Conquest D20 System Simplified 1.0

Conquest D20 System Simplified 1.0

Based on the Conquest D20 System




PvE D20 System

This D20 system is specifically for PvE (Player-Versus-Environment) D20 events where a designated Dungeon Master presents situations and NPCs (Non-Player-Character) for player characters to contend with. In general, the Dungeon Master will place raid markers where enemy NPCs would be located in-game, describing their attributes  and other environmental details in /raidwarning. 

Health

Each player starts with 10 Health. This value may be modified based on buffs or debuffs conferred by the Dungeon Master. Each player should put their health in their TRP or MRP “currently” section so that others may see or potentially heal them. If a player loses all of their Health, they will be considered “knocked out” and unable to take turns until another allied player heals them.

Combat Rolls

Based on the result of the base “/roll 20”, your character will either take damage as a loss in health or deal damage to an enemy NPC. 

Roll

Effect

1

2 – 3

4 – 6

7 – 9

10 – 11

12 – 14

15 – 17

18 – 19

20

-6 Health

-3 Health

-2 Health

-1 Health

Draw / No Effect

+1 Damage

+2 Damage

+3 Damage

+6 Damage

Healing

Damage dealt in a combat roll may be applied as healing to your own or an allied player’s character, so long as you whisper that player so that they know they are being healed.

Intervening

On any roll which yields a draw or higher, a player may take damage in place of an ally.

Environmental Rolls

When facing hostile terrain or situations, a Dungeon Master may call for an environmental roll, where players will have to /roll higher than a certain number to avoid taking damage. This could be an explosion that players have to dodge, dangerous ground that would damage players if they stepped in the wrong place, an enemy ability that does area of effect damage, etc. Environmental rolls are always out of 20. While Dungeon Masters may use their own thresholds for environmental rolls, the following chart is an example that may be used.

Roll

Effect

1

2 – 5

6 – 10

11 +

-4 Health

-2 Health

-1 Health

Safe

Perception Rolls

If there is something to be discovered or noticed in the local area, such as enemies lying in ambush, or a special item, a Dungeon Master may call for a perception roll, where players will have to /roll higher than a certain number to notice the hidden or obscure thing. Like environmental rolls, perception rolls are always out of 20. Dungeon Masters may use their own threshold of discovery. 

If multiple individuals roll higher than the threshold, the Dungeon Master should /whisper what was discovered to the individual with the highest roll, and then /whisper each successful individual in order of their roll. 

Armor Class (Optional)

Depending on the type of armor a player wears, they will be granted a bonus.

Armor Type

Effect

Enchanted Robes

+1 to any damage dealt.

Cloth or Leather

+1 to any combat roll. (Roll of 1 would be 2)

Mail or Plate

-1 to any damage taken, but not below 1 damage.

Player Perks and Abilities (Optional)

To give diversity and uniqueness to player rolls, each player may pick 3 perks or abilities.

Perk / Ability

Effect

Shielded

-1 to any damage taken, but not below 1 damage.
Cannot use with Great Weapon.

Great Weapon

+1 to any damage dealt.
Cannot use with Shielded.

Evade

Avoid taking damage. Use twice per event.

Cannot use with Counter or Redemption.

Counter

Instead of taking damage, deal 3 damage.

Use once per event. 

Cannot use with Evade or Redemption.

Overcharge

Double any damage dealt. Magic users only.

Use once per event.

Recovery

Gain 3 health at the beginning of your turn.

Use once per event.

Redemption

Re-roll and use the better roll.

Use three times per event.

Cannot use with Evade or Counter.

Agile

+5 to any environmental or perception rolls.

Healer

+2 to any healing done to an ally.

Stamina

+2 to health total.

Enemy NPC Perks and Abilities

To make events challenging, Dungeon Masters may use perks or abilities on the NPCs that they control.

Perk / Ability

Effect

Shielded

-1 from any damage dealt by players.
Cannot use with Great Weapon.

Great Weapons

+1 to any damage dealt to players.
Cannot use with Shielded.

Evasive

Subtract 2 from all player combat rolls that would deal damage, but not past a draw.

Recovery

Enemy NPCs gain 3 health.

Use sparingly, or in difficult battles.

Intervene

Some NPCs prevent damage from being dealt to other enemy NPCs until they are defeated.

Healer

Enemy NPCs may /roll to heal a percentage of other NPCs’ health each turn.

Stamina

Enemy NPCs have a greater pool of health than normal.

Player Debuffs

Due to the circumstances of a campaign, players may be inflicted with debuffs at the Dungeon Master’s discretion. While player perks are optional, debuffs are not. A player may have multiple debuffs applied to him.

Debuff

Effect

Wounded / Diseased / Sick

-2 to Health at the start of the event.

Weakened / Hungry / Dehydrated

-1 to all damage dealt.

Demoralized / Surrounded

-2 to all rolls.

Equipment Sundered

No armor or weapon bonuses.

Dungeon Master Considerations

Events in general should have a variety of things to do or enemies to contend with. Wailing on faceless, standard numbers for hours is not fun at all. A Dungeon Master should consider adding environmental threats, different classes of enemies, and “bosses” which are more difficult to take down than the average mook. Use and mix up Enemy NPC Perks and Abilities to create a dynamic experience for players.

Ranged combat, especially long-range combat, can provide an interesting dynamic for an event. Characters equipped with melee weapons may not always be able to attack enemies at range, and will rely on spellcasters and ranged fighters to attack.

Timing is very important! Players will start to lose steam and log off for the night once an event passes the three hour mark. Generally speaking, you will want to plan the “phases” of your event such that the exposition finishes after the first hour, the players get into the meat of the story in the second hour, and the event finishes by the end of the second or third hour, depending on how much content you have to portray. An excellent tip is to plan out your event and then subtract a quarter of it. This forces you to see what of your event is truly important and impactful.

A Dungeon Master should be willing to allow players to attempt things outside of the planned combat and environmental rolls, but not to the extent of being overpowered. For example, a magic user might attempt to conjure an illusion to distract an enemy, so having to roll above a certain threshold to do so. Another example could be felling a tree or casting a spell successfully in order to render an environmental hazard safe to cross. Special items or even vehicles may be established by Dungeon Masters to give certain players an advantage in an event.

The morale and tendency for enemy NPCs should be considered. Not every enemy will fight to the last man, and a Dungeon Master should consider having cowardly enemies attempt to surrender or retreat from battle if they are at low health. Furthermore, players could get bonuses to their rolls against enemies with low health due to the enemy’s faltering resolve.

PvP D20 System

This D20 system is specifically for PvP (Player-Versus-Player) D20 events where players face off against each other and “/roll 20” to see who wins each turn. A Dungeon Master will be responsible for ensuring that the combat is fair and may introduce other environmental factors for players to contend with.

Health

Each player starts with 4 Health. This value may be modified based on buffs or debuffs conferred by the Dungeon Master. Each player should put their health in their TRP or MRP “currently” section. If a player loses all of their Health, they will be considered “knocked out” and unable to take turns.

Initiative

At the beginning of any engagement between two players, both players will “/roll 100” for initiative. The player who rolls higher will be the first “Attacker”, while the player who rolls lower will “Defend” first.

Attacker / Defender Rolls

For each “round” of combat after initiative is determined, both players will “/roll 20”.

If the Attacker rolls higher than the Defender, the Defender shall take 1 damage.

If the Attacker rolls the same as the Defender, the Defender shall take no damage.

If the Attacker rolls lower than the Defender, the Defender shall take no damage.

Both players should emote accordingly to reflect the result of the Attack and Defense.

Once both players roll and emote, the Attacker becomes the Defender and vice versa.

This process repeats until one of the players loses all of their health. The surviving player may find a new opponent and initialize combat, again rolling for initiative first.

Healing

Due to the time constraints of PvP-D20 events, healing is not permitted by any player during PvP-D20 combat. Healing can occur at the end of the event, when characters have been returned to camp.

Player Wounding / Knockout / Death

Per the rules of this system, a player must have the consent of the other player to inflict a lasting wound, dismemberment, or significantly disfiguring attack on another player. When a player’s character reaches 0 Health in a PvP-D20 battle, they may either have their character knocked out, or, if they choose to, have their character killed outright. Character death is not expected of any player, but being knocked out is the base term of defeat that they must accept if they lose a D20 battle.

Process of Elimination

In PvP-D20 battles where there are multiple players on both sides of the battle, there will invariably come a point where one side takes the upper hand and has less players knocked out than the other. In this situation, “extra” players that do not have opposing players to be paired up with will be considered “reserves” that must wait to be paired up with opposing players in the event that any of their allies are knocked out. PvP-D20 battles are always fought in one-on-one combat between individual players.

Environmental and Perception Rolls

The Dungeon Master of a PvP-D20 battle may invoke environmental or perception rolls for either or both sides of the battle, using the same system as in PvE-D20 battles. Such rolls are outlined in the PvE-D20 section of this document.

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