My Rules
Violet’s Rules of D&D
Overview of Gameplay
- Pick an adventurer and use the character sheet as a guide. Feel free to roleplay backstory, personality, traits, skills and even create a list of gear and equipment.
- The Dungeon Master (DM) is called that for a reason. The DM is the storyteller that will guide you and your friends on each campaign – keeping tabs on the health of your team, monsters and so forth. The DM is basically your DD (designated driver).
- After the DM describes the story, the players discuss what they want to do. It can be a team effort and/or one player does the action. The DM can simply permit the action or it might require a die roll to decide nay or yay on that grand idea.
- D&D is flexible and fluid so it will go back and forth from the DM describing the story and asking the players what they want to do – which usually requires a die or dice rolls to determine what happens next. Each campaign is meant to last about 2 hours but if you are super drunk and it lasts 4 hours that’s on you.
Game Dice
To keep it simple, you will only use the d20 and d6 die for the DM and all players. Every character and monster has 6 ability scores with modifiers: 1) Strength (physical power), 2) Dexterity (agility), 3) Constitution (endurance), 4) Intelligence (reasoning and memory), 5) Wisdom (perception and insight), and 6) Charisma (force of personality). Traditionally the dice are used for ability checks, saving throws and attack rolls. I did not include saving throws in the campaigns but you are welcome to use them. I also only use the monster’s Armor Class (AC) and Hit Points (HP).
d20 Rolls: Use this die whenever you need to make a decision, ability check or an attack. For decisions that aren’t attacks (e.g. obtain a boat) or ability related, you must roll a 10+ for it to be a success. Roll a d20 and add the relevant modifier from one of six ability scores. If the total equals or exceeds the target number, the ability check or attack roll is a success, if not, it is a failure. The DM can make up the target number.
Armor Class (AC)
The target number for an attack is called the Armor Class (AC). The number needs to equal or exceed it to be a success. For example, Antlia the Barbarian has a Dexterity of 13 with a +1 modifier. If you roll a 10, add the 1 for a total of 11 and compare to the monster’s AC. If it is higher than the monster’s AC, then it’s a hit. Next you will roll a d6 to determine how much damage the monster received by comparing the target number to Hit Points (HP).
Hit Points (HP)
Using the example above, after rolling a d6, take that number and add Antlia’s Strength modifier of +3 for a total of 6. Subtract that number from a monster’s hit points. Once a monster is at 0 hit points they are dead. For these campaigns, a character at 0 hit points remains unconscious until they regain HP through healing or until the end of the encounter, when they can get 1 HP automatically. The DM rolls for the monster attacks. The same rules apply towards the players.
Difficulty Class (DC)
The target number for an ability check (and saving throw if used) is called the Difficulty Class (DC). The number needs to equal or exceed it to be a success. For example, Alsephina the Sorceress has a Charisma of 15 with a +2 modifier for a total of 17. Roll a d20 and if it’s 17 or lower, then she successfully persuaded someone.
Printables
Grid
If you play combat using a square grid and miniatures, each square on the grid represents 5 feet. You can either buy one or print this and get it laminated. It makes it easy to draw on with a dry erase marker.
Character Sheets
Alsephina the Sorceress
Antlia Barbarian
Argo the Ranger
Luhman the Cleric
Regor the Blood Hunter
Wolf the Druid