Campaign Rules

Basic Rules

“Classic” D&D 5e rules are used, not the updated 2024 version.

Zeitgeist Rules

See the Player’s Guide for the whole story.

Character Creation: See here for details on character creation in Zeitgeist.

Magic: There are limitations on certain types of magic in Zeitgeist. See here for details.

Levels: The PCs start at level 3. Levels are gained at specific points in the campaign; XP is not tracked.

Lifestyle: The PCs are paid a salary that provides for a comfortable lifestyle. Basic living expenses do not have to be tracked.

Loot: The RHC expects that any treasure or magic items the PCs recover will be turned in after the mission, so that higher authorities can make proper use of them. (But magic items can be requisitioned for long-term use – see below.)

Constables are permitted to receive gifts but not bribes.

Equipment: Each PC will receive a stipend for equipment and expenses. See here for more info.

Firearms: The firearms rules in the Player’s Guide will be used, with some changes detailed here.

Prestige: See the Player’s Guide for rules on prestige and favours.

Investigation: Rules for tailing and interrogating suspects can be found – guess where.

House Rules

Feats and Multiclassing are permitted. (Optional rules)

Rolling 1 or 20: Rolling 1/20 is an automatic failure/success on an attack roll, but not on a saving throw or ability check. (This is the standard 5e rule)

Skills: When appropriate, and at the DM's discretion, a skill may be used with an ability other than the usual one, e.g. Intimidation with Strength. (Variant rule in PHB)

Knockouts: When an attacker reduces a creature to 0 hit points with a ranged weapon attack, the attacker can knock the creature out instead of killing it. This requires non-lethal ammunition, which is easily available. (Standard rule: Only a melee attack can knock an opponent out)

Potion of Healing: Using a potion of healing, or administering one to another character, is a bonus action. Taking a potion out of a backpack is an interaction, as normal, but a potion may be carried on a belt or similar. (Standard rule: Using any potion takes a regular action)

Searching for Things: Use Wisdom (Perception) to notice something that is easy to miss. When searching a crime scene for clues, use either Wisdom (Perception) or Intelligence (Investigation) – they may give different results. (PHB has contradictory rules)

Firearms: The firearms rules in the Player’s Guide will be used, with some changes detailed here.

Slap the cuffs on ’em: Applying handcuffs (or other restraints) to a creature takes an action and usually requires a grapple check.
No check is required if the target is willing, incapacitated, restrained, or grappled (but the cuffs must be applied by someone other than the grappler). Note that the incapacitated condition is included in some other conditions. (Similar to 2024 rule but easier)

 


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