Gameplay and Table Etiquettes
Note from the Writer
This booklet is just for individuals who would like to participate and join the tables run by DM Devin and DM Katrina. This booklet will tell you everything you need to know about us and how we run our tables and it also has information that will help you in your character creation.
Should you have any other questions that is not covered within this booklet, feel free to contact us through our Facebook Page, Facebook Messenger Group or Whatsapp.
To keep up to date with all the latest developments of our homebrewed campaign setting known as Baile Draíochta, please check out the World Anvil page as well as our Patron and Offical Twitter.
Keep in mind, rules will change!
Like anything in life, things are constantly evolving and changing. These rules will be added upon, omitted, and maybe deleted as the world of D&D (and its players) change. If anything does happen to differ from the copy you are familiar with, we will gladly provide a new copy of the house rules along with another review session to look over the whole document again with you.
Table of Contents
Overview on rules.......................................................... Pg. 3
Grading of Games.......................................................... Pg. 3Safe................................................................................ Pg. 3
Standard....................................................................... Pg. 3
Epic................................................................................ Pg. 3
Playtest......................................................................... Pg. 3
Reference Source Materials........................................ Pg. 3Books allowed........................................................... Pg. 3
Homebrew Materials.............................................. Pg. 4
Under Review Sources........................................... Pg. 4
Character Creation.......................................................... Pg. 4
Creating Your Backstory............................................... Pg. 4Learning your character......................................... Pg. 5
Alignment is Important................................................. Pg. 5Definition of Alignment........................................ Pg. 5
Player's Information Package (PIP)........................... Pg. 5Documents found in PIP....................................... Pg. 5
Optional Rules/Rulings................................................. Pg. 5Carrying & Weight Limit....................................... Pg. 6
Combat......................................................................... Pg. 7
Exhaustion................................................................... Pg. 7
Experience & Banking............................................ Pg. 7
Homebrew.................................................................. Pg. 7
Inspiration & Additional Uses............................ Pg. 7
Multiclassing.............................................................. Pg. 7
Passing of Time........................................................ Pg. 8
Player vs. Player (PvP)............................................ Pg. 8
Reputation.................................................................. Pg. 8
Seasons and Weather............................................. Pg. 8
Sensitive Topics........................................................ Pg. 8
Size Matters................................................................ Pg. 8
Dice and Dice Roll Etiquette....................................... Pg. 9
Metagaming System................................................... Pg. 10How the System Works...................................... Pg. 10
What is considered Metagaming.................... Pg. 10
Warnings and Tokens.......................................... Pg. 10
Code of Conduct.......................................................... Pg. 11
Abbreviation Dictionary............................................. Pg. 11
Location of Tables........................................................ Pg. 12
v1.5 Notes...................................................................... Pg. 12
House Rules
Overview on rules
To have a more interactive and smooth game experience, this table has a list of house rules that should be observed and reviewed before playing. If you are unsure or do not understand anything that is written in this document, never hesitate to ask the Dungeon Master (DM) for clarification. These rules have been implemented due to years of testing and we feel these are in place for the player’s enjoyment.
Since we know a lot of our players hate to read (strangely enough for a game based on reading everything before game play can proceed), we have just 5 simple things to remember;
- How to create your character
- What the campaign session is about
- Rules of the table
- Dice Etiquette
- Player Etiquette
We have broken each point down in detail should you like to know more.
Grading of games
One of the many things our DMs do before even running a campaign is fully read, judge and grade all campaigns before we offer them to our players. This not only gives our DMs time to plan and world create but also provides some insight to all players on what they can expect (in terms of how difficult it may be). Players can decide to participate in what campaign they would find more enjoyable to them in this way. Most of the time, the DM will gather a consensus of what players would like to experience before choosing a campaign to run. We divide all source materials into four categories; Safe, Standard, Epic and Playtest.
Safe
A source material that is deemed safe means that the DM has decided to implicate a no death policy or methods and rules that prevent permanent death of a PC (All death saving throws are DC 10). These campaigns tend to focus more of the immersion of a story and enjoyment of roleplaying. Most new players or players that are just getting back into the D&D scene, tend to join these types of campaigns.
Standard
A source material that is deemed standard means that the DM will run these campaigns with all possibilities. Traps, diseases, poison, natural disasters, PvP, you can expect to find all the elements that may lead to your PC’s ultimate demise. Permanent death is a possibility in these campaigns (Death saving throws can be DC 10 or DC 15 depending on what was determined at the start of campaign).
Epic
A source material that is deemed Epic means that the DM will run these campaigns with the intention that everything in the world will try to kill, eat and/or maim the players with minimal chance of a PC’s survival (All death saving throws are DC 15). These types of campaigns are usually only run at the request of the players, its meant to challenge a player in how well they are able to strategize, creatively roleplay and most importantly expose them to many obscured and rarely used races and creatures.
Playtest
A source material that is deemed playtest means that the DM is running a campaign to determine if they want to add any new source materials and/or optional rules for future uses. Players may experience broken rulings, unknown mechanics and situations that make no logical sense. This grade is usually found on first-run homebrew and campaigns with Unearthed Arcana materials.
Reference Source Materials
Many DMs have different preferences and allowed source materials that players can use to create their characters. Unless otherwise specified for a certain campaign. Should you decide to use any of the below reference materials, please reference the page or appendix you have taken from each book (example: App. A: Backgrounds in Tomb of Annihilation).
Books Allowed
The source materials that we have used and that we allow in our games from 5th edition is;
- Acquisitions Incorporated (Spells Only)
- Baldur’s Gate: Descent into Avernus
- Curse of Strahd
- Dungeon Masters Guide
- Eberron: Rising from the Last War
- Explorers Guide to Wildmount (Classes only)
- Ghosts of Saltmarsh
- Guildmaster’s Guide to Ravnica
- Hoard of the Dragon Queen and Rise of Tiamat
- Monster Manual
- Mordenkainen's Tome of Foes
- Player’s Handbook
- Storm King's Thunder
- Sword Coast Adventurer’s Guide
- Tomb of Annihilation
- Tyranny of Dragons Alternative Cover
- Volo’s Guide to Monsters
- Waterdeep Dragon Heist
- Waterdeep Dungeon of the Mad Mage
- Wayfinders Guide to Eberron
- Xanathar's Guide to Everything
Homebrew Materials Tested and Approved
These home made campaigns and the races/classes found within them are perfectly fine to use in your character's creation.
- Baile Draíochta: Radiant Cataclysm (5/19/18)
- Baile Draíochta: Ragnarök (9/14/18)
- Baile Draíochta: The Holy War (10/12/18)
- Baile Draíochta: Power Shift (3/18/18)
- Duanahar: Yurmina (10/7/19)
Materials under review or playtesting
Not allowed in creation unless granted permission by overseeing DM.
- Unearthed Arcana (All Sources)
- Dragoon or Starling Classes
- Selkie (BD or land), Da'traxi, Papallona, Avalis, Lunalven, and Oréal
Previously Play Tested
- Barbarian: Path of the Juggernaut (Custom Class from Tal’Dorei Campaign pg. 102)
- Ranger Revised: Blood Hunter (Custom Class from Critical Role)
- Epic Level Handbook (Races, Monsters for conversion to 5e pg. 202)
Character Creation
At our tables we prefer to roll out character’s ability scores but we do allow players another choice for creating their character.
- You can roll 4 6-sided die and record the cumulative total of the highest 3 dice, 6 times (Preferred Method). Should any player roll a 1, they can re-roll up to 5 ones. Keep in mind that this method is required by our table to be done so during the session for verification by the DM.
- You take the “standard set” which is 15,14,13,12,10,8. You can assign these scores without any verification from a DM
We do not allow the point buy system as verifying that the ability scores were assigned properly as well as if the assigned racial traits/class scores are correct, actually slows down set up of the session. As for classes, our updated custom character sheets cover most of the work, all a player needs to focus on before session is their background features, backstory and their race. Should you need any additional information such as available races, classes, backgrounds or anything relating to the campaign lore feel free to ask the DM. We want you to be able to utilize and play your PC as intended.
Creating Your Backstory
As a player you have full creative freedom of your character's creation and this also means creating their backstory. Should you need help creating a generic backstory and do not mind just using the basic Player's Handbook you can always use this Generator. With that in mind there are a few points that we ask all players to review.
- Just because a DM assists in creating a character doesn't mean its approved.
Some players need creative guidance in writing out their backstories and as world creators we are more then happy to help. But, just because you gain the assistance of your DM in creating the backstory of your player character, doesn't mean that the DM has already approved your character for play.
All character sheets must be submitted a week before main session for review. The review process is to work out the cohesiveness of the potential party. Should we find any issues with factions, personalitys/flaws, and backstories, we will discuss it individually with the players beforehand.
- Your experience should reflect your level.
When creating your character's backstory, a player should keep in mind the starting level of their character for the up coming campaign. If your character is starting off at level 1, they would not have a backstory filled with experience from battles war, ECt that would cause them to be a higher level. For example a character starting at level 1 would have the experience of a villager their whole life.
There are some exceptions to this rule and you can ask your table DM if you have any questions about your ideal backstory or if you would like to know more about any exceptions the overseeing DM is willing to make.
- Lore is encouraged
When creating your backstory we encourage players to utilize all lore within the settings (Forgotten Realms, Dragonlance, Greyhawk, Mystara, Birthright, ECT). Should you want to create a character from one of the homebrewed campaigns, discuss it with your table DM who will work out the details of the lore of your character.
- Stay true to your character's personality
When a player creates a character and rolls out their Personality Traits, Ideals, Bonds, and Flaws, we expect you to stay true to what you have picked (or rolled), for your character. The reason for this is so we as DM/players know when someone is roleplaying and when someone is just acting based on how they feel they should act.
Roleplaying something we are unfamiliar with is not easy, but it is what the whole purpose of D&D is for. To explore a realm of possibilities of different lifestyles and cultures we ourselves may not be familiar. With this being said, if we hear at our tables "Its what my character would do." after a problematic issue is brought up, then we may have to address the issue accordingly.
Players who stay true to their character's traits will be awarded. The best thing to remember is, the better you are at playing and interacting as your character, the more content, situations and rewards you get. Its quite simple.
- Our tables are not for self therapy
Our tables is not to be used to help an individual cope with certain life experiences as we are not the trained professionals needed to develop healthy coping methods. Keep in mind that a game is for everyone and not every player may feel comfortable playing in a game that another is trying to use to work through certain life situations. Should we discover that a player has made a player character with a backstory reflecting their own life story or in the memory of a passed loved one, we will kindly ask the player to reroll a new character, regardless of where the players are in the story.
With this being said it also depends on the individual experience of the DM if they are willing to allow such PCs to exist in their games. If you feel you would like to discuss the possibility of having such PC at the table, talk to your overseeing DM. If the DM is willing they would need to get the permission of all the other players at the table before any game can proceed with such concept. So be aware that should you want to play out such issues, they will have to be made public to the players and the DM still can say no.
Learning your character
Our tables have implemented a new method of character creation that helps new players to our tables, create a more cohesive team. After sitting down with a potential new player to create their ideal character, we will host a one shot campaign where the player will have an opportunity to test out and roleplay their character through a series of making hard decisions and battles. Once done, the character may (or may not be) introduced to the group for the main campaign. Upon completion of the one shot campaign, your character will be awarded 2,500 EXP. Should they die in the campaign, then they will be awarded no EXP. The players can also accumulate experience from monsters killed in the one shot.
For some of these one shot campaigns, another player may or may not join you to either run through the one shot with you or also create and introduce their PC to the game. NPC players will have to stick to a set script and set of events that is already predetermined for them before the campaign. They are simply there for guidance and help, should you as a player feel the need for it.
Alignment is Important
Within the world of D&D, various races, classes, spells and items are highly affected by a character’s alignment such as a Divine Magic (Xanathar's Guide to Everything 5e; Sorcerer Origins pg. 50) & Talisman of pure good (Dungeon Master´s Guide 5e; Magic Items pg. 207) as some highly specific examples. And although it seems that in the recent 5e, the mechanics of alignment has been reduced to a passing mention, instead of an enforced rule. Because of this, our table does track and count various actions/deeds to your alignment based on our definition of what constitutes Good, Bad, Neutral, Lawful and Chaotic.
Definition of Alignment:
Our definitions of each alignment are pretty simple to remember, below is a quick synopsis.
- Evil: Willful intent to harm another living creature (P, M, E).
- Good: Willful intent to preserve and/or defend another living creature (P, M, E).
- Neutral: The skillful balance of the above good and evil acts.
- Chaotic: Actions and decisions that would be considered eccentric/unconventional by society
- Lawful: Actions and decisions that would be considered law abiding by society
Keep in mind that staying true to a player’s/character’s morals does not mean staying true to an alignment.
Player's Information Package (PIP)
One of the reasons we ask players to be dedicated to our campaigns is because of all the things that go into making sure that each player is well prepared for the upcoming session. Every new player is provided with documents relating to the session that is being featured and any other items that they may require.
One such tool is the player information sheets, which is created to summarize the events of the previous session and simplify the objectives left incomplete from last session.
Other helpful features include the ability to track currency, keep notes, track weather, track ailments, keep time and has multiple tools such as town/dungeon maps and the prices of all available services from stores to inns.
It has been brought to our attention that many players do not read anything that may be provided until game day. Though there is nothing wrong with waiting till you are with the DM. We kindly ask that should you decide not to read the digital PDFs, please arrive an hour early before session to review the PIP and ask your questions before the game starts.
The documents that can be found in your PIP:
- House Rules (This document right here)
- Blank Character Sheet (These are custom)
- Player information sheets (For the current session, which means a new one is provided each game)
- Inventory Sheet (Copies are provided when needed)
- Faction Booklet (Conditional to the campaigns)
- Adventure League (AL) Logsheet (Conditional to the campaigns but one is provided for all PIPs)
- Player’s Core Booklet (Conditional if the player does not have the Player’s Handbook PHB and only one will be provided per person)
If you are reading the PDF of this document or are accessing our digital booklet, you can access the full PHB Online | Mobile, review and print off your own copy of the Player’s Core Booklet.
Optional Rules/Rulings
During your time with the table you may come across situations and mechanics that are not fully covered in your player’s Handbook (PHB). Below you will find some of the many different components you may find in our game:
Carrying & Weight Limit
Yes, we do care about how much items you are carrying. The reason we have this mechanic in the game is not to grief our players but to get them to be more cautious on what they carry and what they take. The main issues players have faced is overloading themselves with so much coins that they no longer can carry anything else (Yes for every 50 coins it weighs 1 pound). To calculate what your PC can easily carry, it is a simple calculation of their strength ability score x 15. Calculations of weight is usually done at the beginning or end of a session.
What happens if you find your PC encumbered before or after the session?
Two things all players need to remember is this;- If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
- If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
No matter how encumbered you are, you will still be able to move to some degree. To maintain the integrity of roleplaying, we do reserve the right to deny certain things from being carried (Such as a halfling house, just because you can move with any amount of weight on you, doesn’t mean you can lift and move a full house... unless you make a very convincing roleplay suggestion).
Combat
What many players have grown accustomed to is a more turn based combat roleplay style (Based on initiative rolls, players and enemies alike will take their turns in sequence) which leaves many players to metagame the whole fight. What many players and DMs forget is a round of combat happens simultaneously, but what we find is if say the fighter with the highest initiative goes first and harms himself from a bad roll, the cleric with the second highest initiative will then proceed to heal the fighter. This is considered metagaming since the battle is happening simultaneously, the cleric would not have known to heal the fighter since the fighter would have been injured on the same turn the cleric take their action.
We try to remind players of this fact when we catch it but when the table grows above 4 players, we implement a different style of combat sequence. Initiative is rolled and based on the numbers will ask each player what their action, bonus action is (while also rolling for whatever they decided) and if they would like to use their movement or disengage. After all the information is collected by the DM, they would calculate what transpired in that round and tell the whole party who did what in a story like recap of that round.
Some of our rule's players should be aware of:
- We highly encourage creativity and discourage constant spamming of moves (Such as prepping for a dodge every single turn).
- Skill checks during combat are free to attempt, but may require your action or bonus action at the DM's discretion, should you succeed.
- Items used on your PC or switching weapons (already prepped) during combat is considered a bonus action whereas using an item on a companion or taking out a weapon (or prepping a weapon see below image) is considered an action.
Weapons out and ready on the ground, easily accessible for a player to grab and use (Image from FF7:AC).

- Critical roll on a hit (a roll of 20) results in any damage done by PC/Enemy to be doubled. After all you are not hitting multiple times on a hit, you are just hitting harder so rolling multiple dice for one critical hit makes no sense.
- Depending on the situation, the DM will determine if they should enforce rules as written or rules as implied. We kindly remind all players that the DM has the final say in all rulings and the DM is the one who’s crafted this world, quest, NPCs, monsters, everything. They know far more than you do if you’ve just encountered them. If you’re preparing to take a certain course of action, and they ask you if you’re absolutely sure you want to do this, be aware that it’ll probably have bad consequences. Feel free to ask them what the repercussions of failure could be! They want you to enjoy the game, and should be happy to tell you.
Just a friendly reminder:
Ready, Reaction, Dodge and Uncanny Dodge. This seems it needs to be defined clearly as many times have players contested these uses.
Generally, characters get one action, one bonus action, and one reaction.
If you ready an action and have not used it and decide to make an opportunity attacks against an enemy you lose your readied action. A prime example of this situation is a ranger with a bow drawn on a door waiting for an enemy and suddenly an enemy sneaks behind them (based on passive perception or bad rolls, the ranger notices the enemy) and instead decides to attack the present danger. They have to quit watching the doorway to opportunity attack that not-so-sneaky enemy. This makes intuitive sense, and the ruling on it coincides with what happens in real combat. Conversely, if you decide to let the ranger remain focused on the doorway and let the enemy pass no opportunity attack will result.
The Dodge action imposes disadvantage on all incoming attacks from visible opponents (and also grants an advantage on Dexterity saving throws). The main word that many players forget is visible. Though there is no line of vision mechanic within the D&D rules, it is highly unlikely that every single person in the D&D universe has a multiple focus ability. Your PC (although you may have prepped for dodge) may not be able to gain an advantage on all incoming attacks. Let's face it, it makes no sense for a person to focus on the actions of 7 wolves circling them just because they are out in a clear open area.
Uncanny dodge is not used on your turn but rather, the turn of the attacking enemy. You don't require the ready action to do this as a reaction because it is a reaction to being harmed. It's unconscious. You don't think about, it just happens.
Movement, Dash and Disengage. This also seems it needs to be defined clearly as many times have players contested these uses as well.
Movement is not the same as taking an action. You may always move a distance up to your speed on your turn without taking any actions, taking actions between movements or before (barring special conditions, but let's not get into that).
The Dash action is the closest thing to a “move action” in 5e, but it doesn't allow you to move. It allows you to increase your movement. You can always move, and taking the Dash action only helps you move faster (This does count as an action).
The Disengage action lets you move out of your opponent’s reach in an orderly fashion that denies opportunity attacks from any number of enemies. After Disengaging, you have your full movement speed available.
Exhaustion
It is a mechanic that is part of the basic rules in the dungeon master’s guide (DMG) but is rarely seen in many campaigns. This is just a heads up that at our table, exhaustion is a very real condition your PC could face. If you are unfamiliar with the rule it is;
- If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
- A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
- An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
- Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1
| Level of Exhaustion | Effects |
|---|---|
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
Certain house rules to be aware of during the session is:
- We require all PCs to be able to consume 1 ration and a waterskin before every short or long rest.
- Upon the failure of the first saving throw, gain 1 level of exhaustion.
Experience & Banking
The way experience (EXP) is awarded to players is it is accumulated and calculated after a long rest. We allow all players the choice to bank their EXP until such time they are ready to use it to level up. This allows the player to level skip (for example instead of spending 1,200 EXP to level a character up to level 2 then level 3, a player with 900 EXP can just instantly level up from level 1 to 3). While this may seem game breaking, it is also best to keep in mind the downfall of this mechanic, after all you don’t want to be the only level 1 trying to stay alive in a CR geared area to the rest of the level 5 in the party. The DM of the table determines if EXP resets or continues after leveling up.
We also try to evenly distribute EXP for all members of the party, this being said we also will award bonus EXP for any unique roleplay actions taken.
Homebrew
As briefly mentioned in our grading section, our tables do recognize and play some homebrew. Homebrew rules like the fading spirit – alternative resurrection spell that was created by Critical Role’s Matt Mercer can be implicated in a session but these may just be restricted to Playtesting games.
Should you want to play a custom made/homebrew class or race, please submit all information to the DM. They will review the information and will get back to you.
Inspiration & Additional Use
Inspiration points (IP) is another mechanic widely overlooked in the majority of D&D campaigns, at our table we have implemented a system that gives both the DM and Players some control on how to obtain IP and how to spend them. Firstly, IP does not disappear unless used for your PC but there is a max limit of 20 all PCs can bank. To earn IP, the DM can award any amount should the PC do an inspiring feat or action that keeps them true to their personality, feats and flaws. Another way that players can earn IP for their PCs is by spending 1000 EXP to gain 1 IP.
Players can spend IP in two different ways within our games, the most widely known method is to spend 1 IP to give a PC advantage on a roll. The other option we have introduced is for players to spend 5 IP to temporarily boost one of their ability scored by 1. This temporary boost lasts the whole session and disappears once the session ends.
Multiclassing
All players are allowed to multiclass at our games, granted that the game allows for such thing. We do however restrict multiclassing in certain ways to avoid players who want to minmax build. Please note that all players that are caught minmax their PCs will instantly trigger Epic difficulty for their PC only. Should you want to playtest a minmax character, please discuss it with your DM first.
- Players are allowed to multiclass into any class as long as their PC has studied or have been mentored by a person of the class. We are using a similar method for multiclassing that is covered by the PHB page 187.
First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
Time needed is determined by many factors and the DM will inform you on what is needed.
- Players can multiclass into any number of classes. We do not restrict this but a player can only work on learning one new class at a time.
- Should a campaign have a recommended level, players are allowed to multiclass the allotted levels they are given.
Passing of Time
Like many other campaigns, the DM will tell you how much time is passed, if its morning, noon or night but what our table does is take this little concept one step further. For every 10 minutes that passes in real time, 1 hour passes in game. This is more for a story tool then a strict fact, as we do have times where the game play needs a bit more of a lenient time management touch (due to shenanigans at the table, we will pause the time flow). During Combat and during certain situations time will not follow this rule.
Like hours passing in game for real time minutes, the DM may implement the same method for days. Should this method be used, the DM will ask the players what goals and jobs they want to accomplish during the passing of time. Requirements and rolls will be calculated at the start of the next session to determine the amount of time passed and successfulness of the PCs. This method is only used when PCs are training to learn proficiencies, languages and new classes.
Player Vs Player (PvP)
First, let’s define, identify and generally discuss PvP in D&D. No matter what edition you may prefer, player abilities are not balanced for use against other player characters. It comes down to who manages the first hit, easily, and at low levels no matter the classes of the combatants (like finding that one spell that works and hoping they fail their saves). With that being said, you may find instances of PvP within our games.
Some of the types of PvP you may find in our games
- Accidental (Usually results in death): This has happened on a few occasions; a PC has a series of unfortunate rolls in and out of combat that affects their companions. From critical hitting a PC who happens to stand in the way of a bear and fails their DEX saving throw to casting grease on the ground and having another companion slip and fall down stairs, there is any number of possible outcomes that could result in accidental PvP actions.
- Brawls (Always results in death): Tension can grow between PCs or they simply can get carried away. Usually this is when a player wants to eliminate another player’s PC because of some sort of habit that is making them dislike playing with that specific PC. We highly discourage this sort of PvP as this can not only further table drama but increases the high tention between the players. Though there are times it is done in play and is usually a way for players to kill off their PCs if they want to make a new one (kind of like the Skyrim random encounter where an old orc is seeking a good death).
- Duels (Rarely results in death): We tend to have festivals and displays of power within the games that puts players against players. These duels have failsafe mechanic/rules where a result of death is highly unlikely (Though we did have one incident of a critical hit meeting a critical fail resulting in death).
Depending on what the campaign has been graded (Safe, Standard or Epic) will also depend if PvP will even be considered or included.
Reputation
Many campaigns hold renown highly and it doesn’t only apply to if your PC is part of a faction anymore. For the most part unless you are a player that highly cares about accessing the benefits of their renown, most of the time you will be blissfully unaware that this mechanic is even in the game.
All NPCs created by the DM has a section such as your PCs that mention personality traits and flaws. When compared to your PC’s traits will automatically have a like (advantage) or dislike (disadvantage) factor which will affect your overall interactions with them. Many other factors do apply such as appearance, deeds and attitudes but it is not something you need to worry about as the DM has all of this behind his screen.
We do have relationship chart sheets if you as a player would like to personally keep track of their own PC’s interactions with other PCs or even NPCs. These are available only at the request of the player and should only be used as a guide to help you focus more on your roleplay aspect.
Seasons and Weather
Many campaigns (Stories such as Tomb of Annihilation and Heist of Waterdeep) within the 5e D&D universe have used seasons and weather to add more depth to the challenge's players can face. In many of our campaigns we add the natural elements to further enhance and encourage more creativity in roleplaying. For the most part a player will not have to worry about the mechanics, but should more focus on trying to keep their PC alive through the natural elements. At the DM’s discretion, usually upon every hour of in game time, they will inform the player if anything changes in the weather.
Sensitive Topics
It is not something that is unheard of in the D&D community and it clearly happens at any table. How we approach and handle such situations is simple, we roll for it without any descriptive details. For example, should your PC fall under a NPC/PC charm and happen to be charmed right into bed with them, we don’t need the details. The DM rolls out how long your PC is occupied and what consequences come from it, then the whole party moves on.
We do have mechanics that covers all the nitty gritty of all these sensitive subjects (such as birth control, pregnancies, ECT you get the idea) and if you really want to work out the unspoken details for character journals, the DM will be happy to break down and work out the details with you outside of session time.
Size Matters
It isn’t often that we care about the size of a PC but there will be times in the campaign where it will become relevant. This mechanic, though subtle, has a significant impact on mechanics (but not as Prominent as alignment). For this reason, we request all character sheets at least have their PC’s weight, height and size written in somewhere should the situation ever call for a size reference.
Why does size matter?
From the DMG, on the section of creating monsters:
Make your monster whatever size you want: Tiny, Small, Medium, Large, Huge, or Gargantuan.
A monster's size determines which die is used to calculate its hit points in step 8. Size also determines how much space the monster occupies, as discussed in the Player's Handbook. .
It clearly references the PHB and what may affect players actions. Unfortunately the DMG does not specifically tell us where exactly to look in the PHB. After a bit of searching we have found the exact section it is referencing.
If we look at page 191 in the PHB it reads:
You can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.
Other instances we have come across where size matters are if the terrain you are fighting in is narrow/small, if a creature/player is of tiny, large size (this means they get double carry weight if large or half carrying weight if tiny) or if your attacks/spells require a certain range. One example where a spell clearly requires size is Animate Objects. With this spell, you can animate objects of a certain size of your choosing, but you can only animate up to a Huge sized object.
| Size | HP | AC |
|---|---|---|
| Tiny | 20 | 18 |
| Small | 25 | 16 |
| Medium | 40 | 13 |
| Large | 50 | 10 |
| Huge | 80 | 10 |
Notice how they trade in AC for HP as Size increases. The idea for this spell is, the larger you are, the easier you are to hit with the added benefit of being a little tougher to kill.
Other situations encountered:
It has been discussed many times at many different tables and that is the effects of wild shape and polymorph. Though there is nothing in 5e rulings that cover this (many players argued references from the 3.5 SRD
but we have come to a ruling based on the information provided in 5e that resolves this issue should it ever come up again.
Wild Shape is an ability that allows you to change shape into any beast you have seen before (This point is actually very important as beast is a creature type that does not include insects but some reptiles, avian and mammals), since you also retain your feats, class features and proficiencies. With this being said it is quite arguably possible that any beast that is wild shaped into will maintain the size of the PC. So, for example a 2’8” Halfling druid which would be considered small (just barely over the tiny size mark), would wild shape into a horse, they would be the American miniature horse 2’10”.
Polymorph & True Polymorph is a spell that allows you to transform a creature/object into a new form. This allows the caster to choose the size of the new form regardless of the creature’s original size.
Dice and Dice Rolls Etiquette
When a player joins the table, we ask that they all have clearly defined and legible dice. This is to ensure the quick results of any roll taken, if you or the DM has to strain or stop to read what the results on the die is, then it not only slows the progress of the game but also may reduce the enjoyment for other players waiting for their turn. We understand the appeal of decorative dice but we do not consider them usable (See below for acceptable dice examples).
Another very important rule we stress at the table is to keep your dice rolling area free of obstacles and clutter. While we understand that it is amazing to have different dice, we just don not want to see them all out on the table/rolling area unless you are actually using them for a roll. Having a dice tray, dice cup or use of a dice tower for rolls is highly encouraged.

See how the decorative dice in the above picture is difficult to read
Some of the habits we openly discourage/seen is
;- Rolling die into other dice (If you are not using the dice don’t have them out no matter how superstitious you feel about your dice).
- Rolling die on uneven surfaces or into objects (Though we know that sometimes they can run away).
- Rolling a die and immediately obstructing the results (Picking Die up after a roll, ECT)
- Using aged, faded or damaged dice (Keep your personal dice clear and legible, we will ask you to use our spares if this occurs).
- Rolling die before the DM calls for a check (being enthusiastic is encourage but re roll your die do not call your roll before a check has been asked of you).
- Touching other player’s dice without their permission (This is pretty straight forward if you need a dice set to use, we have spare dice sets for new players).
- The use of dice rolling apps or online dice rollers in any game session. If a player does not have physical dice, we will provide a set for temporary use.
- Stopping a dice roll should it get close to an edge/object that will not cause any issues (yours or another player’s, see VI. above). Should a dice roll land on the floor or propped up against an object we will ask you to re-roll.
Should a player willfully practice the above habits, it will result in a warning. After 3 warnings for the same issue, we will ask the player to leave the table.
If you are concerned about how your dice performs, there is a way to check the balance of your dice. In a cup of warm water mix in 6+ tablespoons of salt (For some having issues with getting their dice to float others have reported Epsom salts seem to do the trick). Place any of your die into the solution and give it a roll, like a magic ball, the die should show a number clearly. If you keep rolling a die and it keeps landing on the same number, it means that inside the die is unbalanced due to imperfections. Chessex dice sets are notoriously famous for imperfections in their die and can results in more imbalanced rolls.
In summary, we just expect players to be able to read their dice without slowing down the game because they are trying to figure out what number is on their dice.
Metagaming System
At our tables we have a certain mechanic in place to help combat metagaming while keeping games at a constant pace. We advise all players to review this section for understanding and for future references should they experience this mechanic in game.
Firstly, all players need to understand that metagaming can happen without even intending to do so, which is ok. The DM may not be able to catch metagaming behaviour at all given times, so when a DM uses this mechanic to bring awareness to metagaming even though another player has done the same, please do not think you are being singled out.
Secondly, you as a player should not feel overwhelmed when experiencing this system. We have tested this method and found that this keeps the game on track and doesn't interfere with the overall enjoyment of the game.
How the system works
When a player is caught metagaming, the DM will first give the player a verbal warning usually along the lines of "Hey (Player Name), your PC would not have (what ever the specific situation is)". When the DM addresses you this way, you will be given an opportunity to explain why your PC is doing it. If a sensible reason cannot be given your PC card now will have a mark on their character card. Any further occurrences for the same issues will instantly result in the DM giving you a token. You can ask why you are getting the token but keep in mind that the DM is trying to keep the game going without to much delay.
Each token is considered a status effect placed on your PC. The way it will be described to you is "(Your PC's name) is soon crippled by a piercing sound that shakes the ground around them" and you can also add to the sentence "and shatters all the glass in the area (if there is anything to be shattered)." Finish off the sentence by saying "Then, as quickly as it started, the sound stops. They feel and indescribable pain in their head as if something was forced into their minds." Anything said or done by the PC based on a metagaming action by the player is seen as an act of god forcibly giving knowledge to the PC for a brief period in which they soon forget what happened. The PC is then left with a level of exhaustion from experiencing such ordeal.
Players who received three different valid warnings will also be given a token on their 3rd verbal warning. The reason for this is because players should be aware of actions that are considered metagaming from this section. You can always refer back to this section should you forget certain things or would like a reminder.
What is consider metagaming
Every situation is different and may not be exactly the same every time, but we have been able to identify certain categories that generally occur when metagaming.
- Combat Rounds Metagaming.
This is a fairly common occurrence that players have a hard time with. All rounds are meant to be done at once and only to last six seconds. Should your initiative place you in an order where you are waiting for your turn, do not plan any actions based on what is heard during a round of combat. So for example if a barbarian is injured and is being swarmed during a round and it comes to your turn, lets say you are a cleric, you take your action to heal the barbarian. This is considered metagaming because the barbarian being swarmed by enemies and getting injured would happen at the moment that your cleric would have taken their action.
- Utilizing Player knowledge
This generally happens when players think their PC has shared common sense to certain things or shares the player's same knowledge of real world facts and experiences. For example the player knows that when water recedes from the coast, exposing the ocean floor, reefs and fish, that this is a sign of a coming tsunami but their character grew up as a slave in the underdark their whole life, their character would not have the access to information or knowledge to warn the other party members of the coming danger. If their character's backstory or experiences do not support these bouts of inspiration, then we consider this metagaming. We remind players to always keep in mind their character's backstories, personalities, flaws and traits before making them take any action.
- Utilizing Game Knowledge
This generally happens when players have indepth knowledge of a current campaign or game that they then change their character's actions to prepare for upcoming events. For example a player has already played through one campaign of Heist of Waterdeep and decided that their character at the start, will skip the bar fight and head to the well in the middle of the yawning portal to throw a bomb down it to seal it. This is 100% metagaming because the player had previous knowledge of the series of events, they then made their PC to act out of character to prevent a undesirable event from occurring.
- Acting out of character
This usually happens when players forget about their character's sheet and begin to make their character's act based on how they feel towards certain events happening in the campaign. At the start of every session we calculate if players need to add/change certain traits, flaws, alignment changes, experience, ECT before proceeding with the campaign based on what happened in the previous session. Should a player decide to ignore what is written on their character sheet in favor on how they feel their character would react over how their character would actually react then we would consider this metagaming. Remember your character is not you and though you are controlling them, you are also roleplaying a whole different being.
Warnings and Tokens
At the end of every session all warnings are removed and tokens are converted to levels of exhaustion. Players must adhere to the rules on how to remove exhaustion to remove the levels. During the game however the tokens are a more permanent during the session and cannot be removed by regular means.
Code of Conduct
At our table we do not believe in treat others as you want to be treated as we found out that some individuals are the literal embodiment of the song sweet dreams (are made of this). So, we have sat down and worked out a set guideline that we ask all players to read and try to follow.
- Be a dedicated player! If you know that the table meets consistently on a certain day and time, try not to constantly plan other things on the days we meet up. If the day no longer works for you be sure to discuss this with the DM as they may be able to work around it. If it becomes a constant occurrence, the table may no longer be a fit for you.
- Try to show up early or on time. Following up on the first point, this is a fairly basic point, but it’s one that bears repeating. Sessions will often not start on time, but that doesn’t mean that it should be down to you. Make sure you’re there and ready to start when you’re supposed to. Don’t keep other people waiting because you couldn’t be bothered to get there on time.
- Be mature. Look, everyone loves a bit of immaturity every now and then. Making dumb jokes and being silly is totally cool sometimes, and will be welcomed. The key word here is sometimes. If you spend all your time behaving like a 12-year-old kid, then you’re going to become an irritation. Be mature for the most part, just like you would be in real life, that way, the moments where you are actually dumb WILL be funny.
- Know your limits. All players are different, we have had our fair shares of smokers, socially awkward and anxiety riddled players. We strive to create an environment that is both welcoming and enjoyable for all players. We do not allow harassment of any kind to the DM or to the other players and if we should get complaints about such behaviour, we will investigate and act accordingly on a case to case basis. Should you need special accommodations such as more frequent breaks, shorter sessions or a relocation to a quieter environment to enjoy our games, talk to your DM. We want our players to enjoy D&D.
The same can be said about staying under control. If you’re drinking/intoxicated – don’t get too crazy. Stay under control, else it’s going to be stupid. D&D is not a game that benefits from people unable to make rational decisions. If you want to do a night out, do a night out, but D&D should be a time for chilling with friends rather than annoying them, especially if we go to the bar for a session. - Communication is a must. Following up with the previous point, if you’ve got a legitimate grievance or criticism that’s preventing you from enjoying the game, let the DM know! The whole point of playing this game is to have fun, and if you’re not, don’t seethe in silent resentment. If the DM is any good at their job, they’ll be happy to take your criticisms on board. Basically, look at it this way. Running the game is a team effort. While the DM steers it, you can offer advice and criticism, so long as you do it in a friendly and respectful manner.
- Let other players have their moment. It’s natural that to you, your character is the most important person in the game, but that’s not the same for everyone. If someone else takes the lead, or is doing something heroic (or indeed, villainous), don’t steal their spotlight so your character can do it instead. You’re not the main character in a Bethesda RPG. You’re just another person in this huge world, and you need to know when it’s not your moment, just as much as when it is.
- Be respectful of other players. You’d think this one would be obvious, but you’d be amazed how many people seem to lose their social skills when they’re around the table. If someone does something you disagree with, you can try and talk them out of it, but if they still want to go ahead with it, let them. Don’t call them an idiot or curse at them. Don’t let your manners go just because you’re enveloped in a fantasy world. It doesn’t matter if your character would say it, don’t do it.
- Don’t be a creep. Since this became an issue with multiple different instances, we feel we need to add this point to the standards we ask all our players to observe. If a comment, action or behaviour seems wrong by any social setting, just don’t do it. Please don’t make any uncomfortable remarks about the people at the table or people in the area of the group. No matter if its sexual in nature or predatory in essence, these kinds of things can never be seen in jest. This kind of behaviour if found to continue will result in a permanent ban from our table/group. We also ask that players do not exchange personal information at these sessions. Keep communications with the group through designated channels to ensure no incidents occur.
Abbreviation Dictionary
This chart explains many of the abbreviated terms you may come across within this document.
Abbreviated Term Abbreviation Dungeon Masters Guide DMG Player's Handbook PHB System Reference Document SRD Dungeon Master DM Player's Character PC Non-Player Character NPC Difficulty Class DC Challenge Rating CR Player verses Player PvP Dungeons and Dragons D&D or DnD Players Information Package PIP Adventure League AL Experience EXP Inspiration Points IP
Location of Tables
Baile Draíochta: Radiant Cataclysm
7700 Keele St Unit #6B, Concord, ON L4K 2A1
D&D at night (between 9PM to 2 AM)
9301 Yonge St, Richmond Hill, ON L4C 1V4
Note: Each session should only last for 4-6 hours depending on gameplay.
Version Update Notes
Revision notes from 1.2 -1.3
- Slight adjustment to rolls for characters
- Added “Sensitive Topics” Under Optional Rules/Rulings
- Added “Reputation” Under Optional Rules/Rulings
- Added Abbreviation Dictionary
- Added links to online booklets
- Organized Rules to be more collective
- Grammar mistakes corrected
- Fixed alignment issue with IE/Chrome online versions
Revision notes from v1.3 - v1.4 (2019-12-12)
- Added “Creating Your Backstory” Under Character Creation
- Added "Metagaming System"
- Fixed highlights and links
- Created document to be mobile friendly
Revision notes from v1.5 (2020-02-16)
- Added new information to the experience & banking section
- Added new information to Character Creation
- Added new information on locations games are held
- Updated for new source materials
- Fixed spelling errors
- Adjusted alignment of the online format
A Table
Guide to
Everything
Player will find a wealth of information that they can use when creating characters for any one of the many tables we run. We have designed this booklet so that others may use it as a guide when going to other tables.
Use this reference to personalize your documents for your game play and needs. Practice good practices, at our tables or others.
The use of this this document is strictly for the tables we at Balie Draíochta run, but feel free to Contact Us to ask for permission for personal uses or give us some helpful feedback.
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