How to Play

Full Rules

This campaign uses the 5th edition Dungeons & Dragons rules, which can be found free online.

House Rules

  • Be respectful
  • Have fun and be creative
  • Limit distractions. Use your cellphone for your spellbook, not for texting.
  • BYOB
  • If a rolled die falls on the floor, it must be rerolled on the table surface. If a rolled die lands cocked against a book or other object, it must be rerolled on the table surface.
  • If a player is absent, their character conveniently fades into the background. An absent player character cannot assist the party, but still earns experience points.
  • If a player character dies (and can’t be saved by powerful magic), that player will be expected to create a new character. We’ll mourn and get on with a new chapter in the adventure. If the entire party dies, a new adventure will begin, likely with different characters.

The Basics

  1. The DM (Dungeon Master) describes the environment.
  2. The players describe what they want to do.
  3. The DM narrates the results of the adventurers’ actions.

Game Dice

The different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).

When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add them together, and add 5 to the total.

In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure. Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.

1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill.

2. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.

3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.

How to Play

League of Tesla Josh_the_DM