- Citrine Dice
The Citrine Eagle utilizes a simplified and customizable D20 system for its roll based events to promote creativity, and diversity in each and every combat encounter the group might face. It has ranging opportunities, and the only limits are the creativity of the individual players in the group.
This page will provide a detailed synopsis on all things Citrine Dice. From how event phases and combat work, to statistics and roles, and small notes on how to further make the events more engaging for oneself.
Special thanks to Kim for setting up the system for us, and making the necessary changes. Credits to the officers as well who put time into testing this.
Combat in the Citrine Eagle is tailored to varying and ranging success during turns to promote variety, and engagement in the midst of an event. In its simplest form, these ranges of success are as follows:Natural 1: Critical Failure (Take 1 Damage)
2-5: Failure (Miss, Parry, Dodge, Deflect, Unsuccessful Strike)
6-11: Minor Success (1 Damage Dealt)
12-17: Moderate Success (2 Damage Dealt)
18+: Great Success! (3 Damage Dealt)
Natural 20: Crit! Deal 4 Damage (Note: For Damage specced characters, the threshold for a critical strike is 19 instead of 20.)
This is the guilds roll system in its most basic form. If you are new to the system, at an event and in a pinch to learn about it this is the biggest part you need to understand! New members entering events unprepared can also ask to use other peoples stat sheets as a filler for their own, or play it out without a role of bonuses for the time being.
There are a few instances in a regular D20 event:
A "Player Phase" will be called out in Raid Warnings at the beginning of combat, or in the midst of combat (after an enemy phase). During a standard player phase, a player will be able to:
- Do their /roll 20
- Attack an enemy if they manage to make a successful strike, or succeed at a particular action
- Do a special action (Buff, run somewhere, start chopping down trees and pushing rocks. Be sure to message your DM if you'd like to try something special.
A giant Yeti looms! The Yeti is labeled as Skull on the battlefield. It has 2 health.
A wild Horacea appears and initiates the player phase!.
Horacea rolls, and gets a 14. She's a damage spec, so she gets to use her modifiers on her attack bonus. Her +3 is his primary stat, meaning that in total, she has rolled a 17. This means she can deal 2 damage!
Horacea emotes something very fancy about conquering the Yeti, the emote looks something like:
[Player]: (14 + 3 = 17) [Insert Long Emote Here] ( Target they were hitting; -2 Marker Color or Shape)
The Mob is then defeated!
What can I do in a Round?
When it is your turn you can do the following: You will be able to move around until you attack, defend, heal, or do a special action. It is all based on your creativity.
If you want to help out with healing and you’re not a healer role you can only heal for one point of damage if you roll a 10 or higher with no modifier. Critical strikes will heal for two points of damage.
An "Enemy Phase" will be explicitly called in raid warnings. At this time, the group will be victim to the DMs will. This can vary on multiple accounts based on the Dungeon Master leading the group. However in general, a DM will roll for each special marker, which may have special properties.
In its simplest form, this is what an enemy phase looks like
- The DM says "Enemy Phase" in Raid Warning.
- The DM rolls for each enemy on the battlefield.
- The DM dictates mechanics for people to react to. (These should be paid attention to and followed to the T!)
- The DM selects damage targets, and emotes them in Raid Warning. People who take damage record that to keep it noted.
It is advised for an Enemy Phase the group be attentive to the DM, as they will direct the group on actions to take accordingly, and might call for special actions. Since the DMs word is law, do as they say! It will help you keep yourself well immersed in the experience of the battle. The enemy phase can be the most simple, or most diverse phase depending on player actions in the player phase (or inaction). The course of an event is guided by the players who participate!
First and foremost, the Statistics sheet is the most important part of making any D20 event a fun and interactive experience. The stat sheet is a simple tool used to track the statistics of a specific person, and it looks like this:Role :
This first part of the guide is to teach you how to fill out this stat sheet, which you can either save somewhere on your roleplay profile in-game for easy access, or on our D20 forum
Health for all players begins at 4, and can be raised through placing more points into your “Constitution” statistic. Since you can add up to a +3 in any stat, you can at most have 7 health.
The 6 stats are Strength(Str), Dexterity (Dex), Intelligence(Int) , Wisdom (Wis), Charisma (Cha), and Constitution (Con). One of these stats will be classified as a major stat which will give a +3 modifier, two which will be moderate stats (+2 modifier) and one which will be considered a minor stat +1 modifier.
Here is an example stat sheet including what has been discussed so far:Role : N/A
Perk : N/A
The bonuses are simple guidelines to how high a bonus the roll is. Do note, the bonuses cannot be divided among each stat, and will always be a standard +3, +2, +2, +1 ,0, 0. The only sections left on the sheet are now "Role" and "Perk", which are discussed in the next section of the article below.
Roles are specific specializations for each player. In a similar format to Warcraft's three pillars, the Citrine Eagle uses a clear cut trio of Tank, Healer and Damage for its roles. Each role decides what perks you are able to select, and how they affect the way you participate in events. Listed below are the roles in question, what is unique about them, and the list of perks you may select from for a certain role. (Note: You can only pick one!)
Note: While Damage and Tanks are not specialized in healing, both can heal for 1 point of health per round with a roll of 10 to their selected target, and can heal for 2 with a natural 20. This utilizes the intelligence modifier. Resurrection is exclusive to healers!
Tanks are for characters that want to absorb and take damage for those people around them.
- A tank will be able to mitigate, avoid and negate damage to others based on their selected perk.
- All tanks gain the ability to taunt a target to potentially have its attacks focused upon that tank.
- After you reach 0 health you can make a roll to keep yourself in the battle with a DC + your health (At -1 health it would be 10+1). You will add your Con score for this roll.
Perks for Tanks
- Aggressive Defenses: Your attacks cause the enemy to become off balanced if hit, they take a minus to their roll based on how much you roll but you will deal no damage.
- Defenders Guile: You lower your overall damage taken by one, but cannot take less than one damage.
- Bastion: You can take a blow for one of your allies while you’re defending. (You cannot Bastion a Bastion damage.)
If you choose the Healer Role, you will be more suited to a more 'support' style of play and you will not be able to use your modifier to attack.
For selecting the healer role you get an AoE heal, a second bigger heal, and a 1 hp heal.
AoE Healing: There will be a difficulty check for the roll they need to make for different hit points. The heal will never fail but they get the heal based on what they roll. It will be a 20+wis. 1-4 = 3 HP, 6-10 = 4, 11-15 = 5 16-19 = 6 20+ = 7 Crit is you get a pool of 10 and you divide how you please.
(2 Round Cooldown)
Big Heal: Your bigger heal rolls the same way as with AoE but it only affects one person. 1-4 = 2 HP, 5-10 =3, 11-15 = 4 16-19 = 5 20+ = 6
(3 Round Cooldown; Critical Strikes invoke no Cooldown)
Single Heal: The single heal is a free 1 point of healing that can be done every round as your sole action. It is meant to be a filler between the two longer cooldowns, and has no cooldown itself.
When a player reaches 0 HP or gets knocked out you can put them back into the fight with a roll of 11 with the addition of your wisdom stat for half health, round up if it is an odd number.
Perks for Healers
- Bond: You bond with a friendly target and both share the higher of your HP pools. Every round you heal the bonded target for 1. When your bonded target is hit, you can take any amount of their damage on their behalf.
- Saving Grace: Powerful heal for half of the targets total health (rounded up), and also acts as a Resurrection. 6 round cooldown.
- Battle Cleric:When you attack the damage you deal is doubled into a heal that can be applied to a target, but you may no longer use your Big Heal cooldown.
Damage is for characters that wish to kill something and focus on that job.
- Damage dealers are allowed to distribute their damage across targets depending on how much damage their roll allows. (For example if there are two targets, and the damage dealer rolls high enough to deal 2 damage, they may split 1 damage to each target if they choose to.)
- Damage dealers natural critical strike range is 19, instead of 20.
Perks for Damage
- Devastation: Your crits will instantly kill non elite/boss type enemies.
- Inspiring Strike: Your critical hits will inspire yourself and two others to have a +3 to any roll. The bonus is only for one round, and will not stack.
- Beserker: When below half health, you gain +1 damage for each point below 3 health. (Example, 2/5 Health = +1 Damage; 1/5 Health = +2 Damage).
After selecting a role and the appropriate perk, a sheet will look something like this:Role : Damage
Perk : Inspiring Strike
And that's all for the statistics sheet! Any questions can be brought to other members, or officers of the guild.
If the group is not locked in the midst of combat, or the event is just beginning, often this can be considered a "Free Form Phase". Free form simply means that there is no need to make special rolls for an action unless the DM explicitly says so. You can talk, act, and work accordingly because of this. Many roleplay D20 events have large sections of free form roleplay. This is generally the most open portion of an event.
Most roleplay outside of events can also be considered 'Free Form Roleplay'.
Keep in mind the DM does lead the story but you’re part of it too. If you have an idea go ahead and pitch it to the DM during or after/before the event and I am sure they’d love to hear your input! Want to set up something like an ambush outside or inside a house go ahead and try to communicate with people.
We're here to be creative, don't just feel that you have to sit there and wait for the DM to announce things, or direct the group on which way to proceed. The DM most likely has more than one way in mind an event can go, and are just waiting for someone to get clever.
What do you mean by this though? Well let me show you an example I have. Say you’re in a room where you find four rooms, one room has sleeping people in it and you decide you’d like to block that off. You call over the party mage and she walks over to the room and she casts a spell (Which she rolls for using /roll 20 + int modifier.) and the DM will set a DC for this. It seems like an easy task and the mage is successful and created a magic barrier that will trap those enemies inside if an alarm is raised.
Another example of this is say you want to seal off a zombie horde coming at you but you’re no mage but you do have explosives to seal off the way they’re coming from! Tell the DM you wish to emote something and have him pause the scene so you can emote what you’re doing and roll accordingly.
(Note! Let your DM know what you want to do! So they can make a DC for what you’re doing!)