Hello everyone. New to lemmy and out to participate.

I am about to start a dnd 5e game after maybe 10 different games of various lengths, multiple with me as DM. This one is aimed to have multiple big pdfs of extra rules, things like more spells, more feats, and some different popular homebrew’d classes. Don’t worry, I did proof read them.

However, I am not sure how to introduce all of this to my players without spending an entire session on it. Spells are one example , do I just give them the pdf and tell them to read it, or should I cut out bits and introduce them slowly?

The worst part is that I am interested in the grit and glory rules, which change quite a lot, if you go out shopping. Would you mind operating on certain rules at level one, and different ones at level two?

  • Landsharkgun@midwest.social
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    1 year ago

    My 2 cents: Rule changes should be shared immediately and agreed upon by the party. The GM is not the rulebook; the GM is the arbitrator for situations the rulebook does not cover. The rules should all be ones the entire group likes, or at least can live with.

    Extra content (feats, spells, etc): stick it in the world somewhere and let your players find it. Nothing’s cooler than beating a miniboss and finding an entirely unique spell nobody else has.