D20 How To

Welcome to the Guardians of Misfortune D20 custom combat system. We use this system in our RP campaigns and stories to help facilitate storytelling and character progression. Based around the idea of player choice and interesting abilities the system is designed to be flexible and adaptive to fit most all character types and needs. We do this through an initial start up set of values assigned to each character and as that character moves through the story Exp points are given out in addition to the opportunity to take on Quest Traits. These traits are completely custom abilities that your character can earn through the story to be applied during campaign events. In this guide, you will be able to see how we use this system and how you can implement it into your character.

 

Dicemaster

In order to facilitate our D20 system we do use the Add-on Dicemaster. Below you will find their user guide to help you along the way. In addition, you will also find a step by step guide on how to set up your specific character with their first points and traits.

www.curseforge.com/wow/addons/dicemaster

Starting Up

An Initiate starts out with no points or traits to their name.

Once a character is accepted ICly into the Guard and raised up to become a member of the Guardian Core they will receive the following:

 
  • Everyone starts with a base HP of 10 points no matter race, class, or armor usage.
  • Everyone starts with a base of 10 points to spend on their Dicemaster Profile. These points can be placed in any skill, combat action, saving throw, or attribute you wish but you CANNOT stack more than one point in each one.
  • Everyone is allowed to pick two abilities from the Race and Class Section. There are Racial Actives and Passives, as well as Class Actives and Passives. These work together to bring a bit of flavor to a character when they first start out. Keep in mind that you CANNOT choose outside of the in-game representation of your character. We do this for simplicity sake.
 

System Basics and Use

 

Rolling Order

The Rolling Order will be posted in /RW at the start of the event based on the raid leader’s raid roster order with the NPC actions interspersed between players. This roll order will also be posted in the Campaign Chat channel of Discord for reference.

 

Combat Roll Values

There are two main types of combat rolls we use in our system. Single Target and AOE. All other rolls such as skill roles for knowledge or saving throws use a difficulty base number that you simply have to hit in order for it to be considered a successful roll. This number fluctuates with the difficulty of the event or task at hand. For AOE throws should there be fewer targets available for your roll value you may choose where the extra points end up.

 

Single Target

AOE Effect

1: Critical Miss, player takes 1 damage

1- Critical Miss, player and anyone within AOE Range takes 1 damage

2-6: Miss

2-6: Miss

7-12: 1 point applied

7-12: 1 point applied to 2 targets

13-16: 2 points applied

13-16: 1 point applied to up to 3 targets

17-19: 3 points applied

17-19: 1 point applied to up to 4 targets

20: Critical hit- 5 points applied

20: Critical hit- 2 points applied to 3 targets

 

Points and Leveling

Points are given at each level gain of experience through the Dicemaster Addon. Experience is gained through a few different means. If a player uses their character’s abilities and personality to their fullest of creativity and has, the quality of actions taken, the amount of player engagement during events, and difficulty of the event. Once 100 EXP is gained for a player they will level up. Each level up rewards 1 point to spend on your Statistics sheet.

 
  • At Level 5- Gain the ability to take on One Quest Trait
  • At Level 10- Gain the ability to take on a Second Quest Trait
  • At Level 15- Gain the ability to replace one of your Racial/Class traits with a Third Quest Trait
  • At Level 20- Gain the ability to replace your last Racial/Class trait with a Fourth Quest Trait
  • At Level 25- Unlock the ability to take on your Epic Quest Trait
 

While we do allow for players to build their character how they wish we do recommend not building glass cannon characters or min-maxing. It is important to keep in mind your character’s skill levels, preferences, abilities, and story. The GM and Officers do keep track of the abilities and traits each character has and should this become an issue can step in to correct the matter.

Below you will find three charts that list the Six Attributes and what they respect respectively. You can use this chart to help you make choices on the type of build you want to create or you can hover over an attribute or skill on the Dicemaster addon in game.

 

Core Attributes: Skills

Dexterity:hand-eye coordination, agility, reflexes, and balance Constitution:health and stamina Intelligence:how well you learn and reason Charisma:personality, personal magnetism, ability to lead, and appearance Strength:muscle and physical power Wisdom:willpower, common sense, awareness, and intuition
Disable Device-An attempt to disarm a trap, or disable a lock - Knowledge-An attempt to determine your education or understanding of a particular topic Bluff-An attempt to deceive, trick or lie to someone Athletics-An attempt to swim, climb, flee, fly or outrun someone Healing-An attempt to mend wounds or restore health to someone
Escape-An attempt to slip bonds and escape from grapples - Spellcraft-An attempt to ti cast or identify spells and magic items Diplomacy-An attempt to persuade or win favour with someone Grappling-An attempt to to disarm or disable an enemy Insight-An attempt to discern intent or decipher body language
Stealth-An attempt to avoid detection and remain unseen - - Disguise-An attempt to change your appearance - Perception-An attempt to notice fine details and alert yourself to danger
- - - Intimidation-An attempt to taunt, coerce, or frighten someone - Survival-An attempt to to survive or navigate in the wilderness
- - - Performance-An attempt to impress an audience with your talent and skill - -

Core Attributes: Combat Rolls

Dexterity:hand-eye coordination, agility, reflexes, and balance Constitution:health and stamina Intelligence:how well you learn and reason Charisma:personality, personal magnetism, ability to lead, and appearance Strength:muscle and physical power Wisdom:willpower, common sense, awareness, and intuition
Ranged Attack-An attempt to strike an enemy with a ranged weapon Defence-An attempt to defend yourself from enemy damage Spell Attack-An attempt to cast a spell on an enemy Melee Attack-An attempt to strike an enemy with a melee weapon Athletics-An attempt to swim, climb, flee, fly or outrun someone -
- Spell Defence-An attempt to defend yourself from enemy spell damage Spellcraft-An attempt to ti cast or identify spells and magic items - - -

Core Attributes: Saving Rolls

Dexterity:hand-eye coordination, agility, reflexes, and balance Constitution:health and stamina Intelligence:how well you learn and reason Charisma:personality, personal magnetism, ability to lead, and appearance Strength:muscle and physical power Wisdom:willpower, common sense, awareness, and intuition
Reflex Save-An attempt to avoid or prevent an unexpected action Fortitude Save-An attempt to resist physical punishment or pain - - - Will Save-An attempt to resist mental influence


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