Expectations for Players
Players are expected to build characters who can function as part of a group and who have reasons to stay invested in the campaign. A little friction, disagreement, or personality clash can be good drama. Deliberately disruptive play, antisocial character concepts, or treating the campaign like a solo vehicle for chaos is not.
Metagaming is discouraged. Players should make decisions based on what their characters actually know, reasonably infer, or learn in play, not on out-of-character knowledge from books, streams, old campaigns, monster stat blocks, or hearing another player’s private information at the table. Nobody is expected to roleplay perfect ignorance, but players should make a good-faith effort to stay inside their character’s perspective.
Players are also expected to pay attention, know the basics of their own character sheet, and be ready enough on their turn to keep the game moving. The DM is happy to answer questions and clarify rules, but the table works best when everyone is carrying their share of the mechanical load instead of outsourcing their whole character to the DM or the most experienced player in the group.
Finally, players should approach the table collaboratively. That means respecting rulings in the moment, bringing rules disagreements up between sessions instead of turning them into mid-scene arguments, and treating the rest of the table like teammates rather than obstacles. The goal is not to “beat” the DM or win every exchange. The goal is to make a fun campaign together.
House Rules
The DM uses the 2024 rules as written, with the following table-specific clarifications and house rules.
Questions are welcome before or between sessions.
Strategizing
At the top of each round, the party gets a brief strategy turn to coordinate. This discussion is out of character and is not heard by enemies.
Outside of that strategy turn, table talk is assumed to be happening out loud in the world unless it is explicitly telepathic or otherwise concealed. That means enemies may benefit from hearing your plans.
A player may still offer brief advice on their own turn, as long as it fits the usual standard of short utterances and gestures.
During another player’s turn, if you want to give tactical advice, you must spend your reaction to Advise them with a short phrase. If anyone uses Advise during a round, the next strategy turn is skipped.
Hesitating
If you want to act later in the round, use the Ready action. If you need more time to think and do not want to commit, use Dodge.
If you take too long on your turn or are not ready to act, the DM may rule that your character takes the Dodge action automatically.
Critical Hits
On a critical hit, roll damage as normal, then add the maximum possible value of all damage dice rolled.
Example:
If an attack deals 2d8 + 3 damage and you crit, and you roll a 2 and a 5, the total is:
- Rolled damage:
7 - Maximum of the damage dice:
16 - Modifier:
3
Total damage: 26
This is referred to in Beyond20 as “Homebrew: Perfect rolls”
Skill Checks
When your character wants to do something, describe what you are doing and what you are trying to accomplish. Do not call for a skill by name - your character doesn’t have dice and doesn’t know what a “survival check” is.
For example, say:
“I watch his expression while he answers and try to tell whether he’s lying.”
Not:
“I roll Insight.”
This helps the DM determine the correct check and what success or failure would mean. Once the DM understands what you are trying to accomplish, the DM will indicate what kind of roll needs to happen.
Before committing, you may ask questions about likely difficulty or possible consequences. This is also the stage where other characters may offer help, cast guidance, or otherwise assist.
If another character wants to Help, they must explain how they are helping. The DM will then call for a different relevant check from the helper against a flat DC 13.
- If the helper succeeds, the acting character rolls with advantage.
- If the helper fails, the acting character rolls normally.
- If the helper rolls a natural 1, the acting character will roll with disadvantage.
Once the action is committed to, the DM will give the exact DC of the roll. After this happens, it is too late to offer routine assistance unless a feature or reaction specifically allows it.
Even if a DC is too high to be met or too low to be failed, roll anyway. High rolls on very difficult checks may still earn partial success. Very low rolls may carry added consequences. A natural 20 on an ability check is not an automatic success.
Order of operations: describe intent, coordinate assistance, then commit and roll.
Tool Checks
Tool use follows this interpretation:
When you use tools to accomplish something, the DM will call for the most relevant check based on what you are trying to do.
Each tool is associated with an ability score, so a tool-based action will usually involve a matching skill or ability check.
For example, using a disguise kit may call for a Charisma-based Deception check.
- If you are proficient with the tool, add your proficiency bonus.
- If you are proficient with the relevant skill, add your proficiency bonus.
- If you are proficient with both, add your proficiency bonus only once, but make the roll with advantage.
Inspiration
Heroic Inspiration may be transferred from one player who has it to another at any time, including after a failed roll.
When you spend Inspiration to reroll a d20, do not reroll the die normally. Instead, roll 1d6 + 14.
This means an Inspiration reroll will always result in a value from 15 to 20.
This applies to Heroic Inspiration only, not Bardic Inspiration or other sources.
Rules Adjudication
Know your character sheet, your abilities, and your core mechanics. The DM will rely on you to track your own features accurately, including things like advantage, disadvantage, spell effects, and limitations.
When a rule interaction is unclear, the goal is to make a quick, reasonable ruling so the session keeps moving. That ruling stands for the rest of the session.
Between sessions, anyone is free to make a rules case. If a ruling turns out to have been wrong, it will be clarified before the next session and applied going forward. In unusual cases, minor retroactive corrections may be made to keep things fair.
Rules debates do not happen in the middle of play. Session-time rulings are final until the session ends.