We've swapped DM's recently and I've had issues with my players pre-rolling and fudging their rolls to get better numbers, using reddit to reference things from multiple years ago that aren't part of 5.5e anymore, take 5+ minutes on turns, sit on their phones when it's not their turn, show up 15 minutes late to the sesh, and wrestle/leave to hang out on the outdoor gym just outside the shed we play in. Me (the DM), the host (the previous DM) and his wife want to rein them in and keep the session focused, so we want to make some new ground rules. Do you guys think these rules are too strict, or do you think they're not strict enough? (Side note: we have 8 players.)
\- Ready to play by session start (12pm). We will start even if not everyone is there.
\- 5.5e Player's Handbook References only. Any other handbooks that were used to create characters (such as Book of Extinction) are fine, but when referencing, only use the Player's Handbook. No online references will be used.
\- No phones. If your character sheet is on your phone that's fine, but please make a physical copy whenever possible, and do not get on TikTok during the session.
\- Turns are now 2 minutes long. Turns are now 2 minutes long. If you don't do anything by the end, your turn is over. This helps the session flow better.
\- Butts in seats. If you need to leave to use the bathroom or take a smoke, that's fine. But during the session, we're here to play D&D, not wrestle or work out. Let's play D&D and work out later.
\- Rolls must be made live. I know that pre-rolling saves time and this can take up valuable time especially since we're now limiting time to 2 minutes, but now, all of our rolls must be made live and in front of the DM and party.
boster17503 - D&D nights
Nat 1s are character development.