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INTRODUCTION
Does a sentinel’s moonglaive pierce the armor of a basilisk or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can an archer avoid the main blast of a shadowbolt, or does she take full damage from the blaze? In cases where the outcome of an action is uncertain, a player rolls a 20-sided die, a d20, to determine success or failure.

The Silver Circle implements a dynamic d20 roll system inspired by tabletop RPGs that is used for events in-game and on Roll20.net. Not all Silver Circle events use the system, but most do. Skill checks and combat rolls are the two main kinds of d20 rolls, forming the core of the rules.

Index
I. How to Play
II. Your Turn
III. The D20
IV. Bonuses
V. Advantage & Disadvantage
VI. Hit Points
VII. Taking Damage

DM's Notes: All sections of this page bolded in RED have been recently updated, as of 4/3/2020.


The play of the system unfolds according to this basic pattern.

I. The DM describes the environment. The DM tells the players where their characters are and what’s around them, presenting the basic scope of options that present themselves (what the weather is like, what NPCs look like or say, how many mobs there are).

II. The players describe what they want their character to attempt to do. Sometimes one player speaks for the whole party, saying, “We accept your quest!” or “We’ll take the east road!”, for example. Other times, different adventurers do different things: one might search for treasure while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. Generally, the players take turns (often in pairs or groups), but the DM listens to every player and decides how to resolve those actions.

III. The DM narrates the results of the players’ actions. Describing the results often leads to another decision point, which brings the flow of the roleplay event right back to step 1.


Since a round represents a finite amount of time (usually 6 seconds), several factors will limit how you interact with the environment and other participants. The following action types are limited to use during your turn; however, they can be performed in any order you choose.

Movement
During your turn you can move a distance up to 30 feet (a rough estimate can be made in-game), which is 6 squares in Roll20.net. You can break up your movement, using a portion of your speed before or after other actions you take on your turn, including between attacks.

Interaction
During your turn you can communicate freely with other characters nearby. You can also interact with one object or feature for free as part of your turn, such as drawing or sheathing a weapon, opening or closing a door, handing items to a friendly player within range.

Action
Your Action represents the major part of your turn. You can only perform one Action per turn. The most common Action is the ‘Attack’ action, but there are a variety of other options detailed below:

[Attack] – Make a melee or ranged attack.

[Cast a Spell] – Cast a spell your character can cast.

[Dash] – Move an extra distance this turn equal to your movement speed.

[Disengage] – Your movement for the rest of your turn does not provoke attacks of opportunity.

[Help] – Your target (a friendly character) gains advantage on the next check they make (combat or ability). This requires a successful roll (DC5) and an emote that clearly illustrates who you are trying to assist and how.

[Improvise] – Take an action not described here, providing the DM allows it. This includes creative skill checks that can be requested by the player.

Companions
Creature companions such as hunter pets, battlepets, or magical pets share your turn with your character and do not grant you an extra turn. Consult your DM to inquire what your companion's hit points (HP) might be, and if they provide you with any additional bonuses for the duration of an event.



All rolls are based on the d20, the in-game command for which is /roll 20. On Roll20.net, the command is /roll 1d20. Again, skill checks and combat rolls are the two main kinds of d20 rolls, forming the core of the rules. Both follow these simple steps.

I. Roll the die. Roll the die before you post your emote. The dice roll is an important tool to help balance fairness in the game that can either help your character conquer challenges, or create an unfortunate failure. The brackets below have been balanced to consider character ability but without the complex addition of personal modifiers.

D20 Brackets
1 – 4 (Failure)
5 – 9 (Minor Success)
10 – 14 (Success)
15 – 19 (Greater Success)
20 (Critical)

Stats Note: A sample of 100 rolls determined that there is a 25% chance of failure and a 75% chance of success (of varying degrees). This is a more than fair balance.

Note: The bracket of success, labeled from minor success to critical, is merely noted to help players see where their roll falls in terms of how successful their attempt was.

II. Circumstantial bonuses and penalties. The DM can apply circumstantial bonuses and penalties at-will during any event to benefit or hinder the players, within reason.

III. Compare the total to a target number. Check to see if your roll meets or exceeds the target number in the case of skill checks. The DM is usually the one who determines target numbers called a Difficulty Class (DC). For example, “Roll to resist poison (DC 12).” The target number for a combat roll is merely to reach a level of success (>5), the total number rolled is the damage or healing dealt. For example, “Feyawen rolls 7” means Feyawen successfully deals 7 damage to an opponent or heals 7 hit points of an ally.

IV. Factor in bonuses when necessary. If you have a once per event path bonus, you can use it anytime instantaneously during an event, to increase a check, attack, or heal you make or to reduce damage you receive from an opponent. Quest reward items can only be used on your turn as an action. Be sure to consider advantage and disadvantage during an event as well.

V. Critical rolls. When it comes to combat rolls, a natural 20 roll is considered critical and will deal critical damage, which is the full 20 points of damage +5 for a total of 25 points of damage. Critical rolls do not occur for skill checks.


Bonuses for rolls do exist and can be obtained if you are an active participant in the guild, either by completing Guild Quests or by progressing your character in their chosen Path.

Quest Rewards
Quest rewards come in a variety of styles from potions and scrolls to enhancement items. These can offer healing, damage, and skill bonuses. They are obtained by completing Guild Quests. All bonuses from quest reward items can be stacked with the one-time Path Bonus, unless explicitly indicated otherwise. Quest reward items can only be used on your turn as an action.

Path Bonuses
The Path progression system was created as a means for character development. Each Path contains 5 ranks, beginning with the student rank and ending with the elders and wardens. Beginning at the student rank, players receive a bonus that can be used once per event, and the bonus increases with each rank gained until reaching rank 4. These bonuses can be stacked with quest reward items.

Path Rank 1 earns +2
Path Rank 2 earns +4
Path Rank 3 earns +6
Path Rank 4 earns +8

For example: A character following the Path of War, of the Sentinel path rank, will have a +4 bonus to use (once) during every event they participate in. A character following the Path of War, of the Lieutenant path rank, will have a +6 bonus to use (once) during every event they participate in. A character following the Path of War, of the Captain path rank, will have a +8 bonus to use (once) during every event they participate in. This goes for all path ranks.

Affiliate Bonuses
All affiliates or newcomers who are not guild members are permitted a one-time bonus of +2 which can be used during any of our roll20 events.



Sometimes a skill check or combat roll is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. A variety of situations can bring about advantage and disadvantage, which are listed below.

Advantage Occurs When:
• When you and your allies have your enemy flanked or surrounded on multiple sides.
• When someone uses their action to “Help” you.
• Attacks made against a creature with a negative status effect like being blinded, prone, restrained, paralyzed and so forth.
• Using tools of the environment to assist you in your action, at the DMs discretion.
• If you are a divine spellcaster such as a priest or druid and you are attempting to heal an ally. (This rule is subject to change based on the event!)

Disadvantage Occurs When:
• When attacking a target far beyond a reasonable range.
• When suffering from a negative status effect such like being blinded, prone, restrained, paralyzed, exhausted, poisoned and so forth.
• Attacks made against invisible or otherwise difficult to see creatures.
• Attacks made against creatures significantly larger than your character, or if the creature has super-hard natural armor such as a dragon.

Note:
In the event a character is subjected to both Advantage and Disadvantage at the same time, the effect is null and they only make the one roll.


Character hit points (or HP) helps players convey how much stamina, skill, and what quality armor their character has when engaged in combat. All character’s HP is 35/35 with our system.

It is important to know that taking 25 damage in a single hit and dropping your HP to 10/35 does not mean your character need be severely wounded. We reserve big wounds for when characters hit 0 HP and we roll for wounds. This means you still have complete freedom to choose how something might injure your character, and you can incorporate attempts to dodge, or loss of armor durability instead of your character bleeding! When a character reaches 0 HP is typically when they become wounded or fatigued in battle. A K.O. does not necessarily mean they are mortally wounded. You would roll for wounds to determine the outcome of the total bodily damage they have sustained during combat.


Please read this entire section for Wounds Bracket updates.

Just as your character can deal damage in combat, they will also take damage. Most enemy mobs will make attack rolls the same as your character, but in some cases mobs will use special abilities that require your character to succeed on a skill check to evade the attack or take reduced damage. When your character takes damage either from a melee attack, spell, or a negative status effect, their HP is reduced by the total damage dealt. When a character reaches 0 HP, they roll for Wounds. Rolling for Wounds follows a different roll20 bracket.

Players roll 1d20 for wounds after dropping to 0 hit points (K.O.) and the outcome of that roll determines what bracket of wounds the player falls under (i.e. the value of the roll determines the wound bracket). In the event players K.O. and roll < 19, they can get up again. In the event players K.O. more than once, the outcome of their first roll stacks with the outcome of all subsequent wound rolls. When a player exceeds a 19 (total) for wounds, they remain knocked unconscious for the remainder of the combat and will require post-combat healing before they can regain consciousness again.

Wounds Outcomes
1 – 6 (Minor Wounds)
  • Can be healed and get back up.
  • Cannot be healed more than 30/35 HP.
7 – 12 (Moderate Wounds)
  • Can be healed and get back up.
  • Cannot be healed more than 25/35 HP.
  • Movement becomes difficult.
  • Your rolls for actions receive -2 until you receive post-combat healing.
13 – 18 (Heavy Wounds)
  • Can be healed and get back up.
  • Cannot be healed more than 20/35 HP.
  • Movement becomes difficult.
  • Your rolls for actions receive -5 until you receive post-combat healing.
19 – 20 (Severe Wounds)
  • Cannot get back up after these wounds.
  • Requires post-combat healing to take further actions.