Elrendar Sword & Shields — Combat (ESS)
Simple, fast, and built to keep the RP moving, the ESS system is as simple as they come. Pick a stance, roll, emote what happens. That’s the loop. We keep the focus on the story, not the dice.
The Basics:
Player characters (PCs) start at 15 HP.
Fall to 0 HP and you’re down until someone stabilizes or heals you; if you want to die, you can, but otherwise you're unconscious.
Healers swap “damage dealt” for “healing done” at will, but remain at the same risk of themselves taking damage.
We have set brackets for roll outcomes for each combat stance. Follow the structure and keep it streamlined.
Even if you fail, you can and should still make it epic. Take your damage or fail while doing something heroic; use it as an excuse to take damage for an ally and set them up for success. We want to make failures just as much fun as wins.
We're highly permissive; if you want to try something, just go for it; no need to get permission ahead of time.
Turn flow
- Choose a Stance at the beginning of the event (you can swap later).
- Each turn "/roll 20."
- Plan what you want to do with your results.
- Check the table for the results:
1 crit fail, 2–9 fail/injury, 10–11 draw/miss, 12–19 succeed/hit, 20 crit success. - Emote your actions based on the results.
Roll Philosophy
We prefer fast and easy mechanics so that we can stay focused on story. Unlike traditional table-top RPGs, you don't roll for defense and then offensive separately; we wrap it into a single turn.
When you roll, you determine what happens for both you and the enemy. If you roll low, you take an injury; if you roll high, you deal damage. Simple as that.
Roll Brackets & Stances
Stances can be changed throughout an event at a player's discretion, but they take a full turn to transition between once active. There's an ideal stance for every situation, but if balancing your numbers isn't a priority, stick to just one and take things as they come.
Changing stance takes your turn. Healers can treat “damage” as “healing” without any other changes.
| Stance | 1 | 2–9 | 10–11 | 12–16 | 17–19 | Nat 20 |
|---|---|---|---|---|---|---|
| Aggressive | −6 HP | −4 HP | −2 HP | +3 dmg | +4 dmg | +6 dmg |
| Balanced | −4 HP | −2 HP | Draw | +1 dmg | +2 dmg | +4 dmg |
| Defensive | −3 HP | −1 HP | Draw | Disarm/Deflect | +1 dmg | +2 dmg |
| Focused | −5 HP | −3 HP & +1 next roll* |
−1 HP & +1 dmg |
+2 dmg & +1 next roll* |
+3 dmg & expose** |
+5 dmg |
**Exposes target to +1 damage by all attackers next turn only.
Aggressive
Everyone's favorite high risk, high reward type of playstyle. Deal more damage, take more damage, and have very little down time Great for straight offense types.
Balanced
A safe, steady, and reliable middle ground stance for players who are less focused on min-maxing their gameplay. Great for utility classes and healers.
Defensive
Designed for characters focused on protecting their allies. Great for tanks and bodyguards.
Focused
The well honed and practiced fighter stance, this is ideal for characters who are highly skilled and build forwards.
Interventions
On any failing or even succeeding roll(i.e. Draw or better) you can step in and take the hit for an ally—if you're close or can reasonably get to them that is. Keep it flowing forward though; if you want to, you can try it; there's no need to ask the DM. If you take the hit, you can either take the injury for your ally, or block/deflect it if you rolled high enough.
Keep in mind that rescuing everyone from everything can take a lot of the weight off consequences and fate; be mindful that sometimes it's better to let things happen to increase the stakes. That said, interventions are a great way to foster interactivity between players.
The same goes for team ups; if you and a friend both roll successes, you can absolutely team up and cause mayhem together. Maybe you set one another up for an attack; maybe you do some crazy springboarding to throw your partner onto the back of some giant monster. These events are places for you to let creativity fly. Unless it's something that is going to dramatically change the scales of the event, you usually don't need to check in with the DM at all. As long as you're dealing your damage and taking your injuries, things will move forward smoothly.
Environment & Perception
Environment & Terrain Calls (DM picks a TN and a bite)
The DM sets a target number (TN). If you fail it, you'll take a little disadvantage or damage based on how nasty the scene is, or lose your grip if you're grappling with some obstacle. If you pass it, however, you keep your footing and progress. Simple as that.
Additional environmental effects which can be announced depending on circumstances:
- Lava / Fire - fail = −2 to −4 HP
- Ice / Slick - fail = −1 to −2 HP or Off-Balance
- Poison Cloud - fail = Poisoned
- Darkness - fail = Blind (1 turn)
- High Winds - fail = ranged attacks at disadvantage
- Deep Water - fail = −1 to −2 HP and halved movement
Perception
DM sets a TN. Highest success gets the first whisper with the most detail; we cascade to the rest in order with less valuable hints. It’s fair and fast, and rewards the high rolls without leaving everyone else in the dark.
If your class bonus or a perk grants a bonus to Environment or Perception, apply it to the relevant roll that round (declare it briefly OOC if it matters).
Class Bonuses
Always-on helpers. Nothing to track—just remember your edge in the scene.
- Mages & Healers +2 dmg/heal on hits, and +3 to Combat and Perception Rolls
- Assassin / Rangers +3 to Combat Rolls, and +2 to Environment and Perception Rolls
- Aggressive Fighters +2 dmg on hits, and +3 to Combat and Grapple Rolls
- Thief / Mercenary +2 dmg on hits, and +3 to Charisma & Perception Rolls
Perks & Debuffs
Pick three; whatever fits your character. Perks marked “Always-on” are constant and require no work; limited perks or user activated ones, however, show uses. If two don’t play nice together, it's listed. Keep it fast and honest.
Perks
| Perk | What it does | Uses | Notes |
|---|---|---|---|
| Bulwark Bearer | Reduce incoming damage by 2. | Always-on | ≠ Bladesworn Resolve. |
| Bladesworn Resolve | Your hits deal +2 damage. | Always-on | ≠ Bulwark Bearer. |
| Skirmisher’s Step | Once per event, ignore or dodge one incoming hit, or disengage freely from combat. | 1 / event | Stacks well with Rogues/Rangers. |
| Keen Senses | When investigating, gain +3 to your Perception rolls. | Always-on | Declare when utilized. |
| Second Wind | When you’d hit 0 HP, pop to 5 HP instead. | 1 / event | Triggers automatically. |
| Battlefield Medic | At your discretion, you may split your "output", dealing both damage and healing instead of just one or the other. | Always-on | Pairs with Magi/Healer perks. |
| Rally Banner | Allies within earshot gain +3 morale to their roll for this round. | 1 / encounter | Announce OOC and post before allies. |
| Iron Will | Ignore Fear or Charm once; act normally. | 1 / encounter | Declare when utilized. |
| Arcane Wisdom | When sensing for magical effects or power, gain +3 to your Perception roll. | Always-on | Declare when utilized. |
| Mass Shield | Protect the entirety of your party, so long as they're grouped together, with a massive shield, preventing all damage taken this round. | 1 / encounter. | Announce OOC and post before allies. |
| Scholar | Gain additional information when investigating, regardless of whether you succeed in your roll or not. | Always-on | Declare when relevant. |
| Pathfinder | Gain +3 on either Environment or Perception each round (pick when you roll). | Always-on | Declare when utilized. |
| Mounted Momentum | If you engaged the target first instead of them coming at you, your hit deals +1 damage this turn. | Always-on | Works with any mount/beast. |
| Determination | After failing two rolls consecutively, gain a +3 to your next roll, and double it each turn thereafter until success. | Always-on | Declare when utilized. |
| Even Stronger Determination | After suffering five failures in a row, your next turn takes the form of a nat-20. | Always-on | Declare when utilized. |
| Silver Tongue | When attempting to perusade or deceive, gain +3 to your roll. | Always-on | Declare when utilized. |
| Shadow Veil | Turn one incoming hit against you into a miss. | 1 / encounter | Declare when utilized. |
| Battle Rhythm | After you score a hit, your next hit this encounter gains +1 damage. | Always-on | Resets when spent. |
| Blood Lust | After dealing a killing blow, gain +2 to your roll next turn. | Always-on | Resets when used. |
If a perk is “mutually exclusive,” pick one of the pair and stick with it for the event.
Debuffs (used across our monsters)
| Debuff | Effect | Typical Duration |
|---|---|---|
| Poisoned | Either −1 to rolls or −1 HP / round (DM declares which fits the attack). | 1–2 turns |
| Bleeding | Lose 1 HP at the start of your turn. | 1–2 turns |
| Burning | Lose 1 HP at the start of your turn; fire blocks natural regeneration. | 1–2 turns |
| Fear | Roll 11+ or lose your action this turn. | 1 turn (retest as called) |
| Blind | Attacks at disadvantage (take the lower of two rolls). | 1 turn |
| Rooted / Webbed | No movement next turn; you may still act. | 1 turn |
| Staggered / Off-Balance | Any hit you land next turn deals 1 less damage. | 1 attack |
| Weakened | −1 to all actions (or −1 damage) as appropriate to the source. | 1 turn |
| Shocked | No reactions this round (typically from lightning/arcane hits). | 1 round |
| Chilled / Slowed | Half movement; on DM call, −1 to the next action. | 1 turn |
| Stunned | You can’t act this turn. | 1 turn |
| Prone / Knocked Down | Your roll next turn determines whether you're able to get back up; unable to act until you stand. | |
| Grabbed / Restrained | No movement; attacker may drag or swallow on a follow-up (as listed on their card). | Contest or 1 turn |
| Diseased | −1 to rolls; healing on you restores 1 fewer HP. | 1–2 turns or until cleansed |
| Cursed / Hexed | Disadvantage on your next action or something unique per at the DM's discretion. | 1 turn |
| Sundered Armor | Reduce your damage reduction by 1 (or take +1 damage) on the next hit. | 1 hit |
| Disoriented | Your next attack is at disadvantage. | 1 attack |
| Morale: Shaken | Immediate −1 morale; if already Shaken and it happens again this scene, you hesitate (lose your action) unless you roll 11+. | Scene (until rallied) |
| Silenced | You can’t cast or use abilities that require speech this turn. | 1 turn |
If a monster trait uses a flavorful name (e.g., “Void Phase” or “Amber Sting”), map it to the closest effect above and keep the fiction strong.
Using the Monster Manual
Every entry in the Monster Manual already has what you'll need to create cool encounters, including:
Name, Class, HP/Level: 1-50, Traits: [two to five quick effects]
Monster Levels
- Minion 4-12 HP
- Elite 13–40 HP
- Boss 41+ HP
Linking & Lore
All monsters have their own card in the Monster Manual, and when you're creating new ones using the Encounter Creator, or whenever an event is being run, you're assured to have this manual as a resource to check out the details, and what to expect.
Traits & Abilities
All traits are monster-used abilities/traits are based on a set of guiding base abilities, like "Stun". Even though a paladin-type monster would have Hammer of Justice, or a rogue might have Sap, it all ties back to that same "Stun" ability, making it easy to keep things consistent regardless of flavor text.
| 1 | 2–9 | 10–11 | 12–16 | 17–19 | Nat 20 |
|---|---|---|---|---|---|
Build & Run Encounters
The Monster Manual and DM Event Assistant work together as a closed-loop system.
- Explore & ideate: Browse factions, monsters, NPCs, and history on the Monster Manual and History pages to spark event ideas.
- Build enemies fast: In the Encounter Builder, set challenge level (Minion, Elite, or Boss), apply existing traits or create new ones, and choose preset or custom HP values to assemble a full roster.
- Export & run: Export your encounter as a data file, then upload it into the DM Event Assistant to track damage by turn, update states/debuffs, and keep big events organized.
- Mindset: Everything you need is here on the site—and in your head. Get creative, explore, and make cool shit happen.
Tip: Keep your exported encounter files so you can remix them for future events.
Introduction
As nerdy as it may sound, one of my favorite things about roleplay is learning component (in the meta sense, as well as the IC). As a high school teacher in real life, I spend a lot of my time working with students on how to engage more deeply with their writing, and we do that by examining styles and techniques used by all sorts of authors from all over the globe and history.
There are so many different backgrounds and approaches to writing, that there's a near-endless amount of learning we can achieve, and it only gives more opportunities to engage and enjoy.
These guides, built by both myself and other members, are by no means a requirement for anyone to follow, but I do hope that they may be of some use to you, regardless of whether you're a veteran RPer or brand new to the gig.
Enjoy, reflect, and then get back in the game!
~Ansinosth
General Tips
Roleplay is at its best when everyone feels like they have a stake in the scene. That doesn’t mean every line has to be a monologue, or that every action has to shake the world. Often, it’s the small, consistent habits that keep the community alive: responding to others, giving their actions weight, and remembering that no character is the main character all of the time.
My advice here mirrors what I tell my students in writing workshops: be generous. Quote or reference what others wrote, build on it, and let your own character be shaped by those interactions. And if you’re feeling stuck, anchor yourself in place. Describe the chair your character is sitting in, or the torchlight on the wall—sometimes setting details are the doorway into deeper character expression.
Failing Forward
This is news about me, but I have a particularly big beef with dry-as-hell failure posts. Let's get that out of the way from the getgo.
Let's say you miss your attack, or you take an injury. Sounds pretty lame, right? Well, it doesn't have to be, at least with the Fellowship (where we encourage creative permissiveness).
- Instead of "Jim the Bard squares up with the giant monster, but fails to block the incoming strike and staggers backwards," why not make it just as intense and heroic as a two paragraph success post?
- What if it became about Jim the Bard setting up an allied player for their own successful attacks while taking their hit? What if Jim the Bard did some insane flips and climbed up the log-thick arms of this monster and grabbed it by the nose ring, yanking it low so that Stacy the Rogue can get a clear shot at the monster's throat while injuring themself in the process?
- Changing the perceptive and vibe of the post does two things: 1. It keeps the player engaged despite the disappointment of a failure. 2. Fosters a sense of failing forward and supporting one another.
The Fellowship champions in earnest the mindset of collaborating at events wherever possible. Give your allies an opening; take your damage while selflessly throwing yourself in front of an ally to spare them a potential injury (maybe an incoming blow they didn't even see coming!); use your miss as a way to set up an even more powerful attack the next turn. Whatever you can, give yourself opportunities to fail forwards in the most spectacular way possible.
Depth of Emotes & Actions
One of the most critically impactful exercises I employ in my work, with both students and RPers, is to focus on the physical engagement between your character and the world.
What I mean by "the world" is any other character, an object, a setting, or whatever else you can imagine. When your character has something tangible to interact with, it gives grounding and weight, and it can offer so many new avenues for interaction.
The difference between “She smiles” and “She presses her lips together, trying to hide the smile tugging at the corner of her mouth” is the difference between surface-level RP and something immersive that carries weight others can feel. I often push my students in writing to go beyond simple past tense adjectives and into verbs with texture. Don’t just write that a character is “angry.” Show it: the clenched jaw, the tapping foot, the muttered breath they can’t quite contain.
Think of emotes as stage directions, and the actual actions as the narrative glue. The more specific the action, the more others have to grab onto. And when in doubt, ask yourself: what does this look like to someone else in the room? That perspective shift alone can add layers to your writing.
- For example, when a character in a tavern is holding a mug, it can become a window into their state of mind. Are they fidgeting with the mug nervously? Is their grip too tight with white knuckles showing? Is their drink rippling from anxious shaking? Even something as simple as what they do with the mug when it's empty can tell us so much—and all of this is without even uttering a single word in character.
Small things like this can go a long way to deepening the immersive experience for us all.
Education & Training RP
An IRL Teacher’s Perspective
Here’s the simple truth: RP is one of the most naturally educational activities people stumble into. You’re practicing and flexing skilles tied to writing, reading, communication, empathy, and improvisation—often without realizing it. That’s liquid gold in a classroom.
When I work with students, I focus on transferable skills and learning rather than the content: how describing a scene hones narrative writing; how embodying a character sharpens public speaking confidence; how negotiating outcomes teaches collaboration. For guildmates, my “teacher advice” is simple: treat every RP moment as both art and practice. Celebrate improvement, be generous with feedback, and build routines that reinforce growth (brief recaps, reflection prompts, and the occasional peer shout out); these all go a long way.
Now, if you’re using RP as a training space—whether for writing, leadership, or teamwork—set small, visible goals. Maybe it’s “use one sensory detail per post,” or “respond directly to someone else’s action every round.” Normalize opt-ins and content warnings, respect boundaries, and make it safe to try new things. That’s the environment where people improve fastest.
Most importantly: enjoy yourself. The more we treat RP as a living workshop rather than a performance, the more confident and creative everyone becomes.
In Game Teaching RP
One thing we do see fairly often in game is a lot of in character apprentice/mentor relationships and dynamics. Magical instructors, squires and knights, apprenticeships, and so on. These are great opportunities to dive into how our characters, not just us, learn and grow. There is, however, an unfortunate trend of the lecture style approach being the most dominant, which in larger settings can leave people feeling very left out.
This is where my years as a teacher have actually helped me out a lot. One thing that research has shown over the years is that people learn more through doing, rather than just listening. Schools are trying to incorporate group work and less teacher-directed lessons, and it applies doubly so in role-play. Take a magical lesson setting, for example:
- A classic example we see is where the magical instructor stands in front of the role-play group and lectures about this and that. Great fun for the lecturer, and interesting reading for the students, but only one person out of the entire group is actually doing any meaningful interacting. Just like a DM who writes all the actions for the players, the bulk majority of the people are left twiddling their thumbs IRL.
- A more constructive way to approach the situation is to be engaging the students with actual action-focused posting while the lecture is ongoing. This could be them drawing runes tied to the lecture, or trying to untangle some ley-energy puzzle, or maybe sparring with one another while the instructor provides commentary and critique.
- At the end of the day, it doesn't really matter what you're doing, as long as something is happening.
Another piece to consider is having long term goals as well as small-bite tasks. Doing scatter shot lessons where every week it's something different doesn't prompt or encourage focused development and growth in-character. Giving a character the task of learning how to shoot a fireball can be broken into a bunch of different sections: figuring out the words or runes, figuring out how to shape the energy, figuring out how to properly aim or place the spell, learning how to defend against or negate that type of magic, understanding how to combine that type of magic with others (felfire ball, frostfire ball, etc.)
If you have dedicated apprentice/mentor roles established, think about how you can incorporate this sort of mindset to give the apprentice something to focus on independently inbetween sessions.
While other tips and tricks will come later, the biggest take away should be to focus on interactivity, rather than just lecture.