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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 6/11/2017.




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.



Standard Roll
Your character’s Standard Roll is the range of your character’s performance in a fight. The default Standard Roll is “/roll 20”. 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.

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

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.


Plate Armor:
Base Roll: "/roll 3 20"
1 Ability.
1 Perk.

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

Cloth Armor:
Base Roll: "/roll 1 20"
2 Abilities.
2 Perks.




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




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

Strength: +2 to Roll Upper Bound (1-22).

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

Stamina: Begin with an additional Hit Point.




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: If you rolled a 11-15, take damage in the place of an ally.
If you rolled 16+, block all damage to one ally.*

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.




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
Roll: X-XX
Ability 1: Y [Ability Description]
Ability 2: Z [Ability Description]
Perk 1: Y [Perk Description]
Perk 2: Z [Perk Description]
Skills: X, Y, Z

Example Character Sheets:
Cavalier Hubert Braun
Health: 6
Armor Class: Plate.
Roll: 3-20
Ability 1: Counter: Instead of losing Hit Points, deal 1 damage instead. 1 Charge.
Ability 2: N/A.
Perk 1: Stamina: Begin with an additional Hit Point.
Perk 2: N/A.
Skills: Intervene, Mounted.

Ranger Christa Birch
Health: 5
Armor Class: Leather.
Roll: 3-20
Ability 1: Counter: Instead of losing Hit Points, deal 1 damage instead. 1 Charge.
Ability 2: Evade: Instead of losing Hit Points, turn roll into a draw. 2 Charges.
Perk 1: Agility: +1 to Roll Lower Bound (2-20)
Perk 2: N/A.
Skills: N/A.

Priest Edward Bright
Health: 6
Armor Class: Cloth.
Roll: 2-20
Ability 1: Redemption: Reroll, use superior roll. 2 Charges.
Ability 2: Evade: Instead of losing Hit Points, turn roll into a draw. 2 Charges.
Perk 1: Agility: +1 to Roll Lower Bound (2-20)
Perk 2: Stamina: Begin with an additional Hit Point.
Skills: Medic.




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.









Currently Involved:


Special Mention:

  • Thomaas, Project Founder
  • Theodora, Former Guild Officer
  • Stormwindian, Former Guild Officer
  • Tommin, Former Guild Staff
  • Jeremaias, Former Guild Staff
  • Muriah, Former Guild Officer