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
- Keep It Moving: If something takes more than 30 seconds to look up, make a ruling and check later
- Focus on Fun: Rules serve the story, not the other way around
- 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
- Describe the Situation (3 sentences max)
- Let Players Talk (what do you do?)
- Resolve Actions (rolls, roleplay, or it just happens)
- 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
- Pick 1-2 personality traits
- Choose a voice/mannerism
- Give them a want/need
- 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
- Recap: "Last time..." (let players help)
- Set the Scene: Where are they now?
- 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
- "[Name], you're up. What do you do?"
- Resolve their action
- Describe results narratively
- "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)
- Proficiency = Damage Die: Instead of flat damage
- Session Benefits: 1 Advantage (before roll) + 1 Mulligan (after roll)
- Permadeath: No resurrection magic
- 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
- Keep conditions list handy
- Bookmark common spells
- Have NPC name generator ready
- Print common monster stats
Your Next Steps
This Week
- Read one Librus Nocturnum adventure fully
- Prepare that adventure in Foundry
- Create 3 generic NPCs (name, trait, voice)
- Practice describing 3 locations (3 sentences each)
Before Next Session
- Review player character sheets
- Note their AC, passive Perception, and key abilities
- Prepare opening scene description
- Have backup encounters ready
After Each Session
- Take notes on what worked/didn't
- Ask players for feedback
- Prep next session based on where they ended
- 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!