In addition to (and occasionally in place of) the standard rules of 5th Edition D&D, we will be using a number of “Table Rules” to facilitate managing the game and adjusting for the larger number of players. These rules are, of course, subject to change and expansion as the campaign develops.
This one is pretty simple: Don’t be a prick. This takes precedence above all the other rules, and applies to players and DMs equally. We’re all here to have fun, make friends and slay dragons: let’s not forget that.
No Evil Characters. The Gods, Heroes and Dragons campaign is about heroes. While there’s plenty of reasons an evil character might work against Tiamat, keeping them in line with the rest of the player group is a whole lot of extra work on our (admittedly brilliant, but ultimately human) DM team. Chaotic neutral or true neutral characters may be subject to review. A strong bond or ideal to tie these characters to the story is preferable.
No Dragonborn or Tieflings. Dragonborn present an obvious conflict of interest: even the most well-intentioned dragonborn would like to see their kin ruling the world. Tieflings prevent a similar conflict: while not all tieflings are evil, incorporating the prejudice they face from the common folk as well as the implications of their demonic heritage puts unnecessary work on the DMs.
No variant humans. This is purely a logistical concern: giving everybody a feats list to choose from during character gen and vetting all the feats is simply too time consuming. Feats may be dealt with on a case-by-case basis otherwise.
No warlocks. Warlocks tend to be evil more often than not, and on the self-centred side of neutral otherwise. Additionally, the potential conflict of interest between a warlock’s patron and the rest of the group makes them unsuitable choices for play in a large group.
No assassin rogue archetype. This rule only applies to rogues. The ban on assassins relates to the roleplay implications of the archetype: mainly solitary characters without any moral or ideological allegiance.
No necromancers. Necromancy is taboo across the Sword Coast. This ban applies to the parts of necromancy which create undead. No school of wizardry formally teaches these spells, and the disciples of Kelemvor take it upon themselves to take care of any necromancers they hear about.
Other Table Rules
Inspiration points. Inspiration will not be awarded in this campaign.
Rounding. Where a value (e.g. damage dealt, movement, etc.) is divided, the rule is to round up unless otherwise stated.
Rolling a crit fail. Critical fails (rolling a 1 on a d20) will usually incur some sort of minor (not comedic) penalty.
Speciesism. Discriminating on the basis of in-game species is perfectly okay, and often good roleplaying. Discriminating on the basis of skin colour, gender, etc., in-character or otherwise, is not okay. See Rule Zero if unsure.