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D&D 5e 2024 DM Primer

Your Complete Guide to Running D&D with the New Rules

Quick Start: What You NEED to Know Right Now

Your Campaign Context

  • Campaign: Horror anthology (Librus Nocturnum)
  • Players: 4-5 (Cieth, Dial, Skykros, Yrene, Baji)
  • Session 0: Complete ✓
  • Player Interests: Problem-solving, roleplay, mystery, high fantasy, action
  • Your Custom Rules: Proficiency as damage die, permadeath, session advantages

The Three Things That Matter Most

  1. Keep It Moving: If something takes more than 30 seconds to look up, make a ruling and check later
  2. Focus on Fun: Rules serve the story, not the other way around
  3. You're Not the Enemy: You provide challenges, not opposition to defeat

Part 1: Key 2024 Rule Changes (From 2014)

Combat & Actions

Grappling Simplified

  • Now uses an Unarmed Strike (Attack action)
  • Target makes STR or DEX save vs DC 8 + prof + STR mod
  • Grappled condition: Speed 0, disadvantage on attacks NOT against grappler
  • Move grappled creature at half speed

Two-Weapon Fighting

  • Part of the Attack action now (not bonus action)
  • Light property lets you make one extra attack
  • Can draw/stow both weapons as part of attack

Opportunity Attacks

  • Now triggered by leaving a creature's reach (not just moving away)
  • Disengage prevents for entire turn

Conditions Updated

  • Exhaustion: Now -2 per level to all d20 tests and Speed (simpler!)
  • Surprised: Not a condition anymore, just disadvantage on Initiative
  • Unconscious: Explicitly drops anything held

Spellcasting

Spell Preparation

  • All casters now prepare spells = spell mod + class level
  • Ritual casting doesn't require preparation (if you have the feature)

Spell Lists Reorganized

  • Arcane: Artificer, Bard, Sorcerer, Warlock, Wizard
  • Divine: Cleric, Paladin
  • Primal: Druid, Ranger

Concentration

  • Incapacitated always breaks concentration (including stunned)

Counterspell/Dispel Magic

  • Always requires ability check now (no auto-success)
  • DC = 10 + spell's level

Character Creation

Backgrounds Give Feats

  • Every background provides an Origin feat at 1st level
  • Ability Score Increases come from backgrounds now, not species

Species (Races) Changes

  • No ability score bonuses (moved to backgrounds)
  • Size can be Small or Medium (player choice for most)
  • Lifespans specified but no mechanical impact

Feats at ASI Levels

  • Can always take a feat instead of ASI
  • General feats available to all
  • Some feats have level prerequisites (4th, 8th, etc.)

Rest & Recovery

Short Rest

  • Still 1 hour
  • Spend Hit Dice to heal
  • Some features recharge

Long Rest

  • Regain all HP
  • Regain half total Hit Dice (round up)
  • Regain all spent spell slots
  • Must have 1+ HP to benefit

D20 Tests

New Terminology

  • "D20 Test" = any d20 roll (attack, save, check)
  • Advantage/Disadvantage can apply to any D20 Test
  • Some features affect "all D20 Tests"

Ability Check DCs (Reference)

  • Very Easy: 5
  • Easy: 10
  • Medium: 15
  • Hard: 20
  • Very Hard: 25
  • Nearly Impossible: 30

Part 2: Essential DM Mechanics

Running Your Session

The Basic Loop

  1. Describe the Situation (3 sentences max)
  2. Let Players Talk (what do you do?)
  3. Resolve Actions (rolls, roleplay, or it just happens)
  4. Back to Step 1

Time Management

One Hour of Play = 3 "Things"

  • Explore a location
  • Talk to an NPC
  • Solve a puzzle
  • Survive a trap
  • Easy combat

Tough fights = 2-3 things, tense negotiations = full hour

Combat Management

Initiative Options

Method 1: Roll Every Time (Traditional)

  • Roll d20 + Initiative modifier
  • Reroll ties or use DEX scores

Method 2: Fixed Initiative (Faster)

  • Use 10 + Initiative modifier
  • Advantage = +5, Disadvantage = -5
  • No rolling needed

Tracking HP

Option A: Track damage dealt (easier math)

Ogre: 0→15→28→45→59 (dead at 59 HP)

Option B: Track HP remaining (traditional)

Ogre: 59→44→31→14→0

Keep Combat Moving

  • Bloodied: Describe visible wounds at half HP
  • Nearly Dead: "One more good hit will drop it"
  • Skip the Slog: Kill at 0-5 HP remaining
  • Enemies Flee: When clearly losing
  • Terrain Changes: Destroy cover, add hazards

Social Encounters

Quick NPC Creation

  1. Pick 1-2 personality traits
  2. Choose a voice/mannerism
  3. Give them a want/need
  4. Done!

Non-Charisma Social Rolls

  • STR: Intimidation through force
  • DEX: Sleight of Hand during conversation
  • CON: Drinking contests
  • INT: Debate, riddles, recall information
  • WIS: Insight, detect lies
  • CHA: Standard social skills

Horror Campaign Specific

Building Tension

  • Describe using multiple senses (smell rot, hear creaking)
  • Let silence build (count to 3 before revealing)
  • Use exhaustion and resource depletion
  • Make rests dangerous

Librus Nocturnum Tips

  • Each adventure is self-contained (good for learning)
  • Start with lower-level adventures
  • Use atmospheric music/sounds
  • Dim lights during play if possible

Part 3: Your First Real Session Checklist

Before the Session (30 min prep)

Must Have

  • Read the adventure you're running
  • Note 3 key encounters (likely to happen)
  • Have monster stats ready (bookmark or print)
  • Load maps in Foundry
  • Review any PC backstory connections

Nice to Have

  • Prepare NPC voices/mannerisms
  • Queue atmospheric music
  • Pre-roll some Initiative

Starting the Session

First 10 Minutes

  1. Recap: "Last time..." (let players help)
  2. Set the Scene: Where are they now?
  3. Ask: "What are you doing?"

During Play

When Players Do Something:

  • Can they just do it? → It happens
  • Is there risk/obstacle? → Roll for it
  • Is it impossible? → Tell them

When to Call for Rolls:

  • Failure has consequences
  • Success isn't guaranteed
  • Time pressure exists

DC Quick Reference:

  • Easy (10): Most people could do it
  • Medium (15): Requires skill/effort
  • Hard (20): Impressive achievement

Combat Round-by-Round

Round 1

  • Describe the scene
  • Roll/assign Initiative
  • Telegraph enemy abilities

Each Turn

  1. "[Name], you're up. What do you do?"
  2. Resolve their action
  3. Describe results narratively
  4. "Next is [name]"

Keep It Fast

  • 30-second rule for decisions
  • Roll attack and damage together
  • Group identical monsters

Ending the Session

Last 15 Minutes

  • Find a natural stopping point
  • Award inspiration for good RP
  • Ask: "What was your favorite moment?"
  • Remind about next session poll

Part 4: Quick References

Conditions You'll Use Most

Grappled

  • Speed becomes 0
  • Disadvantage on attacks (except vs grappler)

Prone

  • Attacks within 5ft: Advantage
  • Attacks beyond 5ft: Disadvantage
  • Half speed to stand

Frightened

  • Disadvantage on checks/attacks while seeing source
  • Can't willingly move closer

Exhaustion (NEW!)

  • -2 per level to d20 rolls and Speed
  • Level 10 = death

Actions in Combat

Attack: Make weapon/spell attack

Dash: Double movement

Dodge: Attackers have disadvantage

Help: Give ally advantage

Hide: Dexterity (Stealth) check

Ready: Prepare triggered action

Search: Perception/Investigation

Common DM Rulings

Can they see in darkness?

  • Darkvision: See in dim light as bright (no color)
  • Without: Disadvantage on sight-based checks

How far can they jump?

  • Long Jump: STR score in feet (with 10ft run)
  • High Jump: 3 + STR mod feet (with 10ft run)

How long can they hold breath?

  • 1 + CON mod minutes (minimum 30 seconds)

Fall damage?

  • 1d6 per 10 feet (max 20d6)

Part 5: Your Specific Campaign Notes

Your House Rules (From Session 0)

  1. Proficiency = Damage Die: Instead of flat damage
  2. Session Benefits: 1 Advantage (before roll) + 1 Mulligan (after roll)
  3. Permadeath: No resurrection magic
  4. Milestone Leveling: No XP tracking

Your Players' Interests

  • Combat: Baji, Skykros
  • Roleplay: Dial, Cieth
  • Problem-Solving: Yrene, Dial
  • Mystery: Dial
  • Criminal Activity: Sky, Baji (work this in!)

Managing Your Table

For Dial (roleplay-heavy):

  • Give NPCs memorable personalities
  • Create moral dilemmas
  • Let them lead social encounters

For Baji/Sky (action/criminal):

  • Include heist elements
  • Add chase scenes
  • Provide combat options

For Yrene (goals/quests):

  • Clear objectives
  • Progress tracking
  • Meaningful rewards

Librus Nocturnum Structure

  • 13 adventures (levels 0-12)
  • Each is 1-3 sessions
  • Start with lower levels to learn
  • Horror theme throughout

Part 6: Common Problems & Solutions

"My Players Are Too Cautious"

  • Add time pressure (ritual completes at midnight)
  • Make inaction have consequences
  • Reward bold action with inspiration

"Combat Is Too Slow"

  • Use average damage for monsters
  • Group monster initiatives
  • Set turn timer (2 minutes)
  • Say "Next up is [name]" during current turn

"Players Aren't Engaged"

  • Call on quiet players directly
  • Give each PC a spotlight moment
  • Connect events to backstories
  • Take a break and check in

"I Don't Know a Rule"

  • Make a quick ruling
  • Note it for later
  • Look it up after session
  • Be consistent going forward

"Players Argue With Rulings"

  • "We'll go with this for now and discuss after"
  • Set expectation: DM rulings are final in-moment
  • Allow one appeal per session
  • Encourage looking up rules during breaks

Part 7: Resources & References

Your Extracted Books

  • PHB 2024: ~/docs/dnd/phb-2024/
  • DMG 2024: ~/docs/dnd/dmg-2024/

Key Sections to Bookmark

PHB Essentials:

  • Actions: phb-2024/016-actions/
  • Combat: phb-2024/032-combat/
  • Conditions: phb-2024/037-conditions/
  • Spells: phb-2024/027-spells/

DMG Essentials:

  • Running the Game: dmg-2024/001-running-the-game/
  • DM Toolbox: dmg-2024/008-dms-toolbox/
  • Magic Items: dmg-2024/011-magic-items/
  • Treasure: dmg-2024/009-treasure/

Quick Lookups During Play

  1. Keep conditions list handy
  2. Bookmark common spells
  3. Have NPC name generator ready
  4. Print common monster stats

Your Next Steps

This Week

  1. Read one Librus Nocturnum adventure fully
  2. Prepare that adventure in Foundry
  3. Create 3 generic NPCs (name, trait, voice)
  4. Practice describing 3 locations (3 sentences each)

Before Next Session

  1. Review player character sheets
  2. Note their AC, passive Perception, and key abilities
  3. Prepare opening scene description
  4. Have backup encounters ready

After Each Session

  1. Take notes on what worked/didn't
  2. Ask players for feedback
  3. Prep next session based on where they ended
  4. Celebrate what went well!

Remember: You've Got This!

You already have:

  • Engaged players who showed up to Session 0
  • Foundry set up and working
  • Horror adventures ready to run
  • This guide and the full rulebooks

The secret: Your players WANT you to succeed. They're on your side. If you're enthusiastic and fair, they'll forgive any mistakes.

Start small: Run one encounter. Then another. Before you know it, you'll have run entire sessions.

Most importantly: Have fun! If you're enjoying yourself, your players will too.


"The DM is the player who prepares, presents, and presides over the game's world and story." - DMG 2024

You're not just running a game—you're facilitating shared storytelling. Welcome to the DM's chair!