The ShadowWell Wars
Welcome to the game. In this campaign we are using the Dungeons & Dragons 5e rules. I won’t allow homebrew classes and will reserve VETO for classes from official wizards material, to be safest the classes in the players handbook are prefered.
I have worked out a level progression path for each race in the campaign, and they are all fair to the best of my ability. They will be updated throughout the game in order to keep balanced power levels inside the party. If you feel your character is under or overpowered please talk with me, and if you have any cool ideas for later abilities for your character I’m always happy to take suggestions.
1. Have fun
If you’re not having fun because of myself or another player, please let me know after the session, I’ll do my best to fix whatever the problem is.
2. Decisions are final
I try my best to remember the rules, but there’s a whole freaking book of them, sometimes I might make a call on an action that is later found to go against the rules of the game (ie You should have had advantage because you were attacking a drow in the light, etc), in these cases the correct rule will be used in the future but what happened stands.
To make the classes feel more specialised I like to play that you can only use skills you are proficient in when calls are made for rolls. Obviously everyone can jump but maybe only the fighter can make near superhuman feats of athletics, everyone knows about magic but only the wizard can try and decipher a set of ancient magical runes etc.
You can choose to spend inspiration points to be allowed to roll on any skill at any time, representing specialised knowledge that character might have in that specific situation.
4. Materials, Ammo, Food, and Water
Many spells require materials, bows require ammo, and players need food and water. While it’s assumed you have and are using these things, the cost is so minimal that I just assume that the players resupply whenever they are in town. This only works up to a point though, and I assume you are carrying a reasonable amount (2 weeks worth of rations, maybe 2 dozen arrows, enough materials to cast a spell a dozen times, etc) unless you stated otherwise previously.