Stratus™ Combat System

Version 1.1-WoW-BETA

Speaking of "roleplay" combats, we chose to use simple and complete rules in order to achieve fluid, understandable and entertaining combats. We hope you'll like them!

Phase structure

A combat consists of a sequence of phases. Each phase involves a party of player characters and/or NPCs.

Each phase defines the following order for each character, according to their ingame role:

  1. Tanks. They are the wall, they are the first to strike.
  2. DPS. They follow the tanks to break through the enemy lines.
  3. Healers. They play their part in the end, healing the wounded or helping with the damage.

When several characters play the same role, their order is chosen at random or according to players choice.

Call for help

When a character takes his turn, he can decline and call for another character to help. This character, if he decides to answer the call, plays his turn immediately, followed by the calling character.

The called character won't play any additionnal turn this phase. The playing order will be reinitialised for the next phase.

Parts of the turn

During his turn, each character can take up to two actions, in any order, among these:

After these actions, the next character takes his turn, and so on, both with allies and enemies.

Main actions

Dice throw

The dice throw revolves around several d10 results, based on the rand command offered by World of Warcraft:

According to your role and your action, the number of dices changes. Here's the chart of dice distribution:

Tank Healer DPS

We use the command /rand 999 for the dice throw, with the number of 9 matching the chart. To make the reading easier (with potential missing digits), the digit 0 and missing digits are to be regarded as zero and not ten.

Only the higher dice result will be kept. He represents the score.

Note: By default, World of Warcraft rand starts at 1 and not 0, meaning we can't have 0 on all dices. Although it's possible to force the rand to start at 0, we kept this side effect, the impact being negligible, in order to simplify the use of the rand command.

Main actions

Main actions are defined by the categories "Attack" and "Support":

Resolving an action

The resolving of an action depends on its context:


The health of a character is not defined by health points, but by a succession of four status. Each received damage takes the character to the next status, while each received heal takes the character to the previous one:


When a character is KO'd, he can be revived by any other character. Only the Healer can revive remotely. A revived character:

Critical effects

When the score of 9 is obtained, it adds a critical effect:

Line of sight

When you're targeting a friend or foe, he must be in your line of sight. Any obstacle, like a wall or an enemy, in the line of sight invalidates the action.

The mage would like to roast some peon. Unfortunately, the trees block his view and prevent him to. The elf archer, whose view is clear, can shoot an arrow right between the peon eyes.

An ally only forms an obstacle during melee fights in confined spaces, because it's impossible for two characters to share the same spot.

Area of effect

If you wish to hit multiple targets, you have to split your dice between all targets. The action will resolve normally, according to the score of each assigned dice.

The knight wants to strike an orc and a troll. He has a total of 3 attack dice, he alocates 2 dices to the orc and 1 to the troll.

The ogre wants to cast Bloodlust on his comrades. He alocates equitably all his Support dice and starts casting.


The summoners and all kind of beast masters share their turn with their pets, but each action counts for both of them. That way, if the pet attacks, its master will stay quiet, and vice versa.

Additional information...

Our system is inspired from Blood Bowl rules. We wanted something quick and easy to play, and Blood Bowl inspired us the foundations of our combat system. Some other games, like Magic: The Gathering or Warhammer, also brought some elements.

We try our best to stick with the elements of traditional MMORPGs, because we prefer not to lose sight of the game itself. Furthermore, these rules allow us to maintain a bit of balance and offer to each role the opportunity to show its potential. We aim for the creation of a synergy between fighters, as it is in the game.

These restrictions also allow us to create RP events whose difficulty can cause the party's defeat. The outcome of the fight becomes decisive for the rest of the storyline.

However, nothing's set in stone, and if you had to bring a specific element concerning your character, you could talk about it with your DM. He'll do his best to adjust. The imaginary first and foremost.