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How to Play

Here are the quick references in how to play and monitor your character. These quick references are an easy step by step explanation of which command is used and how it is done. But to know further detail in game mechanics and things your character can do please refer to any game pages for players as well as the SOTDd20 Game System for further details

Step 1> Character registration
Follow and read each entry and process of the registration page. To know what you would like to do or create for a character locate pages with similar topics such as attributes you would find in the game system page. Another example like choosing a profession you should consider if the profession is for the type of character you want to play. Locate the Profession and Class Page and read about the profession and its abilities and see if it best suits you.

Step2> Submitting a Character
Once you have filled up the information for your character its time to submit. Please before submitting goes through the submission one last time for errors or changes in your character sheet. Once you are satisfied submit the character sheet through the Submit Icon listed below. Also if you can’t think of a character history or background for your character you can always leave it empty and email us a later time for your character.

Step3> How to Play
Once your character is registered you may participate in many of the games functions primarily questing and adventures. If your sheet is not posted we can’t permit you to quest because you’ll lack proof of what your attributes, abilities, etc. are and therefore would cause trouble if the host doesn’t have a character sheet to send rewards in. But until your sheet is posted you are welcome to role play and possibly gain role play points for your character. Role Play points are points given to character that perform interactions with other characters and promote action and role play for the channel. Once submitted here’s a quick list of some of the functions you will need to know.

Non-combat Dice Actions: These are actions that require a dice roll when wishing to perform or asked to by a host.

Stat Checks: To make a Stats Check you must first know a few things before making the roll. The Difficulty of a Stat checks is normally ranges from 6-20 however a host may specify a Numeric Difficulty depending on how difficult the Check is. To perform the roll you take the Stat that was asked and add the bonus to your roll against the Difficulty then roll a d20 +Attribute Bonus. Example> d20 (+Attribute Bonus) you must score higher than the difficulty in order to succeed. However some times a Host does not need to tell you the difficulty and asks you to roll anyway. You should roll and pray for the highest number possible to be more successful.

Skill Checks: Some skills require you to make a roll in order to perform them while others either give you ability or are simply enhancers. In order to do a Skill Check it is similar to a Stat check that the Difficulty is 6-20 on average. Add your skill ranks to the d20 to modify how high you are able to roll and beat the difficulty. A host also does not need to state the difficulty and keep it secret and just pray that you roll fairly high. All skills are Max at 20 meaning a Skill cannot increase pass 20 in Ranks. Some Skill Checks will be very difficult and some times rolling the dice can lead to a crit fail or crit success. But to Avoid Critical Fails you can always state you are taking your Max Rank 20 as your ending result instead of rolling a Dice however this cannot be done on Difficulties higher than 20.

< d20 (Dif. 6) > you must score 6 or more to succeed and if under you fail. If you have no ranks in the Skill you can use untrained skills with an attribute modifier however more than likely you will not succeed. Also if your total ranks score higher than the difficulty you still have to roll a d20 to see if you critically failed or succeed. You can choose not to get a Critical Fail or Success by Telling the Host "Taking my score over The Difficulty" for an automatic Success however you will not automatically Crit fail or succeed. Difficulties normally range from 6-20 where 21-30 is near impossible. Anything over 30 or 25-30 can be declared impossible for the player to do unless they have ranks with in a score of 15-20.

 

Raising Ranks in Abilities, Attributes, and Skills

    As you grow with experience you gain from adventures you can raises your characters Abilities, Skills, and Attributes by spending the require exp to do so. For Example Fred wants to raise his Reflex from six to seven. Attributes will always cost double the amount they will be when you raise them. Fred wants to raise it to seven thus doubling that would cost him 14 Experience points to raise it to a Reflex of Seven. Skills are a little different since they will always cost the Exp that they will be for example Tina has a 9 in the Swimming Skill but wants to increase her rank to 10. She will have to pay what the cost will be to increase it so if it is a Rank of 10 she wants she must spend 10 Exp to increase the rank to 10. Abilities are different since a set cost is made for you in order to acquire such said ability. Let's say Claudia wants to learn the skill Accurate and it costs 20 Exp to gain the +3 ATR bonuses. She will have to pay that 20 Exp before she can use that said ability. Let's say that Eddie paid experience to learn the parrying skill yet Skill has an accumulative price in order to increase the benefit. It'll cost 20 Exp to learn how to parry but to increase the ability plus 1 to Parry an additional cost of 10 Exp is required. Additional Costs some times are required to be paid in order to increase the efficiency of that ability and you can choose to pay it or not. However these abilities can only become stronger as you pay their enhancement price in order to increase their benefit.

 

Purchasing Items

    In order to acquire certain goods you'll need to acquire a specific amount of currency and wealth in order to make such purchases. Adventurers do certain tasks or quests in hopes to gain Denare or other valuable wealth in order to not just raise their status but to acquire goods that are beneficial to their adventure. Of coarse an adventurer who does not have a grappling hook and rope will either have to rely on a fellow adventurer or his own skills to scale a cliff side. It is important to acquire money to enhance equipment and gear that can be vital to your character's survival. Though some luxuries you can live with out a good supply of healing, traveling, weapon, and armor equipment can increase your character's chance at survival. You also will need a lot of wealth in order to purchase stronger weapons and armor as well as mounts to ease your legs from travel and portable shelters when you have to rough it at the outdoors. Some times the more money you have more than likely you can get goods others may not be able too. Also it’s best to travel with (200) gold since it can cost less or more when on the road.

 

No Dice Actions: Actions a character performs when in the tavern or during a quest that don't require a dice roll.

Talking: Talking is a simple function where you type what your character says in the speech box of your irc chat program Also keep in mind some characters speak different languages and may show it by typing <Race Language>. The chosen language is before the right side carrot and some times is abbreviated. This is also a Free action a character can perform during combat under their turn.

Performing Actions: a character can show a behavior or physical action by typing /me then describe what they are doing. For example Tuski the Elf types /me and his description. The IRC will show your action in Bold or place an Action logo before it. It will read, for example, Tuski the Elf thinks of a cunning plan and moves towards the boulders and pushes the rocks down the hill.

Out of Character (OOC): Though we hope that OOC can be kept minimal you may perform an OOC action by using Parenthesis or the Left and Right Carrots. This is some time acceptable because you may need to contact a host or just want to make a small comment. Just remember too much OOC can lead to game disruption and some people find that rude. This also helps us distinguish when you are not In Character.

In Character (IC): In Character is the term we use that you are playing your character and not merely speaking in OOC. In Character actions are regular talking with out parenthesis or carrots and /me actions. When you are in character we are expecting you to role play your character's speech and behaviors. Also when you are in character you can interact with most of the fellow players and their character. When Out of Character it's best to state what you want to say in parenthesis or carrots.

Highlighted Words or Actions: Anything in Bold or Highlights are usually used by Hosts of the Game. A character should not use Highlights, Bolds, or Multi-color unless they are a Host. Reasons as to why is that Hosts use these to represent when they are talking or telling a story of a quest. It's the hosts only way to distinguish what they are saying among the countless of players. So try to refrain from this use so that hosts can use this to notify players of their words and actions. Misuse of this tends to cause trouble and resolves in rule breaking.

Mixing Actions and Speech: Did you know you can type /me and in colons you can make a speech doing two things at the same time. It will look like /me your description and between the colons what your character says. It will appear like this Tuski the Elf walks to Sandra and smiles. "Hey good looking how you doing?" You can also type regular speech and add actions by adding stars and stating an action between them. So I said to Tuski *disgusted face* that's the worst line you could use on any girl.

 

Combat Actions and Terms: Combat occurs when you have encountered hostile opponents or enemies. This can be NPC's, Spc's, or fellow players. Keep in mind the list here are most of the dice rolls and actions that occur in combat. Be aware of them because they are important to know.

Dice Roll: Remember any dice roll is a d20 (+ any bonus) unless the text of an ability, skill, or character feature says otherwise. D20 is the common dice roll of the game and the most frequent. Also keep in mind to place ability or skill names in < Carrots> and any bonuses or penalties in (Parenthesis).

Attacking: The basics of combat is attacking any hostile that threatens you be it a monster, person, or fellow party member. An attack is performed d20 (+Attack Bonus) keep in mind if you add a bonus to set it in parenthesis. The reason why is that you must be able to know if you made a crit fail or success in the d20 roll. When attacking you add up your total score to make an outcome. For Example> Alan rolls his attack d20 (+3 ATR) <keep in mind some Bonus are weapon specific or range specific so keep that in mind.> Alan's score is 15 +3 = 17. The Goblin attempt to dodge Alan's strike and must score higher than 17 to succeed. If the Goblin scores lower than 17 it is hit. If it scores higher than 17 it evades the attack. That's basically how attacking works.

Attack Ratio: The term ATR you have seen often used means Attack Ratio. An Attack Ratio is your total score when making an attack. Several items or skills increase ATR so you can score higher than normal. Keep in mind an average of a d20 is 10 so bonuses to ATR are important if you wish to excel highly in combat. Also keep in mind that a high Attack Ratio may mean you are more ample for melee combat Range and Range combat than Casting spells or other Attacks forms. You tend to gain ATR bonuses from specific skills, attributes, and items.

Defending: There are two ways to defend. Most commonly is dodging an attack or blocking. Unless you have skills towards using a shield to block with a shield or parrying with a weapon you usually do not have knowledge in how to do that. Thus dodging is the most commonly used tactic of defense. To Dodge you more than likely are evading your attacker’s weapon or form of projectile attack. An opposing d20 roll is made to beat the score of the attacker's total score. Use the Attacking Example. Alan scores 17 making an attack at you. You'll need to score higher than 17 to successfully evade the attack so you do not get hit. To Dodge it is d20 (+DR Bonus) to evade attacks upon you. Also on rare occasions you may make an equal number to the attackers score. In this instant a Clash of Weapons occur which means that both you and your attacker are in weapon lock. Weapon Lock is the term when you had raised your weapon to defend and both of you are now pressing the other back trying to get the weapon to hit the other. You both make Power Checks in order to see who is pushed back. The one who scores the most STR Checks with in 3 Checks is the victor and may perform any Clash of Weapon skill or let the one who fail suffer -2 to all actions for the remainder of the time till their next turn. If another rare occurrence where you tie both suffer the penalty till their next turn becoming unbalanced.

Dodge Ratio: Some times you may have seen through out the game the letters DR associated with a number or the term used. DR is the abbreviation of Dodge Ratio that is your overall total scoring during evade. The average of a d20 dice is 10 but you may see a +# DR time to time. Like Attack Ratio it's always good to have a high Dodge Ratio score. The Higher it is the more likely you are to evade an attackers weapon or a caster's spell. You tend to gain DR bonuses from specific skills, high Reflexes, and items.

Resist: Resisting is a normal physical function of the body to resist abnormal or harmful effects. This can be natural inflictions, poisons, sickness, and any non-ethereal affliction each race has a certain amount of resistance that is well for each race giving some higher or lower physical resistance. There are two types of Resistance such as Resist that takes care of physical afflictions and Magic Resist which will be discussed next. To make a Resist Check you were perhaps afflicted with a Physical or Natural Status affect. The roll is a d20 (+RR) and as always the higher the Resistance the more likely physical status effects and afflictions will not harm you.

Resist Ratio: You may have notice along side Resist rolls the term +# RR. RR stands for Resist Ratio which is your total overall score when making a Resist Check. Like ATR and DR the higher your resist the more likely you are to be successful. And in this case the higher Resist you have the more likely physical harm or afflictions won't handicap you. Remember the average roll in a d20 is 10 so keep in mind if you want to be physically fit. You tend to gain RR bonuses from specific skills, Toughness, and items.

Ethereal Resistance: At times physical resistance is not enough some times afflictions and status effects are done by arcane methods through the use of the planet's Ether. Most residents of the planet have built what is called the arcane immunity system better known as an Ethereal Resistance. Ether, magic as it is more commonly known, is used by Spell Casters, magical beasts, or any arcane bless or touched creature. Hence a high Mind Attribute will help with that. To make an Ethereal Resistance Check you must be affected by a spell that causes a type of affliction to the body's mind. Most spells afflict the body causing various affects and having a high mind helps with resisting the arcane effects that cause the status abnormality. Also magical creatures or those touched by ethereal tend to cause natural afflictions by their attacks and tend to be only resistible by an Ethereal Resistance. Like Resist Ethereal Resistance is rolled with a d20 (+ERR).

Ether Resist Ratio: Ethereal Resistance total score average is called ERR or unabbreviated Ethereal Resist Ratio. ERR is the total average score you make when rolling a d20 (+ERR) and most d20 rolls average around 10. ERR is a score that is normally high among those who cast spells, perform prayers, and bards. Usually some people like to have a high Will Power to be more resilient to spell effects or natural magical afflictions. Those with a rather normally high ERR are very resilient against ethereal afflictions and can cast spells very well. You tend to gain ERR bonuses from specific skills, Will Power, and items.

Critical Success: During a dice roll of d20 before you add any modifiers some times the roll of 19-20 occur. These are considered Critical Hit numbers. When a critical is made the dice roll is twice as effective as normal. To classify this better when a Crit is made on an attack it deals a specific attack base on the weapon used than the normal Dmg but the person still has a chance to evade but still requires to beat the attackers total score. As when a Crit is made on a dodge you may execute 1 counter attack that deals normal Dmg that can range from a spell, melee attack, or range attack. Upon Stat Checks the action is done with out much effort and the person gains +2 for that check for the remainder of the round or 10 minutes with out penalty. Upon a Skill Check you perform at an expertise level or gain twice the information. Upon Resisting physical or Magical upon a crit Resist you gain 10Hp back having been supremely healthy through that endeavor and on Ethereal Resistance you gain back 10 Spells/Prayers back.

Critical Failure: During a dice roll of d20 some times you'll roll a 1. Upon a one you have made a critical fail that tends to end in bad results for you. For example when attacking and a critical one is made you tend to strike the person adjacent from you base on what arm the weapon is on. If on your right then you strike the person to the right of you. If upon the left you strike the person left to you. When no one is around you accidentally loose your weapon having swung or pulled it out to quick <Use Disarm as example for lost weapon> and on bows the string breaks. During a Dodge a critical fail means you were struck by your attacker for twice their Dmg. On Stat Checks you failed and tend to suffer a penalty the host is in discretion of the type of penalty. On Skill checks you fail horribly and the host describes how bad some times giving penalties or horrible information. When casting spells the spell causes Mana Burn and the Caster suffers half the effect of the spell. During prayer a Cleric or Priest suffers a -4 to any Prayer Checks that adventure/day. Upon any Resist type the affect is double upon the person. Usually a 1 means very bad ending but it occasionally happens so keep in mind1 equals very bad situation.

Damage: Known also as Dmg, Damage is the outcome of a successful attack-spell-prayer or effect on a target. Most Dmg is set Dmg meaning there is no dice roll required unless specifically said it is a dice roll for Dmg. Some times modifiers such as Power add to melee Dmg and thrown Dmg as where a Reflex would add to Range Dmg. However for spells and prayer attributes like Mind and Spirit increase spell Dmg as Will increases Prayer Dmg. During the result of Dmg it tends to take away Health from a Character or item reducing its Vitality and can be fatal for the character or item.

Duration: Durations are effect mainly when some one has been affected by a Status Effect either normally or by magic. When this occurs they are affected for a period of time that is called a Duration. Most Status Effects have a dice number that is rolled for X amount of rounds. For Example> Bob casts Stinky Butt Fog and Alan failed his ER check. Bob rolls 2d3 Rnds affected. Alan is then affected by the status for 2d3 Rnds the score is 4 meaning for the Duration of 4 rounds Alan is affected by the spell. Duration tends to be associated with spells, prayers, or abilities that cause a target some type of affliction.

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