When words give way to steel, the dice decide what succeeds — and the players decide how the story is told.

Dice Combat is Winds of Exodus' roleplay-focused alternative to Mechanical PvP. It uses a simple d20 attack system, character Attributes and weapon categories to resolve a fight without relying on Conan Exiles' real-time combat mechanics.

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QUICK REFERENCE HP: 14 + CON · DEF: 10 + DEX · Shield: +1 DEF Attack: d20 + floor(DEX / 2) · Initiative: d20 + floor(DEX / 2) Melee damage: weapon damage + STR · Ranged damage: weapon damage only

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BEFORE THE FIRST ROLL

  1. Establish a legitimate IC conflict. PvP requires roleplay and appropriate escalation; attack-on-sight is not generally permitted.
  2. Determine the combat method. If both sides agree to Dice Combat, use it. If the sides disagree, use Decide PvP Method in RPR's Abilities tab: the coin chooses Dice Combat or Mechanical PvP. The result is final for this conflict; do not switch methods because a fight goes badly.
  3. Declare the fight with /combat. Identify the participants, the sides they join, and their objectives. Anyone who joins later must declare their participation before entering the fight.
  4. Agree on possible consequences of defeat before fighting. Consequences must be reciprocal in severity and must respect every involved player's Consent Sheet. The winner may choose not to impose an agreed consequence.
  5. Roll Initiative, arrange turns from highest to lowest, and begin the dice-based encounter.

Permanent character death (PK) is never an ordinary combat outcome. It requires prior approval through a Staff ticket. The general server rules always apply, including consent, combat logging, and the prohibition on PvP followers.

YOUR COMBAT STATISTICS

Combat uses Strength (STR), Dexterity (DEX) and Constitution (CON).

Statistic Calculation What it does
Hit Points (HP) 14 + CON How much combat damage your character can sustain
Defense (DEF) 10 + DEX Number an attacker must meet or exceed to hit you
Attack modifier floor(DEX / 2) Added to your d20 when attacking
Initiative modifier floor(DEX / 2) Added to your d20 to determine turn order
Melee damage modifier STR (added to melee weapon damage) Added to the damage of melee weapons and unarmed attacks
Shield +1 DEF Extra defense while using a shield

Floor means round down to the nearest whole number. For example, DEX 3 gives an Attack and Initiative modifier of +1; DEX 4 gives +2.

Professions and Skills do not add bonuses to these combat statistics. Only the relevant Attributes affect them.

ROUNDS & TURNS

Initiative: At the start of combat, each participant rolls d20 + floor(DEX / 2). Characters act from the highest result to the lowest. If Initiative results are tied, the tied characters reroll Initiative until their order is decided.

On your turn: You have 1 Action. An Action may be used to attack, attempt a combat maneuver, use an appropriate Ability, administer a substance, interact with an important object, or perform another meaningful combat activity.

There are currently no Bonus Actions or Reactions. A shield does not grant an extra action, and dual wielding does not grant an extra attack.