Player Brief - Home rules and how the game is ran in Volserd | World Anvil
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Player Brief - Home rules and how the game is ran

General

Expected etiquette at the table

All players are expected to respect each other while the game is running. The following list presents guidelines for expected etiquette while playing campaign sessions. This is a non-exhaustive list that may be added to as players bring up their concerns.  
  • Don't be distracted - if you're not paying attention to the game, you may miss key clues or opportunities to advance your character - if you are distracted during combat, your turn may be skipped if you do not respond when prompted by the party or DM
  • Don't use cellphones/tablets/laptops/etc. while playing unless being used for the game, or immediately needed contact (ex: messaged by family members)
  • Don't be disrespectful about sensitive topics (religion, politics, etc.) during the session - this is a cooperative game and the group may decide if a player doesn't belong on the team
  • Don't make undeclared dice rolls - if you want to perform an action, announce it so the DM can hear
  • Don't keep core game mechanics secret from other players - role-playing is allowed (ex: you reveal that you were actually the person that murdered your parents for your background), but if you are a paladin, all players know you are a paladin
  • Don't attempt to force the game to work in your way - this is collaborative storytelling
  • Don't argue about rules - the DM will guide the game to make it fun, and discuss whether something in the game should be retconned to fix a previous mistake - it is okay in the moment to disagree and help correct actions/events
  • Don't metagame - if your character was not present for an event that played out by the party, do not act upon information until told by the other party members - don't use knowledge from the D&D books to influence your characters' actions
  • Don't force others to min/max - it is okay to have an optimized character, but you shouldn't force others to do the same if they don't enjoy that
  • Don't create a lone wolf - this is a social game and characters should be created to work with others - being edgy or stern is fine, but the character should be ready to engage with the rest of the party and world
  • Do allow your characters to create tension between one another - PvP is allowed, as long as it is settling in-game tension, rather than real-world tension
  • Do let other's know when you're uncomfortable - the DM and players are one team telling the story, and everyone should enjoy it
  • Do provide feedback to the DM if something seems unfair or not fun, or if you enjoyed an encounter
 

DM Style

  • Rules from the book will be run as intended and adapted to the game - rules may not be followed as written
  • Encounters will be an even mix of improvised and planned events
  • Players are allowed to attempt anything they want, but it will likely be decided by dice rolls
  • If there is confusion, rulings may be made in the moment and looked up later
  • If something needs to be RetCon'd, it will be discussed with the players
  • Homebrew is encouraged (see below) but must be balanced to fit in the world
  • D&D isn't for wargaming, so not everything will require a roll, and the focus won't be strictly on combat
  • Players have some narrative authority and can dictate how some parts of the story will be shaped (ex. character backgrounds can influence the creation of people, places, and factions in the world, and the PCs influence these items)
  • Slavery, racism, and prejudice may exist in the world, but will not reflect real-life (ex: elves traditionally hate dwarves, humans generally hate beastkin, etc.) - this won't be forced on the player characters but will be seen in the world
 

Player Absences

  • For a party of 8, if 3 or more players are absent/unable to attend, the session will be canceled
  • For a party of 6, if 2 or more players are absent/unable to attend, the session will be canceled
  • For a party of 4, if 1 or more players are absent/unable to attend, the session will be canceled
  • If a session is canceled, players may vote for the session time to count as downtime for the characters (the world time will progress, but characters can do actions that may provide benefits, ex. shopping, sharpen tools, meditate, heal)
 

Homebrew & Unearthed Arcana

Homebrew and UA can be used pending the DM's approval. Everything found on the Volserd World Anvil is considered allowed.   The following list of supplements is already approved or integrated with the campaign.    

Official Supplement Books

Any content that comes from an official WotC book is allowed in the campaign. The supplemental content may be slightly altered to fit the campaign, or for balance.  

Character Creation/Management

A good (funny) reference.   Please remember that characters in campaigns start at level one, so their backstory should fit this idea. A level one character may have had some adventuring experience, but they have not pulled off any great heists or similar. When in doubt, communicate with the DM so they may guide you.   One-shots will have their scope limited and may have character baselines provided.

Allowed Races/Classes

Most races are allowed for character creation, including flying races; however, you should be aware that not all races are globally accepted or included in the world. Homebrew/UA is available pending DM approval. If you are unsure or would like to make flavor changes, double-check with the DM.   All standard classes are allowed to be chosen from but may be tweaked with the DM's approval. All standard subclasses are also allowed. UA/Homebrew is allowed with the DM's approval.  

Rolled Stats

When you create your character, you should roll for each stat 4d6 and remove the lowest die. If your total modifiers do not add up to 0 or higher, you should reroll all stats.   If you choose to reroll a stat, you must reroll all stats.  

Starting HP

To calculate your starting hit points, add your CON modifier to the max roll of your class hit die (ex: CON modifier of +3 added to your class die of d8 would start you with 11 HP).  

Rolled HP Increase

When you level up, you will roll for your increase in hitpoints. Any rolled 1 must be re-rolled.  

Level 1 Racial Feats

You may choose to add one appropriate racial feat at level 1 from Xanathar's Guide. If your race does not natively have a racial feat, the DM may assist in assigning one.  

No Mystics

Mystics are too powerful to successfully exist alongside other PCs. In an attempt to keep the game fair, this class is not allowed.  

No evil characters

No player is permitted to bring an initially evil character to the campaign unless otherwise cleared.  

No secret characters

Every player gets to know every player character's race and class. While players know, their characters do not unless shared in-game.  

Intelligence Proficiency

Your intelligence modifier dictates how many skill points you gain/lose per level. You may spend these points to learn new proficiencies with skills, tools, and to learn new languages. You can instead spend 3 points to gain expertise in a skill or tool. If you have a negative modifier, you instead lose this many proficiencies.  

Leveling Up

Level-ups will happen at key points in the story (milestones). The level-up will be available after the next long rest OR at the end of the play session.   One-shots will generally have no leveling up.

Attunement

It only takes one action to attune to an item. This can be performed in combat. It takes one hour to un-attune an item. It takes one hour to transfer the attunement to another character.  

Death

If your character is to die and is not able to be revived, you will be allowed to create another character on par with the party (same level, same standing, potential additional gear).   If a TPK happens, the players can choose to create new characters of a similar level and continue, or the campaign can end. The new adventurers will arrive at a discovered major town the party's choice, after 1d4 weeks after the previous party was killed. Note: Not all TPK's will result in a game over, and may instead be worked into the story under the DM's discretion.  

Combat/Actions

Critical Success/Failure

When an attack roll is a natural 20 (the die lands on 20), it is automatically successful. Additionally, you do double damage, before modifiers are added (double the number from the dice).   When a skill roll is a natural 20, it automatically succeeds.   When an attack or skill roll is a natural 1, it automatically fails. In certain situations, this may cause other events to happen (ex. the character goes prone, the weapon breaks, etc.). This is left to the DM's discretion.  

Ready an Action

If you cannot currently make your intended action, you may instead declare that you would like to hold your action until a certain trigger happens. This action will automatically happen if the trigger is tripped. If you ready an action, you end your turn holding that action. To not waste any of your available abilities, you will want to do this as the last move of your turn.  

Inspiration

At the start of the campaign, each player will be dealt one random playing card. The value of this card may be added to any d20 roll. Numbers are worth their value, face cards are worth 10, and an ace is an automatic critical success. Inspiration will be rewarded by acting in character throughout the campaign or by achieving great feats, at the DM's discretion.  

Flanking

You get +1 to attack rolls for each ally surrounding the target. One of these allies must be direct across from you.  

Knowledge of Health Points

You will not know exactly how many hit points an NPC has at any time. Once the character goes below half health, they become Bloodied.  

Massive damage

If you take damage greater than or equal to half your maximum health from a single attack, you must pass a DC15 CON saving throw.   If you fail and are conscious, you suffer from a System Shock. If you fail and are subsequently unconscious, you receive a Lingering Injury. This also applies to NPCs.  

Secret Death Saves

The DM will roll all death saves. Players may perform medicine checks to attempt to keep characters alive, but this counts as a death-saving throw.  

Sprint

You may sacrifice your entire turn (action, bonus action, movement, reaction, etc.) to move 5x your movement speed in a straight line. NPCs may also do this.  

Reattempting checks

All skill checks that are not WIS or INT based can be reattempted; however, the DC will change on subsequent tries. Note: Some WIS or INT based checks that are a recollection or measure of knowledge may be reattempted at the DM's discretion.  

Spells

You can cast one spell per turn. This can be either an action or a bonus action cast spell.
Spell Name Changes
Healing Spirit Can only be used in combat
Countercharm Costs an action and anyone within 30ft is no longer frightened or charmed
 

Role-Playing

All players are expected to engage in story-driven content. If you are not comfortable acting in the first person, it is alright to describe actions in the third person. Narrative control will be shared during some moments, so be prepared to story tell!   Insight and Deception between players are determined by players. For example, Player 1 rolls an insight check against Player 2. Player 2 determines the outcome based on the roll. Player 2 can instead opt to roll deception against Player 1 to determine if they are believed.  

Note-taking

It is strongly encouraged that players take notes. At the beginning of each session, the players will have the opportunity to provide a recap of what has happened so far. During this recap, players are encouraged to clarify points with the DM.  

Exploring

A natural 20 on exploring checks do not just grant all knowledge of a location. Discovery of anything not obvious (passive perception) must be revealed through a check. However, STR/DEX/CON checks may be reattempted at a slightly modified difficulty. WIS/INT checks may only be attempted once.  

Helping on rolls

You can help another player complete an action. To grant them advantage, you must be proficient in the skill you are helping with. If you are not proficient in the skill, add a +1 to the check instead.  

Downtime/crafting

There will be periods of time declared as downtime/crafting to allow for the accomplishments of non-adventure-oriented tasks. This can be decided by the group if it will be dedicated as a play session, or if it occurs between sessions. World time will continue to advance during downtime periods. The rules for downtime and crafting will be as written in the official books or from homebrew supplements unless otherwise stated.

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