D20 System

D20 RP Dice System
Warcraft D20 RP

This system is for internal guild use, and is not the same as the cross faction dice fighting system. This is a brief over view of a fairly simple system. We could easily make this system more complex but prefer a simpler system to allow for easy learning and use. Over time this system will be modified and updated as flaws are discovered, or new ideas are generated.

  • Roll: /roll 20
  • Character Health: 5 HP
  • Damage: A successful strike will deal 1 damage, and a critical strike will deal 2.

D20 SUCCESS/FAILURE SCALE
1 Critical Failure! An absolute fumble!
2-10 Failure! Your character did not succeed in their attempt.
11-19 Success! Your character succeeded, good job!
20 Critical Success! They did so well, they were a little bit epic!

How it Works:
D20 combat works on an attack/defense turn basis, usually one post/action per turn, per character. This section will break down how it’s usually run. There may be variations of this, but this is the most commonly used in the guild.

The DM (Dungeon Master, also known as a Storyteller) will be leading the event as normal, of course. Remember, no matter what these rules say, the DM’s word is law during an event. If/when combat occurs, however, dice will commonly be brought into the event’s running. Dice are not normally used outside of combat, unless the DM believes the task is difficult or complicated, depending on your character’s skill set.

When combat begins, the DM will decide who goes first- the party or the enemy. This is known as Initiative. Initiative can be decided by dice, of course, but normally, the DM will choose who goes first based on the situation. If the party has been stealthy and clever, it may be the party. But if the enemy is laying in wait, the party may be caught off-guard. Choose your approach wisely!

There are two main types of rounds in D20 combat- Attack rounds and Defense rounds. When the DM declares a round as an Attack round, it is the party’s turn to attack the enemy. The party will roll for attack, consider the dice’s outcome, then post their combat action accordingly. If you succeed the roll on an attack turn, you deal damage to the enemy.

The same goes for Defense rounds- the only difference is, if you fail for defense, you take damage from the enemy. When posting during combat, the dice are always rolled first- and the roleplay emote comes after.

If your character owns a minion or pet, you may also roll for your minion/pet’s attack and defense- but please include them in the same emote, so the DM doesn’t get confused!

DMs may also implement different mechanics into their events. Pay attention to DM emotes for anything special about the combat situation, and follow rules accordingly.

Combat usually ends when the party, or the enemy, is defeated, or the problem is solved. The enemy, of course, is not always a giant boss monster. It may be a group of soldiers, or a trapped room in a necropolis. There are many different ways to approach combat and difficult situations, so consider your roleplay wisely!

Types/Examples of Combat Actions:
In this section we’ll go over the typical sorts of actions one can make during D20 combat. If you have an idea in combat and aren’t certain where it fits, whisper the DM! They’ll accommodate, if possible.

Attack– When the DM announces an Attack round, of course, you can attack! Your character may attack a target of choice, in whatever fashion they want- be it melee, ranged, magically, chemically- whatever works. If you critically succeed on your dice roll when attacking, you deal 2 damage to one target, or, if capable, you can Heal or Buff in addition to a normal attack!

Defense– When the DM announces a Defense round, characters need to defend from an attack. Sometimes, it’s only specific characters, and sometimes it’s everyone. If you make a critical success, you can defend someone else that was not so successful, or counter-attack, dealing 1 damage to your attacker! If you weren’t attacked at all, you can, during this turn, attack the enemy, buff, or heal, unless the DM says otherwise.

Healing– During an Attack round, instead of attacking, your character may heal themselves or others! This action does not require a roll, but you can only heal 1 point at a time during combat. Outside of combat, you can work at your own pace. If your character has no capability for healing themselves or others quickly, they cannot take this action.

AOE– Some characters have bombs or spells that deal area damage. If your character has this capability, roll the attack as normal. If you succeed, you may choose an area to attack. Everything within that area may take damage, including your allies- this is up to the DM’s discretion. You cannot critically strike in this manner- if you roll a 20, it will not count.

Buff– During an Attack round, your character may perform an action that benefits others’ abilities! This can be magical, alchemical, or merely an inspiring or threatening speech. This provides a temporary +1 to either attack or defense, and does not need to be rolled for. Buffs take effect the turn after they were cast, and usually only last a short time. Only one buff can be active at a time.

Crowd Control– Before combat or during an Attack round, your character may choose to incapacitate instead of deal damage! The rules for Crowd Control depend on the situation. Always ask the DM if such a tactic is possible.

Failbreaker
Nobody likes bad RNG, even the DM! If you get three failures in a row during combat, your next combat roll is an immediate standard success, no roll required.

Travel Time / Combat Time
Keep in mind that combat goes much faster than it is being roleplayed. For example: a combat scene that takes an hour to complete in real time, realistically might have only taken ten minutes in the story. As such, typical combat rounds are only considered to take four or six seconds in-character. Keep this in mind when roleplaying during or around combat- even talking takes time!

Enemy Units

Enemy units are represented by raid markers. When moving, sneaking, and otherwise engaging a foe, consider your character’s placement from the marker an accurate representation. In your posts, please specify all interactions with targets for the DM’s benefit, and OOCly label which target your character is attacking, using the appropriate marker symbols.

♦ Skills
If your character is good at something, make certain you make the most of it! Let’s say during combat, an artificer character would like to identify the weak spot of an enemy construct. That player would roll for it- and the DM would whisper them the result. Outside of combat, however, no rolls are required unless the DM says otherwise. Communicate with your DM, and be honest as to the capabilities of your character.

♦ Other Possibilities
Does your character have an idea that might make an upcoming battle easier, or perhaps, an idea in the midst of battle that might solve a big problem? Speak up! Strategy can make the entire combat scenario even more interesting. The DM is usually capable of following the players’ lead! D20 is not always rigid, and many things can change the course of a combat situation, such as laying a trap, preparing a counter-attack, having a battle formation, spotting the enemy’s weak spot, scouting out the location of an enemy, or even avoiding the problem altogether. Be clever and have fun!

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