This isn’t a mandatory set of rules we require you to follow when DMing, and there are many variations of this theme, but here’s what’s become the general method of event running in the guild over the past few years.
What We Ask:
Come ready for fun and to pay attention! Please don't play other games or on another account while attending an event, as it's disrespectful to the DM. Be ready to embrace failures as well as successes. Play your class at least loosely as it is ingame and try not to bring in spells from other online games or table top games. For example: Azeroth warlocks are very little like D&D warlocks. Please try to stick to ingame abilities for your class. Here is a post that goes into more detail about attitude and etiquette.
Some DMs use HP - health/hit points - to add an element of risk to an event. The general default is 10 HP, but this can be increased or lowered depending on the situation. Most attacks do 1 HP of damage, with others doing 2-3 HP of damage. The DM will generally say what HP has been lost if your character has been it. If you’re unsure, ask!
Most of our DMs don’t share exactly how much damage, numbers-wise, attacks do, or how much HP an enemy has, because of the risk of meta-gaming information that a character ICly would not know. If you’re running an event, it’s up to you how you want to handle player damage and enemy health. Talk to an experienced DM if you’re unsure!
Initiative and Combat:
To get our turn order, before the start of combat, we all /roll out of 100 for initiative. The highest number goes first, down to the lowest last. Some of us DMs put our character last in the order by default as that can make it easier on us to run an event. Make sure to keep an eye on the turn order, as even a few long delays between posts can make an event run over its scheduled length.
Sometimes, an enemy attacks first as we enter combat, so be sure to pay attention to what the DM is posting.
All rolls are out of 100, but we allow padding a roll up to 30 if a character is proficient in that skill. For example, M is a skilled rogue, so I would be allowed to pad 30 for things like stealth checks or lockpicking. A trained healer can pad up to 30 for healing rolls. A standard, non padded roll is just /roll. A padded roll is /roll [number]-100, so for example: /roll 30-100.
For dodging or defense rolls, the standard is that no padding is allowed, which means that all rolls are straight /rolls out of 100. Priest shields, a druid’s ironbark, and similar can grant some amount of padding, but the DM is in control of when and how that can be played out. If you’re unsure if you can pad a defense roll, ask first!
Generally, a combat round lasts roughly six seconds total ICly and most attacks happen simultaneously. Bear that in mind when considering what your character can do -- they only have a few seconds to run, cast, or attack.
The gist of a combat round looks something like this:
A bear charges out of the woods! Everyone, roll initiative.
Roiya rolls 80.
Bromm rolls 63.
Jo rolls 83.
Seda rolls 40.
M rolls 10.
Turn order: Jo, Roiya, Bromm, Seda, M.
Jo attacks! He posts a description of what Jo does and then rolls, padding for proficiency if applicable.
After Jo attacks, the DM rolls for the enemy’s - in this case, the bear’s - defense and/or dodge. If it’s higher than Jo’s attack roll, the enemy successfully defends or dodges against the attack.
That ends Jo’s turn.
Roiya attacks, posting her description only after the DM has rolled against Jo.
After Roiya rolls her attack, the DM rolls against her, and we continue down the initiative order until we’ve all gone. Make sure to only post after the DM has rolled against the person before you and to only emote on your turn while in combat.
After we’ve all gone, the enemy or enemies we’re facing go. For example:
The bear swipes at M! M dodge vs: -- and the DM will roll, potentially padding, to attack M. M will roll to dodge. If the attack roll is higher than M’s defense/dodge roll, M gets hit and takes damage. We continue down the line of enemies until they’ve all gone.
Some DMs do separate initiatives for enemies, which means their attacks will be intermixed in our turn order, so pay attention to the DM’s style. If there’s a variation off of the standard style listed above, it’s usually mentioned at the outset as a reminder. If you yourself have a markedly different style of DMing, make sure to share it with others before the event starts to prevent confusion.
The Rule of 69:
Because we’re a mature guild of adult people, we make only classy jokes. It’s not a requirement, but if a 69 is rolled, the attack, dodge, or any emote connected to the roll can be sexy. What that means is up to you (and sometimes the DM).
Last edited by M. Mindspanner on Jul. 23rd, 2018 12:23 pm; edited 1 time in total
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