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Darkmoon's Finest uses a roll-based combat system to add an element of adventure to our roleplay. All members that wish to partake in our campaigns are required to make a basic character sheet for internal guild use. This system is meant to be kept simple for ease of learning, but may be updated over time as we discover flaws and receive ideas on how to improve it.

     Our D20 system allows you to customize your character with roll modifiers, allowing them to perform in a way that is true to their skillset rather than leaving them completely at the mercy of the dice. While base stats remain fixed due to the lack of a leveling system, players can acquire magical artifacts and curiosities to boost their stats through continued participation in campaigns. Every character begins with 5/5 HP.

     Darkmoon's Finest utilizes four primary stats:​

BUILDING  YOUR  CHARACTER

  • Strength - Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength may be used for: Forcing a door open, tipping over a statue, holding your breath, surviving without food, etc.

  • Intelligence - Intelligence measures mental acuity, accuracy of recall, and the ability to reason. It can also reflect how attuned you are to the world around you and represents perceptiveness and intuition. Intelligence may be used for: Estimating the value of a precious item, forging a document, winning a game of skill, recalling history, healing an ally, etc.

  • Agility - Agility measures agility, reflexes, athletics, and balance. Agility may be used for: Climbing a slippery cliff, jumping a long distance, picking a lock, disabling a trap, wriggling free of bonds, performing, etc.

  • Charisma - Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. Charisma may be used for: Charming someone into parting with sensitive information, seducing someone who may otherwise want to harm you, bartering with someone for goods, etc.

Stat Spreads

 

   Players are allowed to spread their stats in ways they see fit without the requirement of dice rolls. Modifiers cap at five ( You can only have +5 in any stat and -5 in any stat. ) and the difference between positive and negative stats must always equal two. For example, this is what a potential stat spread may look like:

STR: -2

INT: -1

AGI: +2

CHA: +3

   This character has five advantage points in total and three disadvantage points in total. If I were to deduct the three disadvantage points from the five advantage points our difference would be 2, meaning that they are a viable character in our roll system.

   Players are encouraged to tweak point advantages as they see fit, and are never expected to commit to their spread right out of the gate in case it proves to be mechanically unviable for their character. Players are allowed to change their stat spread provided they update their character profiles so that our DMs can keep track of how their modifiers apply.

     Rolling is the way we discern your character's success in anything they may do, whether it be attacking, defending, diplomacy, etc. Rolling does not operate on a strict turn-based basis unless we are in combat. So, for example, if your character wants to discern what dangers may be in the area, you can ask your DM for an off-the-cuff perception check to glean information from your surroundings.

     The command to roll ingame is: /roll 20

     D20 Success / Failure Scale:

ROLLING

  • Critical Failure! Your character failed in a catastrophic way!

  • 2-10 Failure! Your character did not succeed in their attempt.

  • 11-19 Success! Your character succeeded, good job!

  • 20 Critical Success! Your character succeeded exceptionally well!

     Stat modifiers are applied to rolls where appropriate. For example, if a character with +2 strength attempts to attack someone and rolls an 9, then the +2 modifier makes that roll an 11, meaning that the player succeeds their roll.

     In combat the DM will establish a posting order based on the situation. Initiative of whether or not the enemy or party attacks first is handled similarly. For example, if the party gets the jump on the enemy, they may attack first. But if the enemy is lying in wait, then the enemy gets initiative.

     Rounds are split up into phases. The first phase involves players rolling for their actions, the opposing party rolling for theirs, and then players rolling for their defense. A player can only attack or heal in one turn, not both. You may also roll for your minion / pet, but damage does not stack.

  • A successful strike ( 11 - 19 ) will deal 1 damage.

  • A critical strike ( 2 ) will deal 2 damage.

  • A successful defense ( 11 - 20 ) will always defend you from any damage.

  • A failure to defend yourself ( 2 - 10 ) will allow the enemy to damage you for one hitpoint.

  • A critical failure to defend yourself ( 1 ) will allow the enemy to damage you for two hitpoints.

  • A failure to heal your target ( 1 - 10 ) will not heal your target.

  • A successful heal ( 11 - 19 ) will heal your target for 1 health.

  • A critically successful heal ( 20 ) will heal your target for 2 health.

     If a player character's health is depleted to zero they become incapacitated. Incapacitated characters must be healed back up to two HP in order to regain consciousness. If an incapacitated character is not healed then they remain unconscious for the remainder of the session. Combat ends after the enemy either falls or retreats. 

To be modified as our guild grows.

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