One Shot Rules (D&D 2024)

by Astar7es

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One Shot Rules (D&D 2024)

House Rules

The following are the house rules that everybody is expected to adhere to:

  • The Golden Rule. Treat others with respect. If you are being an asshole, I will be an asshole and will boot you from the table without warning. I do not condone "toeing the line" either. Do not test this.
  • Tension between Players. If there is tension between players, it is expected that they resolve said tension privately. Role playing tension for narrative sake is condoned, as long it's fun and doesn't turn personal.
  • Player vs. Player. PvP is only condoned when the involved players have discussed and agreed to the PvP. This rule also applies to thievery and related.
  • R Rated Themes. Possible depiction of violence, sex, and substance use. All depiction are to be handled with respect. The DM and players are expected to strictly adhere to this.
  • Safe Word. The safe word is the phrase "I'm telling you three times." If a player or the DM start with this phrase, everybody is expected to shut up and listen. The session will not progress until the situation is resolved. DO NOT ABUSE, if everybody wants it to be taken seriously.
  • XNO Cards. XNO cards are available and is open to use during the session.
  • Realism. Actions have consequences. Violence can lead to death, being stupid can kill you. Use common sense.
  • Spotlight. Players are expected to share the spotlight and not hug it for themselves. Thinking about the other players is heavily promoted.
  • Metagaming. Players are expected not to meta-game. It ruins the immersion for themselves and others.
  • Role Playing. Is heavily promoted but not expected. Players may play their character to their comfort level.
  • Rulings Over Rules. The DM rulings overrules the actual rules. Rules as Intended, Rule of Cool and Rules as Fun are core tenants.
  • Retconning Rules. A player may challenge the DM's rulings only if they are brief and concise. That means it won't ruin the session's pacing. If the DM agrees with a players arguement and the retcon won't hassle the table, then the rulings will be retconned. Else, they may approach the DM after the session to discussed the ruling.
  • Session Length & Breaks. Sessions are 3 hours long, 180 minutes total. There will be a 15 minute break every 90 minutes.
  • Debriefing. At the end of the session, I host a 15 minute debrief, where everybody may provide feedback. Participation is voluntary.

Variant & Optional Rules

The following are the variant & optional rules being used during the session:

  • Surprise. as per (PHB'14 p. 189). This replaces the surprise rule found in the PHB'24.
  • Flanking. as per (DMG'14 p. 251)
  • Skills with Different Abilities. as per (PHB'24 p. 14)
  • 2024 Equipment List. as per (PHB'24 p. 213)

Homebrew Rules

The following are the homebrew rules being used during the session:

  • Homebrew Upon Review. All homebrew requires DM approval. No Homebrew class or subclass.
  • Karmic Die. When you roll natural 1 on a ability check, saving throw, or attack roll, you gain a Karmic Die. After you roll your next ability check, saving throw, or attack roll, you may choose to use your Karmic Die to roll another d20 and keep the highest. You may only have one Karmic Die at a time. This replaces Heroic Inspiration.
  • Narrative Encumbrance. Encumbrance follows common sense and strives to be realistic. No book keeping needed.
  • Max Critical. Critical damage deals "damage die + max damage" (exp. A longsword would deal 1d8+STR+8 slashing critical damage instead of 2d8+STR).
  • Bleeding Out (Condition). When a creature hits 0 HP, they are considered to be 'Bleeding Out' instead of unconscious. When a creature gains the 'Bleeding Out' condition, they are knocked prone, gain one level of exhaustion, and drop concentration on any spells they are currently concentrating on. On the start of their turn, they roll a death saving throw. A player may choose to perform their turn as normal but before they do so, they gain a death save failure. A player may choose to skip their turn for no additional effects.
  • Quick & Potent Potions. Any consumable that is stored in a vial/syringe can be consumed using a bonus action. Using your action to consume a healing potion grants you max healing. Using your bonus action to consume a healing potion requires you to roll for the healing. You can heal a creature with a healing potion by using your action, you roll for the healing. This replaces all the potions rules in the PHB'24.
  • Flailing. You can forfeit your movement to make an additional attack action at -5 to hit/to Save DC. You can use any weapons or a cantrip. You must not have moved previously to use this action. Flailing ignores the loading property.
  • Simplified Spell Components. It's assumed that you have all the spell components needed for a spell. Spells with components that have a gold value and are consumed upon casting can be cast once during the one-shot.

Character Creation Rules

ATTENTION!

No Homebrew, Unearthed Arcana, and 3rd Party Content allowed!

There are the character creation rules.


Starting Level: 4


Stat Generation: Standard Array


Species Options: All officially published species in the PHB 2024


Class Options: All officially published classes in the PHB 2024 and all officially published subclasses (including 2014) with some minor rework. See "Class Rework" in the rules document for further details. No Multiclassing, No Homebrew, No Unearth Arcana, and No 3rd Party Content.


Background: All officially published Background in the PHB 2024


Backstory: Optional


Class Rework

These are the implemented class rework.


Hit Points at 1st Level: Class' Starting HP + 4


Hit Points at Higher Levels: Average HP Gain


Starting Equipment: This replaces all classes starting equipment. Players may choose from the following (you may only choose equipment your are proficient in, you are unable to sell your starting equipment):

  1. 1x Two-Handed Melee Weapon OR 1x Melee Weapon and 1x Shield OR 2x Melee Weapons (no two-handed weapons)
  2. 1x Ranged Weapon with 20x Ammunition OR 10x Thrown Melee Weapon
  3. 1x Studded Leather OR 1x Breast Plate OR 1x Chain Mail
  4. Any Tools you are proficient in.
  5. Spellcasting Focus (if required)
  6. 50gp and an Explorer's Pack

Optional Features. Optional features are free unless they replace a feature.


Reskinning. Reskinning is always allowed as long as it doesn't change any base mechanics of the game.

Class Specific Rework

Barbarian
  • Rage. You have a number of rages equal to your CON Mod + your barbarian levels (minimum of 1). You regain all uses after a long rest.
Berserker Barbarian (2014)
  • Frenzy. You no longer suffer a point of exhaustion when your rage ends.
Bard
  • Bardic Inspiration. You have a number of uses equal to your CHA Mod + your bard levels (minimum of 1). You regain all uses after a long rest.
Monk
  • Ki. You have a number of uses equal to your wisdom modifier + your monk levels (minimum of 1). You regain all uses after a short rest.

Spells

All officially published spells are allowed. If a 2014 spell was reworked in 2024, you may only choose 2024 version.


Starting Gold

ATTENTION!

Players may spend their starting gold for items listed below. They may only spend the gold before or at the beginning of the session. Players may not purchase weapons or armor.

Healing Potion 50gp
Scroll of 1st Level Spell 50gp
Karmic Die 50gp
Basic Adventuring Gear and Tools* Various

Karmic Die. When you roll an ability check, saving throw, or attack roll, you may spend a Karmic Die to re-roll and keep the highest result.

Scroll of 1st Level Spell. As an action, you can read the scroll to cast a spell. The scroll is then consumed. This scroll cannot be copied into a spell book. The spell can be any first level spell. Everybody can use spell scrolls.


*Equipment Packs may not be purchased. All items that cost more than 50gp, cost 50gp.

Regarding Character Deaths

Dungeons & Dragons can be a dangerous game — especially at my table. I strive to create challenging yet fair encounters, and on average, 1.5 characters die during my one shots. This can happen for a variety of reasons, but it's usually due to poor choices (despite knowing the risk involved), bad luck, or the fact that the DM (me) sometimes rolls exceptionally well (RNGesus seems to bless me a bit too generously on certain days).

That said, I don’t set out to kill characters, but it can happen. To prepare for that possibility, here are the rules I use when it does:

Last Stand (Condition)

If your character dies (such as gain 3 death save failure), you may have one full turn (action, bonus action, movement), before dying.

A Hero Appears!

After your character dies, you will take over a pre-generated character of the same class, who will suddenly appear during the encounter. If you were already playing a pre-generated character, you will instead switch to a standard Adventurer NPC (refer to the stat block on the right). If the NPC dies, a new Adventurer NPC will appear during the encounter.

TPK: Total Party Kill

If a TPK happens, the encounter ends and each player follow "A Hero Appears" rule. The one shot then continues as normal.


IMPORTANT!
  • A player, at anytime, may choose not to proceed with the one shot after a character death.

  • All one shots are difficulty adjusted. That means one shots are perfectly balanced for the number of players involved.


Adventurer

Medium Humanoid (Human), Unaligned


  • Armor Class 16 (Breastplate)
  • Hit Points 24
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16
(+3)
14
(+2)
14
(+2)
10
(+0)
12
(+1)
8
(-1)

  • Saving Throws Str +5, Con +4
  • Skills Athletics +5, Investigation +2, Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages Common

Explorer's Pack. An explorer's pack is part of the adventurer's gear. It contains the following items: Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Actions

Longsword (One-Handed). Melee Attack: +5 to hit, 5 ft., one target. Hit: 1d8+3 slashing damage

Longsword (Two-Handed). Melee Attack: +5 to hit, 5 ft., one target. Hit: 1d10+3 slashing damage

Light Crossbow. Range Attack: +4 to hit, 80/320, one target. Hit: 1d8+2 piercing damage

Appendix: Proficiency List

Languages

Common Abyssal
Dwarvish Celestial
Elvish Draconic
Giant Deep Speech
Gnomish Infernal
Goblin Primordial
Halfling Sylvan
Orc Undercommon

Weapons & Armor

Simple Weapons Light Armour
Martial Weapons Medium Armour
Shields Heavy Armour

General Skills

Acrobatics Medicine
Animal Handling Nature
Arcana Perception
Athletics Performance
Deception Persuasion
History Religion
Insight Sleight of Hand
Intimidation Stealth
Investigation Survival

Tools

The following, for simplicity's sake, are considered tools.

Kits, Supplies, & Tools

Alchemist's Supplies Potter's Tools
Brewer's Supplies Smith's Tools
Calligrapher's Supplies Tinker's Tools
Carpenter's Tools Weaver's Tools
Cartographer's Tools Woodcarver's Tools
Cobbler's Tools Disguise Kit
Cook's Utensils Forgery Kit
Glassblower's Tools Herbalism Kit
Jeweler's Tools Navigator's Tools
Leatherworker's Tools Poisoner's Kit
Mason's Tools Thieves' Tools
Painter's Supplies

Gaming Sets & Instruments

Gaming Set Instruments
Dice set Bagpipes
Dragonchess set Drum
Playing card set Dulcimer
Three-Dragon Ante set Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol

Do not be limited by this selection. Any real life Gaming Set or Instrument can be chosen. Homebrewed items require DM approval.

 

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