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D20



he First Regiment employs a customized D20 System loosely based on the concepts present in tabletop role-playing games. While we do not have literal dice to play with on a tabletop, World of Warcraft offers a built-in “/roll” feature in its chat interface that generates a random number in a specified range. We utilize this feature in our events in an attempt to offer immersive, chance-based action in the World of Warcraft setting.

During a typical event, the Dungeon Master or "DM" will post descriptions and actions of non-player characters and the environment, expecting the players to write their reactions in kind - taking turns back and forth to progress the plot of the event. Each player character will have an associated set of attributes and abilities that they may use during events presented using this system. These will be outlined throughout this guide.

Good luck, and King’s Honor!

Note: This page was last updated on 11/9/2017.




All player characters begin with 5 hit points. Your character’s Hit Points act as the indicator of how resistant your character is to being knocked out or incapacitated. A character’s maximum hit points may be increased through taking the Stamina perk. Hit points lost to damage is restored through healing abilities and after events.

Opposing non-player characters presented by the Dungeon Master will also have hit points. The general objective in combat is to attack enemy characters until their hit points are reduced to zero, knocking them out. The number of hit points that enemy entities have will vary depending on the difficulty of the encounter.



The D20 system is so named for the default "/roll 20". Your character's Roll is the representation of their success or failure during a round at attacking, defending, reacting, resisting, persuading, perceiving, or any other feat. Most actions will require a roll. Unplanned actions made by your character out of turn must be approved by the DM and rolled for.



Any time your character enters or continues combat with the enemy, a Combat Roll will be used to determine your results. Depending on the following thresholds, your character will either deal damage to an enemy's hit points or take damage and lose hit points. Depending on your Armor Class, the lower bound of the roll may increase to account for the protection your character's armor offers. Perks may be applied to modify the upper bound of the roll, representing your character's physical abilities or skills.

While your Combat Roll Bounds are determined by armor class and perks, your damage brackets are determined by your active Combat Stance. All stances are listed below. Stances may be changed during events, however it must be announced during an emote and will not take effect until the next turn. Any stance other than Balanced should be clearly marked next to your Hit Points in your profile.


Defensive Stance
A defensive stance is used to reduce damage taken. It may be accomplished by raising shields, taking cover, or simply being more careful in combat. Changing to a Defensive Stance should be announced in an emote and will not take effect until the next turn. It should remain clearly marked in your profile next to your current Hit Points as long as it is active.

1-4 ... Take 1 Damage.
4-10 ... Draw.
11-18 ... Deal 1 Damage.
19-20 ... Deal 2 Damage.


Balanced Stance
In normal combat scenarios, a balanced combat stance is the default for most soldiers. Unless specified in a previous emote and marked in the profile, all roll results are assumed to be calculated under balanced stance.

1-5 ... Take 1 Damage.
6-10 ... Draw.
11-15 ... Deal 1 Damage.
16-20 ... Deal 2 Damage.


Aggressive Stance
An aggressive stance is used to increase combat efficiency. It may be accomplished by whatever means a soldier has to get the job done quicker and harder. Changing to a Aggressive Stance should be announced in an emote and will not take effect until the next turn. It should remain clearly marked in your profile next to your current Hit Points as long as it is active.

1-6 ... Take 1 Damage.
7-10 ... Draw.
11-14 ... Deal 1 Damage.
15-20 ... Deal 2 Damage.


Enraged (Melee Only)
The special stance of 'Enraged' may be used by melee characters during particularly desperate situations to vastly increase effectiveness in combat at the cost of personal defense. While enraged, a soldier fights to destroy the enemy at any cost. Changing to an Enraged Stance should be announced in an emote and will not take effect until the next turn. It should remain clearly marked in your profile next to your current Hit Points as long as it is active.

1-6 ... Take 1 Damage.
7-10 ... Take 1 Damage & Deal 1 Damage.
11-15 ... Deal 1 Damage.
16-20 ... Deal 2 Damage.


Focused (Ranged & Magic Only)
The special stance of 'Focused' may be used by ranged or magic characters to take extra care and time before sending off shot or spell. While focused, a soldier is far more likely to deal significant damage with their combat roll, at the cost of being more vulnerable to taking damage. Changing to a Focused Stance should be announced in an emote and will not take effect until the next turn. It should remain clearly marked in your profile next to your current Hit Points as long as it is active.

1-8 ... Take 1 Damage.
9-12 ... Draw.
13-20 ... Deal 2 Damage.




Sometimes, a roll will be required which does not correlate to a combat situation. These are Environmental, Diplomacy, Perception and Knowledge Rolls.

Environmental Roll

When facing hostile terrain, weather, or damaging environments, the event leader may call for an Environment Roll. Abilities may or may not be able to be used at DM discretion. The default Environmental Roll is “/roll 20”.

1-5 ... Take 1 Damage.
6-20 ... Safe, Take No Damage.

Diplomacy Roll

When a player attempts to persuade a character to do something, the event leader may call for a Diplomacy Roll. Abilities are never able to be used though bonuses and penalties may be awarded at DM discretion. Successful rolls are determined by a given threshold or highest roll. The default Diplomacy Roll is “/roll 20”.

Perception Roll
If there is something to be discovered or noticed in the current environment, the event leader may call for a Perception Roll. Abilities are never able to be used though bonuses and penalties may be awarded at DM discretion. Successful rolls are determined by a given threshold or highest roll. The default Perception Roll is “/roll 20”.

Knowledge Roll
If there is useful information that one of the characters might know, the event leader may call for a Knowledge Roll. Abilities are never able to be used though bonuses and penalties may be awarded at DM discretion. Successful rolls are determined by a given threshold of highest roll. The default Knowledge Roll is “/roll 20”.




Your character's Armor Class will determine what bonuses your character will receive in combat. Characters with bulkier armor will have a lesser chance of being damaged, while characters with lighter armor will be able to select more abilities and perks.Note that armor class does not affect the roll bounds for Environmental, Diplomacy, Perception or Knowledge rolls.


Plate Armor:
Base Roll: "/roll 3-20"
2 Ability.
2 Perks.

Mail or Leather Armor:
Base Roll: "/roll 2-20"
3 Abilities.
2 Perk.

Cloth Armor:
Base Roll: "/roll 20"
3 Abilities.
3 Perks.




Abilities are an active, limited-use skill which changes the result of any given roll at player discretion. Plate wearers may choose two abilities, while other armor classes may choose three abilities.

Evade: Instead of losing Hit Points, turn roll into a draw. 2 Charges.

Counter: Instead of losing Hit Points, deal 1 damage instead. 1 Charge.

Overpower: Instead of a draw, deal 1 damage instead. 2 Charges.

Redemption: Reroll, use superior roll. 2 Charges.

Recovery: Instead of dealing damage, gain 3 Hit Points. 1 Charge.



Perks are a passive, unlimited skill which modifies the result of any given roll. Cloth wearers may choose three perks, while other armor classes may choose two perks.

Strength: +1 to Roll Upper Bound (1-21).

Agility: +1 to Roll Lower Bound (2-20)

Stamina: Begin with an additional Hit Point.

Charismatic: +2 to Diplomacy Roll Result

Intuitive: +2 to Perception Roll Result

Bookworm: +2 to Knowledge Roll Result.





Skills are generic options available to all characters. Any character may use up to three skills so long as it is appropriate for the character.


Intervene: Draw or higher, take damage in place of an ally.
If you rolled 19+, negate the damage instead.*


Medic: May convert damage dealt to restoring friendly Hit Points. *

Mounted: Any character mounted on a war-animal gains +1 to roll result.

* It is important to get permission from the defended player prior to emoting! All players reserve the right to deny aid.



Coming Soon!



To be fully prepared for an event using this system, you should compile a Character Sheet that includes all of your character's attributes for your own personal use during events.

Character Sheet Format:
Character Name
Health: X
Armor Class: X
Base Roll: X-XX
Ability 1: [Ability Description]
Ability 2: [Ability Description]
Ability 3: [Ability Description]
Perk 1: [Perk Description]
Perk 2: [Perk Description]
Perk 3: [Perk Description]
Skills: A, B, C

Example Character Sheet:
Private Plott D. Veiss
Health: 6
Armor Class: Plate.
Base Roll: 3-21
Ability 1: Counter: Instead of losing Hit Points, deal 1 damage instead. 1 Charge.
Ability 2: Redemption: Reroll, use superior roll. 2 Charges.
Perk 1: Stamina: Begin with an additional Hit Point.
Perk 2: Strength: +1 to Roll Upper Bound.
Skills: Intervene




Q: I have a question, or I would like to provide feedback. How do I do that?

A: Please send Ismond a Website Message and he will get back to you as soon as possible.


Q: Can I take more than 1 damage?

A: Not normally! Any roll of 5 or less is always -1 HP unless specifically stated by the DM.


Q: Can I KO more than 2 targets, or deal more than 2 damage?

A: No! Any roll of 16 or greater will result in +2 KOs or damage.


Q: How many ways are there to use the Medic ability?

A: The Medic ability can be utilized by anyone who is able to conjure a reasonable explanation for restoring health such as medicine, magical healing, or arcane boons such as barriers.

Q: When do I need to ask permission to help another player?

A: Any time it requires the other player's cooperation! Healing through, blocking, or absorbing damage taken on the same turn will require coordination by the other player so they don't waste time emoting getting hurt! If the assist or heal does not require any coordination by the other player, a simple courtesy notification in /w should be sufficient.