character’s behavior, such as not trusting Joey’s judgment.
Why is this a rule?
- It prevents players from spamming rolls to force success.
- It keeps the narrative grounded in character motivations, not player impulses.
5. Wait to Roll Until Asked
Players should never roll dice until the DM calls for it.
Why is this a rule?
- Premature rolls can break immersion and create confusion.
- The DM may decide that no roll is actually needed based on context.
6. Know Your Character
Players are responsible for tracking their own character details, including:
- Modifiers for attacks, skills, and saving throws.
- Damage rolls and spell effects.
- Remaining hit points, spell slots, and conditions.
Why is this a rule?
- It keeps the game flowing smoothly without delays.
- It ensures players are engaged and accountable for their actions.
7. Declare Your Actions Before Rolling
Players must clearly describe what they are doing before rolling any dice.
Why is this a rule?
- Prevents retroactive justification like “Oh, I was actually trying to Persuade, not Intimidate.”
- Encourages roleplay and thoughtful actions instead of dice-first decisions.
8. No Retroactive Rolls
Once a roll has been made and the outcome declared, players cannot go back and claim they meant to roll for something else.
Why is this a rule?
- Prevents players from trying to manipulate outcomes based on results.
- Keeps the story and mechanics consistent without needing rewinds.
9. Passive Scores Are Always Active
Passive Perception, Insight, and Investigation scores are automatically in play when appropriate. Players don’t need to roll unless the DM specifically asks for it.
Why is this a rule?
- Encourages players to trust the DM to track details instead of constantly rolling checks.
- Keeps exploration and investigation streamlined without constant dice rolling.
10. Inspiration and Hero Points Are Declared Before Rolling
If a player wants to spend Inspiration or a Hero Point to reroll or boost a check, it must be declared before the result is revealed.
Why is this a rule?
- Prevents players from gaming the system by only spending resources after seeing a bad roll.
- Encourages strategic use of bonuses rather than reactionary fixes.
11. Group Checks Follow Majority Rule
For group checks, the outcome is determined by a majority of successes rather than treating it as an “all-or-nothing” roll.
Why is this a rule?
- Keeps group activities (like sneaking or climbing) fair and realistic, accounting for teamwork instead of punishing the weakest roll.
- Encourages players to work together and share responsibility for outcomes.
Comments