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D20 Sparring

Sparring battles are one-on-one emote fights determined by D20 dice. Challenge other role-players in duels of fate where you have the chance to show off what your character is capable of with the power of words. With a little bit of luck on your side, you might end up taking home the grand prize!

Team sparring will utilize a D20 combat system. Team up with two friends to crush the opposing team. It will be up to you and your friends to outmaneuver your opponents in this epic clash of fate.

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Locations
Argent Valiants' Ring

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 Solo Sparring Times
Monday | 7:00 PM - 12:00 AM | Rancor
Tuesday | 7:00 PM - 12:00 AM | Vigor
Wednesday | 7:00 PM - 12:00 AM | Will

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 Team Sparring Time

Thursday | 8:00 PM - 12:00 AM
 

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Spar Groupings

Rancor

  • Demon Hunters, Death Knights, Rogues, Evokers, or Warlocks

Vigor

  • Warriors, Hunters, Shamans, or Druids

Will

  • Paladins, Mages, Monks, or Priests

Prizes

Will, Vigor, Rancor Winners

  • 60,000 gold

  • $30 Art Voucher

Solo Champion

  • 40,000 gold

Team Sparring

  • 270,000 gold

  • $90 Art Voucher ($30 x3)

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Rules

  • Competitors must be in good standing with the RP community.

  • Emotes must not exceed two paragraphs.

  • Emotes that seriously injure an opponent are forbidden unless agreed upon by both parties.

  • Competitors must cooperate with the referees.

  • Team Sparring teams must have three players.

  • Alliance vs. Horde sparring participants must have Elixirs of Tongues.

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1v1 Sparring System

The 1v1 sparring is a very simple initiative/attack/defend system. It is a highly simplified version of D20 that most may be familiar with.

 

Each player has 3/3 HP to start:

  • As you move in the brackets by winning spars, your HP will always be reset back to 3/3 HP regardless of your final HP in the last fight.

 

Initiative Roll: 

  • Both combatants /roll 20.

  • The combatant who rolled the higher number will attack first.

  • The combatant who rolled the lower number will defend first.

 

Round 1, Attack & Defend Roll:

  • The attacking combatant will /roll 20.

  • The defending combatant will /roll 20.

  • If the attacker’s roll is higher, they successfully hit their opponent.

  • If the defender’s roll is higher, they successfully avoid taking damage.

  • Both emote accordingly.

 

Round 2, Attack & Defend Roll:

  • The combatant that was the defender in the previous round is now the attacker.

  • The combatant that was the attacker in the previous round is now the defender.

  • Repeat steps from round 1.

 

Continue swapping who is the attacker & defender until one player reaches 0 HP.

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Team Sparring System

Team sparring (also called 3v3) is almost exactly the same as 1v1 sparring. The only difference is instead of all three players’ individual rolls being their own, the collective total sum from all three rolls will be used as the roll.

 

Each team has 3/3HP to start:

  • This is for the team as a whole, not individual players.

    • How you choose to distribute damage is up to the group but you are not individually tracking separate HP per person. It is a single HP pool that reflects the group together.

    • This decision is due to the number of teams who take part in team sparring. It would take far too long if we allowed separate HP pools per team member.

 

Initiative Roll:

  • All members from both teams /roll 20 (6 rolls total).

  • The team with the higher collective roll (add all three teammate’s rolls together) attacks first.

  • The team with the lower collective roll (add all three teammate’s rolls together) defends first.

 

Round 1, Attack & Defend Roll:

  • The attacking team members all /roll 20 (3 rolls total).

    • Their three rolls are added together. This is their attack.

  • The defending team members all /roll 20 (3 rolls total).

    • Their three rolls are added together. This is their attempt to defend.

  • If the attacking team’s collective roll is higher, they successfully hit their opposing team.

  • If the defending team’s collective roll is higher, they successfully avoid taking damage.

  • Players all emote accordingly. If 1 teammate decides to become KO’d, they are still required to roll to maintain their team’s collective rolls. There must always be 3 rolls per team to add up regardless of an individual’s status. 

 

Round 2, Attack & Defend Roll:

  • The team that attacked in round 1 are now defending.

  • The team that defended themselves in round 1 are now the attackers.

  • Repeat steps from round 1.

 

Continue swapping which team is attacking & which team is defending until one team reaches 0.

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