u/Creative_Dungeoneer

Working on an optional table rules guide and this is our "You win DnD!" rule.

We have been working on a free optional table rules guide focused on cinematic play, healthier pacing, and reducing some long-running table frustrations in 5e.

While discussing game-breaking spell and feature combinations, we realized most tables eventually run into the same issue:

At higher levels, some interactions can completely trivialize campaigns or accidentally create infinite loops, infinite damage, infinite summons, etc.

Most tables either ban things outright, avoid high-level play entirely, or end up arguing RAW vs RAI mid-campaign.

So instead, we came up with this optional “deal system” between players and the DM.
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Spells, Health, and FUN

In Dungeons & Dragons, there are certain interactions that are nearly unavoidable at higher levels of play. As characters gain access to increasingly powerful spells, feats, features, magic items, and multiclass combinations, players may eventually discover interactions capable of instantly ending encounters, trivializing adventures, or destabilizing the game itself.

Many groups avoid these situations by restricting levels, banning content, or limiting player creativity before these combinations can ever materialize. These optional rules instead offer an alternative approach focused on collaboration, humor, and healthy discussion between the players and the Dungeon Master.

The following Deals can be offered by the DM to help establish expectations for how Game Breaking combinations are handled at the table.

Game Breaking

A combination is considered Game Breaking when it results in one or more of the following:

  1. Infinite, near-infinite, or excessively scaling damage capable of reaching several hundred damage dice or more within a single action, turn, or interaction.
  2. Infinite gold, spell slots, summons, resources, or similar effects that trivialize meaningful portions of the campaign.
  3. Infinite loops, infinite turns, recursive creature summoning, or any interaction capable of bypassing normal gameplay indefinitely.

The DM has final say on whether an interaction qualifies as Game Breaking, though these discussions should always be handled collaboratively and in good faith with the table.

Deal #1 — “Congratulations, You Won D&D”

If a player intentionally creates, or unintentionally discovers, a Game Breaking interaction through normal gameplay, experimentation, character building, or system mastery, that player is officially recognized as a “Winner” of that campaign.

That player gains the following reward:

Winner’s Inspiration

You gain a permanent point of Inspiration.

If your Inspiration is ever expended, it automatically returns after completing a Long Rest.

The discovered interaction is then retired, adjusted, limited, or narratively resolved through discussion between the DM and players.

Deal #2 — “One Last Ride”

Players who willingly shelf a Game Breaking build or interaction may temporarily un-shelf that character for future one-shots, two-shots, or short-form adventures with DM approval.

These adventures are understood to exist outside the normal balance expectations of the primary campaign and may feature similarly extreme encounters, enemies, or world-ending stakes designed specifically to accommodate such characters.

Deal #3 — “Fair is Fair”

If players choose not to accept these Deals and continue pursuing or utilizing Game Breaking interactions within the campaign, the DM reserves the right to allow similarly Game Breaking interactions to exist within the world itself.

This may include enemies, villains, factions, magical phenomena, or creatures capable of utilizing comparable levels of reality-breaking power.

If the players can break the rules of the world, the world may eventually learn to break them back.

Session 0 Discussion

These rules and Deals should always be presented during Session 0 and discussed thoroughly before the campaign begins.

It is the responsibility of the DM to ensure all players:

  • understand these rules,
  • are comfortable with their use,
  • and understand the possible outcomes of accepting or rejecting these Deals.

Like all optional rules in Dungeons & Dragons, the goal is not to punish creativity, but to preserve the long-term health, challenge, and enjoyment of the campaign for everyone at the table.

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u/Creative_Dungeoneer — 10 days ago

Hey everyone!

Back again with another Behemoth from The-Saurus Vol II: Behemyths.

This time I wanted to tackle a classic and Give our take on the Ice Age using

The Woolly Mammoth.

This design pulls directly from the Ice Age, but in my setting it’s re-framed as the Frozen Era: a time where survival wasn’t just about size or strength, but about adapting to a world that is constantly trying to kill you with cold.

That shift is where most of the designs for this behemoth and his other Frozen era friends comes from.

Core Concept: Thermal Exchange

All of the Frozen Era Behemoths in this book share a central idea:

Thermal Exchange

The ability to absorb, retain, and redistribute heat in a freezing world using blood vessels that run through out certain parts of their anatomy.

For the Mammoth, that adaptation shows up in Its Tusks, housing the blood vessels that allow for the adaptation giving its gore attacks a cold flavor. The Woolly Mammoth uses this adaptation in a more supportive, almost environmental tool that demonstrates herd mentality:

- It can retain and share warmth
- It becomes stronger when creatures stay close to it
- It creates a kind of moving survival zone in the middle of a hostile environment

Curious how this lands for other tables:

- Do you like redesigns of classic monsters that lean harder into environment and theme?
- Do “aura-style” creatures like this make encounters more interesting, or just change target priority?

u/Creative_Dungeoneer — 23 days ago

Hey everyone!

Back with another Behemoth from The-Saurus Vol II: Behemyths.

This time I wanted to go in a different direction from the Megalodon and build something more grounded and direct.

This is my take on the Styracosaurus! A ceratopsian analog that becomes more dangerous the longer you stay locked in combat with it .

Instead of giving it a bunch of complex abilities, I focused on a simple idea:

As it gets wounded, it lowers its frill and commits harder to the fight.

A couple things it does:

• Sharpened Horns - as it drops below health thresholds:
- Its AC goes down
- Its damage goes up

• Trampling Charge (a ceratopsian staple, in my opinion) rewards positioning and punishes getting caught in its path

The goal was to create something that works as an earlier option for the ceratopsian family — not a tactical predator, but a creature that exemplifies Behemoth biology and behavior.

Would love feedback on:
- how the risk/reward of lowering AC feels
- whether the escalation comes online at the right time
- or if this is something you’d run at your table

I’ve got a few more Behemoths lined up that I’ll be posting, building up to a couple of real showstoppers that earn the title of Behemyth.

u/Creative_Dungeoneer — 24 days ago

Hey everyone!

I’ve been working on a creature supplement called The-Saurus Vol II: Behemyths, and I wanted to start sharing a few of the Behemoths from it.

This is my take on the Megalodon, not just a big shark, but something that dominates the ocean through fear and instinct.

These aren’t meant to be realistic dinosaurs, they’re designed as Behemoths, creatures that shape encounters and environments.

Instead of just making it hit harder, I wanted the *encounter* to change once things start going wrong.

A couple things it does:

• Megalophobia - once a creature drops below half HP in the same water, it risks panicking
- Movement becomes harder
- No dashing
- Feels like you're being hunted

• Bloodwake - it senses wounded prey and closes distance fast

• Breaching Bite - builds speed, hits, and drags you with it

The idea was to make something that always feels like it’s circling…
and once you’re hurt, it’s already too late.

Would love feedback on:
- how the fear mechanic feels
- balance at this CR
- or if this is something you’d run

I’ve got a few more Behemoths I’ll be posting after this, each built around a different idea or environment.

u/Creative_Dungeoneer — 25 days ago