D20 Combat System

***DISCLAIMER***: **This system is subject to change at any time. Secondly, disputes on IC events will always come down to an officer’s decision; no ifs ands or buts about it.**

Necessary Addons:

DiceMaster: DiceMaster is an addon for World of Warcraft that allows players to integrate tabletop systems and "D20" dice-rolling combat in roleplay with a wide variety of customisable features.

\*As stated in the rules, DiceMaster is not currently a required addon.

## Base Stats:

Each player has 10 points to allot between their core stats as defined below:

* **Strength** - determines a character’s physical power. If your character is incredibly strong, you might consider throwing some points here. Ex. How big of a rock can you pick up.
* **Dexterity** - measures a character’s agility and balance, and determines how quietly and gracefully a character moves through the world. If your character handles themselves with finesse, this might be a good place to throw some modification points. Ex. How well can you pick up the rock.
* **Intelligence** - measures the intellect or “book smarts” of a character. Not to be confused with wisdom, intelligence can be attributed to acts of investigation or deciphering one thing from another. Ex. How did the rock become a rock.
* **Wisdom** - accounts for the experience and instinct gained throughout life. This stat might affect the actions of those who rely on common sense to get from A to B. Ex. Removing the rock from your boot.
* **Charisma** - determines how well you can influence others from a verbal or emotional standpoint. This stat will heavily influence how well a character can convince or intimidate others, or perhaps charm them in a negotiation. Ex. You ask the rock to please move.
* **Constitution** - determines the heartiness of a character in relation to poisons, curses, etc. It could also measure how well your character is able to resist certain magics such as mind control. Ex. How much it hurts when the rock hits you in the head.

When deciding the placement of your modifier points, try to consider your specific character’s strengths and weaknesses. A character that has considerable skill in physical combat might benefit from an increased Strength stat. Alternatively, a mage who studied their skill tirelessly might flourish with a modified Intelligence stat. This allows you the freedom to truly capture your toon’s individual talents!

Please keep in mind, you can have a maximum of THREE points to each stat.

## Health

A character’s health pool starts at 10 HP and increases depending upon points allowed by the Armor stat. The combined total make up the toon’s natural health. Buffs and debuffs can also affect a player’s health.

By placing points in the Constitution stat, you can also add points to your HP.

## Armor

A character’s armor stat is dependent upon just that, their armor. The breakdown is as follows:

 Cloth
 Leather
 Mail
 Plate

This means, if you are a cloth wearer, you receive no benefit from your armor. Whereas a plate wearer receives a +3 bonus to their health pool.

Depending upon the type of armor worn by a character, they will be granted additional perks.

 Cloth
 Leather
 Mail
 Plate

## Pets

For hunters, warlocks, or other classes that have the ability to call upon one or more minions, the following attributes come into play.

* **Elementals** - have no true health bar, they remain in play until the individual controlling them is incapacitated. However, their dealable damage is significantly lower than other creatures/minions.
* **Demons** - are considered fickle in battle, and unpredictable. Instead of taking true damage, attacks against them result in loss of control. So rather than a health pool, they have a control meter which drops with each successful hit against them. Once depleted, they depart from the encounter, and do not return until after it has finished.
* **Beasts** - have a health bar that depends upon the type of animal in play. Once depleted, they are considered knocked out.
* **Undead** - typically easy to dispose of due to having a lower health pool, they are possible to reform in leux of an attack/healing turn.

The only pets able to actively take part in encounters are those that can maintain an active summons. So, temporary pets - or battle pets even - are not viable for fighting encounters.

It is the player’s responsibility to keep track of their pet’s health pool. The DM will announce damage or healing done at the time, but overall it comes down to the player to maintain accurate health/control numbers. We ask that you stick to the honor system here; don’t cheat to keep your pet in play or an appropriate consequence will be decided.

## Pet Stats

Pets are given 5 modification points, and have stats different from players and more simplified. They are as follows:

* **Strength** - exactly what you would expect. A pet’s strength stat determines how hard they hit.
* **Resilience** - measures how well a pet can take a hit.
* **Mastery** - determines how well your pet can handle complex commands. Ex. You command your beast to intimidate an NPC.

You can have a total of THREE modifier points in any one stat.

## Pet Health

Unlike characters - whose health is affected by their armor class - pets have a standard health pool depending upon type.

* **Elementals** - have no health pool to monitor
* **Demons** - have a control meter as opposed to a health pool. They are given a  control amount of 7, though this number can vary depending upon buffs/debuffs.
* **Beasts** - have a health pool of 10, though this number can vary depending upon buffs/debuffs.
* **Undead** - have a health pool of 5, though this number can vary depending upon buffs/debuffs. Keep in mind, they are the only type of class that can be incapacitated and re-enter the encounter which would replace the player’s next action turn.

## Encounters:

Here we will explain the flow of an encounter, from initial order rolls all the way down to kill shots.

An encounter begins once the party or NPC decides to go on the offensive. In the case that the NPC attacks first the DM will make a starting attack roll against one player who may then make a roll to decide if they counter, defend, or take damage. After this attack, the group will roll for individual initiative to determine the order they will attempt attacks in. In the case that a player attacks first, they must first alert the DM of which NPC they are attacking and then roll for said attack. Afterward, the DM will roll for the NPC to determine if they counter, defend, or take damage. After this attack, the group will roll for individual initiative to determine the order they will attempt attacks in.

Once a roll order has been established by the DM, players may take turns attempting to attack the NPC(s) or boss(es). NPC actions/rolls will be spread through the player order to keep things rolling smoothly, and ensure there is plenty of interaction.

During an encounter, NPC’s will be designated with target icons. When making a roll, be sure to specify to the DM what NPC you are targeting based on the icon.

### Attacking

So how do you roll for attack? Is it just a straight D20 roll? NO! Your attack roll is based from ONE stat, your major stat. This is determined based on your own choice, but be warned, it cannot be changed once chosen. You should pick something reasonable based on your character’s class. For example, a paladin might choose Strength if they deal damage with weapons, or they might choose Intelligence if they choose to heal. A hunter type might choose to roll from Dexterity or a druid might select Wisdom.

This will be your standard attack roll throughout all events, so choose wisely.

 1-3
 4-7
 8-11
 12-15
 16-19
 20-23

In instances of mixed combat - meaning ranged and melee - anything beyond a 20 yard distance requires a movement turn. Ex. A melee comes into an encounter in which enemies are attacking at range. Instead of approaching and attacking in a single turn, the melee must move in one turn and then can attack in their next turn. This is to add a level of realism to the encounter.

### Pet Attacking

Pets attack directly after their controlling player. So, once the player has rolled and emoted their attack, they then can roll and emote for their pet(s). Unlike players, pets roll directly from their Strength stat.

Elementals

 1-15
 16-23

Demons

 1-6
 7-10
 11-13
 14-19
 20-23

Beasts

 1-3
 4-7
 8-11
 12-15
 16-19
 20-23

Undead

 10-11
 12-23

### Intervening

In the event that your character would intervene in an attack, you must alert the DM immediately so that a roll check can be called to determine success or failure. In the event of a successful roll, the character intervening will then be allowed to emote their action of intervening and then given the chance to roll in order to determine if the attack is countered, defended, or if damage is taken. In the event of a failed roll, play continues as usual.

### Healing

Not everyone wants to swing a sword around or change into a beast to cut their foes into ribbons. Some players might select the role of healing. In this case, they would roll a stat check - similar to an attack roll - in which case their failure or success would depend upon their role.

### Kill Shot

When an NPC or a boss is nearing low health, there will come opportunities for a Kill Shot. This will occur at the DM’s discretion, and everyone - still standing and present - will have an opportunity to roll to deliver the Kill Shot. This is not to be confused with simply draining the health bar to kill or incapacitate an opponent. In the event that a Kill Shot roll is successful, that player will be allowed to emote their killing act. If the Kill Shot roll fails, play continues as normal.

Let’s assume that multiple players roll a successful Kill Shot. The honor would go to whichever player rolls highest, or, in the event of a tie, whoever is next according to the initiative order.

## Hitting Zero

When your toon hits zero, don’t panic! We will NEVER kill a character without player consent, and events are definitely not a place where we want to be tallying up a death count every time. So! When your toon hits zero, rather than dying, your character simply becomes incapacitated; i.e. they get knocked out. While they will be ineligible to continue that current event (they can come back for the following week’s event), they are 100% healable and in no way dead.

## DiceMaster Levels

After each event, experience will be given out based on the following requirements:

* Killing an opponent +15xp
* Surviving an encounter +25xp
* Attending an event +30xp
* Critical success roll +5xp

Please know that this list is subject to change or be added to at any time!

Every time your DiceMaster level goes up, your character gains one more moderation point to be used among your abilities. Every OTHER level gained will give you a second moderation point to use toward applicable pets.

Pet kills count toward player kills during encounters.