Table standards in play at the table.
Core Table Rules
- Undos: you can change or retract anything your characters do up until the point they learn of the consequences. Once consequences are described, it’s too late to change.
- Dice Rolls: Except for the DM’s rolls, all dice rolls must be visible to everyone. If a die falls off the table, it is void and must be re-rolled (only the fallen die).
- AFK’ing:
- Avoid breaks during combat. If a player steps away, their character takes the Dodge action and enemies won’t target them until return.
- AFK during non-combat: the character is “off doing their own thing.”
- If combat starts while AFK, run without them; initiative may be rolled by someone else. They join on their next turn when back; party catches them up.
- Absent Players: Please give notice. The absent character gets an in-game reason to step away. Milestone XP is shared; loot may not be.
- Player Responsibilities: Know your class/abilities; narrate what you do; clearly announce attack/damage/save/check rolls with modifiers; speak up on rule errors.
- Virtual Sessions: No private side-chatting. All dice must be on camera or screen-shared; unclear rolls are re-rolled digitally on share.
- Sensitive or Banned Topics: If uncomfortable, stop the scene (X arms) or talk during a break/after session.
- Feedback and Suggestions: After sessions, share feedback and what you’d like to explore.
House Rules
- Healing Potions: Heal max value; using a potion is an Action.
- Critical Hits: Crit = normal roll + weapon die max (e.g., 1d8 sword → roll + 8).
- Flanking: Grants +2 to attack rolls (not advantage).
- Underwater: Breath = 1 + CON mod rounds. CON save DC 10–15; on failure lose 1 round of breath. At 0 breath, each round underwater adds one level of exhaustion.