Chapter 2: Roleplay System

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Chapter 2: Roleplay System

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┌─── ∘°❉ A. Turn Economy ❉°∘ ───┐

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Quick Note on Combat!
ALL combat difficulty is determined by number of players, including pets, and the highest level of the group. Some encounters have minimum difficulties as well.


Within a turn, Player a creature has two turns. Those may be filled with single actions (e.g. swinging a sword or movement) or multi actions. If any of these actions call for a check (e.g. hitting with your sword or releasing your spell), make it straight away.)


Some things have a chance of failure and would add dramatic tension if they did risk failing. A DM may ask you to perform a check. Realmseeker uses 1d20 with modifiers and a DC to determine the outcome of most checks. DCs generally look like this:

DC 10-14: Normal check
DC 15-19: Challenging Check
DC 20-22: Hard check
DC 23-25: Insane check
DC 25+: Impossible check

If a DM asks you to make a check, they must believe there is a chance of failure.

Advantage: When a creature has advantage on a dice roll they roll two dice and take the higher of the results.
Disadvantage: When a creature has disadvantage on a dice roll they roll two dice and take the lower of the results.
Advantage and Disadvantage: Each single source of advantage negates a single source of disadvantage.

Example Roll: The DM asks you to make a Intelligence check. The DC is 15. You roll 1d20+1 because your Intelligence attribute is 12. You roll 14 but add 1 cause of your intelligence modifier. You pass your check.

Skill Checks

When a DM calls for a skill check, they are asking for a check of one of the many different skills. Making a skill check is rolling a d20 then adding the modifier associated to that skill and if you have proficiency in that skill add your proficiency rank to that skill. If you beat by rolling equal to or above the DC set by the DM then you pass the skill check. If you don't you fail.

Example Skill check: The DM asks you to make a Perception check. You have proficiency in Perception and are level 1. Your world modifier is +3. You roll 1d20+ 3 from World modfier+1 from Proficiency rank. The DC is 12 to notice the hidden passage. You roll an 8 then add 4 from your bonuses. Making your roll a 12. Allowing you to notice the hidden passage as you passed the skill check.

Contested Checks

A DM might ask for a contested check if the thing you are trying to do might be contested by someone with the capacity to do so. In that case, both roll 1d20 with their modifiers.


Many things can modify a dice roll or statistics. Attribute modifiers and proficiency ranks are the main ways to effect dice rolls. There are four other types of modifiers, racial, ability, item and spell. These can stack with each other but not themselves. If you have two modifiers of the same type they do stack if one is negative and one is positive. If you have more than one of a positive you take the highest. If you have more than one of a negative you take the lowest. Effects with the same never stack unless stated otherwise. Temporary bonuses that last 1 round or less stack with the same type. Abilities are capped at giving a max of +3 to armor class across all passive features. This does not account for modifications to how armor class is calculated.

Single Actions

If one single action has been taken, you may only take a different single action. Below are some examples of Single actions. Mind, though, that this list is not exhaustive. Consider this a general guideline for actions but not the complete list. Once per round you make take the object interaction action for free.
  • Skill Check
  • Attack Action (Can be made once per round and benefits from multiattack)
  • Object Interaction (Move a small item, pull a lever, pick something up)
  • Swapping an item out of a bag with an item in your hand.
  • Movement Action (Move your move speed and type you have)
  • Jumping (You can jump 1 block high and up to half your movement speed length wise.)
  • Dodging (Gives disadvantage on attack rolls against the creature that took the action. Can not make an attack action in same turn that you took this action)

Example turn of single actions: A player swings their mace at the face of some disgrace of a bandit, misses, and proceeds to run away from the bandit.

Two action

Two action are actions that take up both your actions. These actions may be interrupted by movement and only movement if the action does not flat-out require the player to stand still. Note if you cast a spell you can take a free move action as part of the action.

Casting spells
Combat Maneuvers


Movement starts at 10 blocks per action. Movement is a single action that may be taken twice, allowing for double movement turns.
When moving uphill (at least 3 consecutive blocks higher than the previous one), a player moves at half of their movement. Similar rules apply for difficult terrains such as quicksand and water. The general rule of thumb is half-movement speed, though.
Climbing speed:Is a speed used to climb walls and sometimes upside down if stated. Typically half your normal movement speed.
Swim speed: Your speed used to move through water. Typically half your normal movement speed.


Whenever a creature falls 3 or more blocks they take 1d6 bludgeoning damage for every 3 blocks they fell. They can make a DC 15 acrobatics check when they fall and if they succeed they take half damage.


All creatures have 1 reaction per round of combat. They can use this primarily to make attacks of opportunity. Which happens whenever a creature leaves your melee range you can make one free attack against it with a melee weapon you are wielding. Reactions can also be used for other things like spells. In RP it is a good idea to type something like ! to stop RP writing of others to do your reaction. Do not abuse this. Reactions will be resolved in initiative order. Lastly you can hold a single action to do something based on a trigger. Such as making an attack or running away when you see an enemy.


You have vision of a creature if you can see it unless you are in Darkness as defined by the DM.

Darkness: If you lack Darkvision or have no light source and the DM says you are in Darkness. You are considered blinded to anything that is more than 3 blocks away from you. You have disadvantage as well on attack rolls.

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┌─── ∘°❉ B. Health and Damage ❉°∘ ───┐

Hit points and Death checks.

Hit points or HP is the amount of life force your character has. If your hit points reach 0, your character is unconscious and will make death saves each turn until they fail or are helped (e.g. healed back to 1 HP or stabilized with a first aid check). If they are hit again after reaching 0, they die.
When unconscious, at the end of each round, but not the first, a character must make 1d20 check with DC 10 for those death checks. A natural 20 counts as 2
successes. When you miss three death saves, your character dies.

Your maximum hit points are equal to your 25+(5*Fortitude mod). Your hit points increase as you level up past level 5. and Hit points are naturally regained at midnight every day. Do try to roleplay your injuries, though! It’s more fun for medics.

Dealing damage

When attacking, one can either make a melee (sword), ranged (bow), or a spell attack. Damage is done when successful attack roll is made. Spells will have their damage and damage types defined within the spell. For weapons it will be defined down below in tables.

Damage types

Physical damage: This damage is dealt with most weapons such as swords, bows, and maces. It may also occur from spells such as flying boulders or spiritual swords. It is split among three types.
  • Bludgeoning damage: This damage is done with blunt weaponry or blunt parts of weapons. It is generally effective against brittle enemies, stone-like enemies or enemies with dentable surfaces such as plate armour and skulls.
  • Slashing damage: This damage is generally done with sharp weapons, claws, or other blades. It leaves lacerations, cuts, or missing limbs. This is effective on things your weapon can cut through but not so much on things it cannot. This type of damage may allow DMs to inflict the bleed effect which deals damage over time until the wound is bound or the player is dead.
  • Piercing damage: This type of damage is generally done by applying a lot of sudden pressure to a small point. This can be done with spears, arrows, bolts and anything with a pointy end. This type of damage may allow DMs to inflict the bleed effect, which deals damage over time until the wound is bound or the player is dead.

Elemental damage: These types of damage tend to be dealt with through arcane means, though they may occur in nature also. Think of a fireball or, well, walking into a fire.
  • Fire: This is the damage dealt through fire-based spells, fire itself and anything that might burn you. Occasionally, this might be a hot poker or spew of flame. Use of fire damage may occasionally prompt a DM to set the surrounding area on fire.
  • Cold: This is the damage dealt through frost-based spells, exposure to cold, and anything else that is incredibly cold. The use of cold damage may prompt a DM to lower movement or to make someone find heat to not suffer frostbite.
  • Electric: This is the damage dealt by spells based on lightning, and anything else electric. This can also naturally occur when lightning strikes or when receiving other static shocks. Use of Electric damage may prompt a DM to have creatures be stunned and have the spell/effect conduct in, for example, water.
  • Necrotic: This damage type rots limbs and causes decay. This does not naturally occur outside of necrosis of wounds.
  • Acidic: This damage type is dealt by all poisons and acids. This naturally occurs in venomous creatures, poisonous plants, and such. DMs may inflict a damage over time status effect until a cure is found.
  • Radiant: This is radiant damage may occur when dealing with the forces of the light.
  • Voidal: This shadowy damage may occur when dealing with the forces of the dark.
  • Psychic: This damage is dealt through mental trauma caused by magic or psionic abilities.
  • Sonic: This damage is caused by sonic waves. Typically caused by thunder or sonic booms.
  • Force: This damage is caused by pure magic. Typically caused by arcane surges or untyped magic.

Resistances and Weaknesses

Resistances and weaknesses modify damage. These are all the possible forms and what they do.
Immunity (Creature only): Takes no damage from this damage type.
Damage Reduction X: Reduce damage taken by the X value to a minimum of 0.
Weakness X: Increase damage taken by the X value.

Status effects: Conditions with an X in its name stack.

Frightened: The creature cannot move towards a certain creature or object until a DC is passed. Attacks against it are made at disadvantage. (Roll twice, take the lower roll.).
Bleeding X: The creature takes X untyped damage at start of the effected creatures turn until the wound is dressed or are healed by magic.
Blinded: The creature automatically fails any check based on sight and must make any offensive check at a disadvantage (Roll twice, take the lower roll.).
Grappled: A creature that is grappled has its move speed set to 0. Creatures that are grappled or grappling have disadvantage on attack rolls. A creature must make a contested Athletics check to escape the grapple as two actions. This stops somatic components for spell casters.
Burning X: The creature takes X fire damage at the start of creatures turn. Must be stopped with an action or applying water.
Poisoned X: The creature takes X poison damage at start of the creatures turn until a cure is found or the duration of the poison ends.. Creatures can make resist check against the poisons DC at the start of their turn. Sometimes poisons don’t deal damage. In that case, the specific effect of the poison applies. If there is no specific effect, take a disadvantage for every roll until a cure is found (Roll twice, and take the lower roll.)
Convulsion X: The creature takes X electric damage at the start of their turn. Then reduce the number of stacks by half rounded up.
Frostbite X: The creature takes X cold damage at the start of their turn and removes 1 stack. They also get -1 move speed per stack. Lastly if you take fire damage all stacks are removed.
Decay X: You take X necrotic damage at the END of your turn. This reduces your maximum hit points by that amount as well. Has a stated duration and resist check. Resting between events or sufficient spells removes the max hit point reduction.
Dissolving X: Take X acid damage at the start of your turn and reduce the number of stacks by 1. For each 3 points reduce your armor class by 1. You can as two actions action take damage equal to the Dissolving value and remove all stacks.
Searing X: Take X radiant damage at the start of your turn. Reduce all healing received by X. Removed after duration or stated resist check.​
Entropy X: You take X Voidal damage whenever you take an action. Removed at end of turn with resist or duration ends.
Mind Shattered X: You take X psychic damage whenever you cast spell, take combat maneuver or fail a resist check. Repeat resist check at end of turn or until duration ends.
Prone: The creature moves at half speed. They can take a move action to stand up spending half their movement. Melee attacks against the player have an advantage (Roll twice, take the higher roll.), whilst ranged attacks have a disadvantage. (Roll twice, take the lower roll.) Creatures may go prone whenever they please.
Drowning: If you are underwater for more than 1 minute or you begin taking untyped damage equal to quarter of your max hit points at the end of your turn.
Rooted: The creature cannot move.
Stunned: The creature cannot move or take action.
Unconscious: The creature cannot move or take action. If this occurred through reaching 0 HP, start making FORT checks with increasing DC until brought to 1 HP or stabilized.
Disarmed: If a creature is disarmed their item is typically dropped on the block they are above.
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┌─── ∘°❉ C. Items and Inventory ❉°∘ ───┐


Your baseline inventory (without any increase in strength modifier) is 10 slots. Each item takes up one slot unless stated otherwise.

Ammunition for a ranged weapon must take up a slot Regular ammo is not removed unless the DM specifically asks for it. Special ammo takes up a separate inventory slot and is removed after firing.

A full set of armour takes up four inventory slots. Individual pieces may be worn.


Depending on the bag, bags allow one to hold more items in their inventory space. Each bag takes up an inventory slot. These bags may have various secondary effects, but the general rules are as follows. These do not take up inventory slots.

Pouch (2 at most)Adds +2 inventory slots.
Backpack (1 backpack type at most) Adds +6 inventory slots.


Like inventory, the body can only simultaneously attune itself to so many magical items. Users without a magic branch have 8 attunement slots and those who do have 5. Attuning to a magical item takes one hour. One may not be attuned to items in their bag or not on their person unless the item explicitly states so or if the item would be logically unusable otherwise. Spell items don’t need attunement.

Armour Class and Armor

Armor and shields offer bonuses to your Armor class(AC). Armor Class is the value needed to hit you on an attack roll and deal damage. If a creature rolls lower than your Armor class they miss and don't deal damage. Without armor your armor class is 10+Dex mod. When wearing armor your AC is determined by the lowest AC value of a piece you are wearing. You still gain all other effects from your armor even if you are not benefiting from its armor class boost. Link to Armor Rules

Light armor: Sets your base AC to something higher than 10 but you still get to add your dexterity mod to your AC.
Medium armor: Sets your AC to something higher than 10 but you can only add up to +2 modifier bonus from your dexterity to your AC.
Heavy armor: Sets your AC to something higher than 10 but you do not get to add your Dexterity modifier to your AC. Typically very high base.
Shields: give a flat bonus to AC that is added to your armor class on top of your normal Armor class. Typically a +2.

Armour can be worn in individual pieces or in a set. For us, a set is all four pieces: Helmet, Chest, Plate, and Boots of the same type.


Weapons are things you deal damage with. Aka items you make for the killing.

Weapon attack rolls

Whenever you make an attack with a weapon you roll 1d20 add either strength modifier for melee weapons or dexterity modifier for ranged/finesse weapons, then add your proficiency rank to that your attack if you are proficient in the weapon. If you roll equal to or above your targets Armor class you hit. Then roll damage (weapon damage + str/dex modifier) and then subtract the amount of damage you dealt from your targets hit points.
Multi-Attack Penalty: All attacks past the first attack you make in a turn get a cumulative -2 to attack rolls for each previous attack. (Aka -2 for your second attack, -4 to third attack and so on)
Critical Hits
Whenever you roll a natural 20 on an attack roll your critically hit. Your weapon gains an additional damage dice for the damage roll and the attack automatically hits. Lastly any rule that triggers on a critical hit triggers now.
Casting Foci
Casting foci are staffs, staves, orbs, divine symbols or wands that use the MAGIC attribute. They must be present in the inventory of the mage to be able to cast. They, however, do not offer any mechanical benefits as casting foci (but do as melee weapons) unless explicitly enchanted to be so. Attuning to a casting focus takes a full OOC day but does not take up an attunement slot or mana, even if the focus is enchanted. One may only be attuned to one focus at a time.

Ranged Weapons
Ranged weapons are designed to deal damage from a distance that are not explicitly spells. They add your dexterity modifier for attack and damage rolls which is applied before resistances and vulnerabilities apply but after the damage is rolled and a check is made. The classifications of ranged weapons and their effects are displayed in the table below. Ranged attack rolls including spells get disadvantage if you are within 2 blocks of the creature you target with them. They also have stated Ranges.

Weapon TypeDamage and other effectsRange
Shortbow1d625two-handed, piercing
Longbow1d850two-handed, piercing
Light Crossbow1d825one-handed, piercing
Heavy Crossbow1d1035two-handed, piercing

Melee Weapons

Melee weapons are all weapons used to smack someone up close. This can be a casting focus, a bow, and, more preferably, one of the many weapons meant for such a thing. They add your strength modifier to attack and damage rolls. This bonus is applied after rolling damage but before calculating resistances and vulnerabilities. The classifications of melee weapons and their effects are displayed in the table below. Some weapons like spears fit in both a ranged and melee category.

Weapon TypeDamage and other effects
Unarmed1Bludgeoning, Multi
Small one-handed edged (e.g. daggers)1d4Piercing, Light, Finesse, thrown
One-handed edged (e.g. shortswords and longswords)1d8Slashing
Two-handed edged1d12Slashing
One-handed blunt weapons1d8Bludgeoning
Two-handed blunt weapons1d12Bludgeoning
Onehanded Piercing (e.g. spears)1d8Piercing, thrown
Two Handed Piercing (e.g. Pikes,)1d10Piercing, Reach
Improvised weapons (e.g. casting orbs, bows, a random rock.)1d4Varies, thrown
Shields1d4/1d6(if spiked)Bludgeoning or Piercing(If spiked)

Versatile: Weapons with the Versatile feature can be held in either one or two hands. there damage type is 1d8 if held in one hand and 1d10 if held in two.
Reach: An extended reach on these weapons. Able to reach out 1 more block.
Light: You can make an extra attack when you take the attack action if you are wielding two of these weapons. Your extra attack does not get your attribute modifier to its damage.
Finesse: This weapon can use dexterity instead of strength for its attack and damage rolls. It also does piercing damage if you use dexterity.
Thrown: You can use this as a ranged weapon. If you do its range is limited to 10 blocks. You use strength instead of dexterity for this ranged attack. Finesse can overwrite this.
Masterwork: This weapon gets +1 to attack rolls.
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