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.
If you’re unable to load this website, or are looking for a simplified version, feel free to review the same materials on our Shivtr, and Google Document.
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:
(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 ferocious Yeti exits its cavern and prepares to attack! It has 2 health.
A wild Kysaerys appears and initiates the player phase! Kysaerys 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 3 damage!
Kysaerys 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; -3 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!