Thanks to Maxen and the Warcraft Conquest community for allowing us to use this system!
Unless specified otherwise by the person leading the event, we typically use the popular Conquest system at our events.
Simplified ruleset: https://docs.google.com/document/d/1uWgbEss5eeHPUwn3yROz4JuiYSbTq1JdxiMGy1a2pGY/edit?usp=sharingoqOW2vHDXMbp7sjj4Wbj7UqMxTbtaPc
Character sheet: https://docs.google.com/document/d/1rvEzXj1y1JX-_d5f0e_E9yMV1u43D0UatOnQQEr0Ojo
Join the official Conquest Discord for more information.
- Players start with 10 health
- A player who lost all their health will be "knocked out" until healed.
- You can take or deal damage based on your combat roll:
Roll | Effect |
1 | You take 6 damage. |
2-3 | You take 3 damage. |
4-6 | You take 2 damage. |
7-9 | You take 1 damage. |
10 | No effect. |
11-13 | Deal 1 damage. |
14-16 | Deal 2 damage. |
17-19 | Deal 3 damage. |
20 | Deal 6 damage. |
Roll 1: You take 6 damage
Roll 2-3: You take 3 damage
Roll 4-6: You take 2 damage
Roll 7-9: You take 1 damage
Roll 10: No effect
Roll 11-13: Deal 1 damage
Roll 14-16: Deal 2 damage
Roll 17-19: Deal 3 damage
Roll 20: Deal 6 damage
Healing:
Damage dealt in a combat roll may be applied as healing to your own or an allied player’s character, so long as you whisper that player so that they know they are being healed. For example, if you rolled a 20, and would deal 6 damage to an enemy, you could instead heal yourself or an ally for 6 health. Damage dealt in a combat roll may be applied as healing to your own or an allied player’s character, so long as you whisper that player so that they know they are being healed. For example, if you rolled a 20, and would deal 6 damage to an enemy, you could instead heal yourself or an ally for 6 health.
Splitting Your Roll:
For any Combat Roll, you may split your roll result into multiple actions. For example, if you rolled a 20, you could heal an ally for 3 and deal 3 damage to an enemy in the same turn, or heal multiple allies in the same turn. This is useful in cases where the result of your roll would be "overkill" to use on just one target.
Intervening:
On any roll which results in a draw or higher, a player may intervene to take damage in place of a single ally. When Intervening as your turn, you only take half of the damage (rounded up) that ally would have taken. For example, if a player were to take 4 damage and you Intervene for them, they would take 0 damage and you would take 2 damage. Damage from this CANNOT be mitigated by any abilities, perks or armor.
Environmental Rolls:
When facing hostile terrain or situations, a Dungeon Master may call for an environmental roll, where players will have to /roll higher than a certain number to avoid taking damage. This could be an explosion that players have to dodge, dangerous ground that would damage players if they stepped in the wrong place, an enemy ability that does area of affect damage, etc. Environmental rolls are always out of 20. While Dungeon Masters may use their own thresholds for environmental rolls, the following chart is an example that may be used. In order to use Intervene on an Environmental Roll, you must roll an 18,19 or 20 without modifiers.
Additionally, damage taken from Environmental Rolls cannot be mitigated by the Plate/Mail armor types.
Roll 1: You take 4 damage
Roll 2-3: You take 3 damage
Roll 4-5: You take 2 damage
Roll 6-10: You take 1 damage
Roll 11+: You take 0 damage (safe)
(This list only scratches the surface. Please bookmark the google doc linked at the top or save it somewhere so you can use it as a reference!)
In our guild we have a small addition to the Conquest system. Members from each of the divisions get a division-specific perk to use. These perks can be used on top of your normal Conquest D20 perks and are only active in our own guild events.
Mountaineers: Precision Strike - Deal 3 additional damage. Even if the attack roll is unsuccessful, 3 damage dealt to a target of your choice!
Example: Roll is 9. Take 1 damage and deal 3 damage to a target of your choice.
Sorcerers: Spellweaver's Zeal - You may roll combat twice this turn, each roll stands on its own. Stacks with effects like Overcharge.
Example: Overcharge, roll 20 and 15. 2 * (6 + 2) = 16 damage total.
Example: Roll 1 and 1. (-6 + -6) = 12 damage taken.
Medical: Healing Hand - Heal a friendly target for 2 hp. This is in addition to whatever your roll gives you this turn.
Example: Roll 10. Healing Hand used to heal a target for 2 hp despite null roll in a dire situation.
Infantry: Stone and Steel - You deal 2 more damage OR take 2 less damage this round. This can reduce the total damage to 0.
Example: Berzerker type warrior rolls 18. (3 + 2 from Stone and Steel) = 5 damage total
Example: Tank type warrrior rolls 4. (2 damage + -1 damage reduction from plate + -1 reduction from Stone and Steel) = 0 damage taken.
Up to you which side of this you use, in which encounter!
All divisions: Grungnir's Resolve - You may re-roll your dice this turn. Doesn't count to your use of the division perk.
Dwarf | Created |
---|---|
Dolmun Irondeep | 3 months, 3 weeks ago |
Thurgrun Thunderbeard | 7 months ago |
Anaghor Shrapnelbeard | 7 months, 3 weeks ago |
Ingvildr "Curse-Killer" Ironsoul | 8 months, 2 weeks ago |
Grinnan Cruel-Sea | 9 months, 3 weeks ago |
There is new adventure on the horizon, the Dragon Isles an ancient continent reveals itself to the world. The Explorer's League alongside the Reliquary, are putting together a joint operation to uncover it's ancient secrets. After three long years of peace, the world is excited and eagerly awaits to venture forth to this new land, but will the peace remain? Only time will tell.