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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.

A round represents a finite amount of time (6 seconds), in which several factors will limit how your character interacts with the environment and other participants. The following is a list of functions your character can perform during your turn in roleplay; these actions can be performed in any order of your choosing but should reasonably be actions that could take place within 6 seconds of time.

During your turn you can move a distance up to 30 feet (a rough estimate can be made in-game). 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.

During your turn you can communicate freely with other characters nearby. You can also interact with one object or features 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.

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. This consumes your one action for your turn.

[Cast a Spell] – Cast a spell your character can cast. This consumes your one action for your turn.

[Dash] – Move an extra distance this turn equal to your movement speed. This consumes your one action for your turn.

[Help] – Grant advantage to a friendly target of your choosing. This requires a successful roll (DC5) and an emote that clearly illustrates who you are trying to assist and how. This consumes your one action for your turn.

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

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 surrounded a single large enemy on multiple sides, a tactic known as "Flanking".
• When someone successfully 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.

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.

A blinded creature can't see and automatically fails any ability check that requires sight. Attack rolls made by blinded creatures have disadvantage. Attacks made against blinded creatures have advantage.

Charmed creatures can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the charmed creature.

A dazed or stunned creature is semi-incapacitated and can speak only falteringly. Attacks made against the creature have advantage.

A deafened creature can't hear and automatically fails any ability check that requires hearing.

Fatigued creatures have disadvantage on ability checks and attack rolls, in some cases they can have reduced movement speed as well.

A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.

A grappled creature cannot move. The condition ends if the grappler is incapacitated, or if an affect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by a spell.

An incapacitated creature can't move or take any actions on its turn, including free actions. Any attack that hits this creature is a critical hit (does 25 HP of damage) if the attacker is within 5 feet of the incapacitated creature.

An invisible creature is impossible to see without the aid of magic or a special sense. Attacks made against an invisible creature have disadvantage, and the invisible creature's attack rolls have advantage.

A paralyzed creature is incapacitated and can't speak or move. The creature automatically fails all ability checks and attack rolls. Attacks made against a paralyzed creature has advantage.

A petrified creature is transformed, along with any belongings it is wearing or carrying, into a solid inanimate substance (usually stone). The creature also becomes incapacitated. The creature automatically fails all ability checks and attack rolls. The creature becomes immune to poison. Poison already in its system is suspended, not neutralized.

A poisoned creature has disadvantage on attack rolls and ability checks, and can suffer damage over time.

A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. Attacks made against this creature have advantage.

A restrained creature cannot move. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The creature has disadvantage on all ability checks associated with movement (including spell checks).

An unconscious creature is at 0 HP and is incapacitated, can't move or speak, and is unaware of its surroundings. The creature drops whatever it's holding and falls prone.

A weakened creature has disadvantage on all rolls and in some cases and suffer a negative side effect such as HP loss over time, reduced movement, mana loss over time, reduced healing received, or more.

All rolls are based on the d20, the in-game command for which is /roll 20. On, 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 Bracket
1 – 4 (Failure)
5 – 19 (Success)
20 (Critical)

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. If you have a once per event perk, you can use it anytime instantaneously during an event. Skill bonuses can only be used on your turn or in response to a skill check as posed by the DM. Be sure to consider advantage and disadvantage during an event as well.

V. Critical rolls. Critical rolls happen when players roll a natural 20. This roll will deal critical damage in combat, which is 25 points of damage, or will result in a critical success for a Skill Check, which is still equivalent to 25 points.

Creature companions such as hunter pets, battle pets, elementals, demons, and magical familiars (etc) share your turn with your character and do not grant you an extra turn. Companion hit points (HP) and bonuses vary depending on your Animal Handling (Beasts, Critters - etc) or Arcana (Demons, Elementals, Magic Familiars - etc) skill bonus, see the table below:

Companion HP & Bonus Table
+0 Animal Handling/Arcana | HP = 12/12
+1 Animal Handling/Arcana | HP = 12/12, Companion can loot small items for you
+2 Animal Handling/Arcana | HP = 14/14
+3 Animal Handling/Arcana | HP = 16/16, Advantage on Perception Checks (Sight/Sound)
+4 Animal Handling/Arcana | HP = 18/18
+5 Animal Handling/Arcana | HP = 20/20, crit range for attacks becomes 18-20 when your pet joins your attack

Note: You lose all benefits when your pet is K.O.

Sometimes players can shield themselves or others in the heat of battle, and stave off the brunt of an otherwise deadly blow. The action of shielding requires that you successfully make a DC 10 skill check. If the shield is magical, it will consume a spell slot, and the temporary HP will last until consumed, or until the spellcaster runs out of spell slots. If the shield is physical, the person holding the shield must use their action each turn to maintain a shielding stance to retain the temporary hit points, which represent the durability of the physical shield. (Note: If a character attempting to shield someone fails any secondary DC 10 skill check to maintain the shield, the attempt to shield fails.)

Shielding yourself and others in combat also has its own unique table, which revolves around specific skills: Religion (for divine shielding), Arcana (for magic shielding), and Athletics (for physically shielding). Please note that shielding with Athletics only works on your character, but they can stand between their allies and their foes.

The function of temporary shielding varies depending on your character's skill bonus, see the tables below:

Temporary Magic Shield Bonus Table (Arcana/Religion)
+0 skill bonus | You cannot shield others.
+1 skill bonus | You can protect against 6 dmg
+2 skill bonus | You can protect against 8 dmg
+3 skill bonus | You can protect against 10 dmg
+4 skill bonus | You can protect against half the total damage so long as the shield is maintained
+5 skill bonus | You can protect against the total damage so long as the shield is maintained
Note: Cost to maintain this per turn is 1 spell slot, and succeeding on a DC 10.

Temporary Physical Shield Value Table (Athletics)
+0 skill bonus | You cannot shield others.
+1 skill bonus | You can protect against 6 dmg
+2 skill bonus | You can protect against 8 dmg
+3 skill bonus | You can protect against 10 dmg
+4 skill bonus | You can protect against half the total damage so long as the shield is maintained
+5 skill bonus | You can protect against the total damage so long as the shield is maintained
Note: Cost to maintain this per turn is your whole turn, and succeeding on a DC 10.