(function(){ var el=document.getElementById('ebs-main'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
System Overview

This is a PvE (Player-versus-Environment) system for events in which a Game Master (GM) presents enemies and challenges for players to face through coordinated rolls. Both platforms now share a single unified roll range of 1 to 999, so everyone consults the same tables regardless of where they are playing.

PlatformCommandRange
Discord/roll 1d9991 to 999
Final Fantasy XIV/random
/dice
0 to 999

Results of 0 on FFXIV's /random and /dice are treated as 1 for table purposes. The GM decides which platform is in use for each session, or may allow both at once if the party is split between clients.

📄Full RulebookPrefer a single document? The complete system is available as a Google Drive file for offline use.Open in Drive →
Inspirations & Credits

This system was built on the shoulders of games that came before it. None of it would exist without them, and none of it intends to replace them. They are the foundation that made it possible to build something small and personal out of something much larger.

Dungeons and Dragons, Pathfinder, Changeling, Vampire and Tormenta 20 shaped the core logic of how a dice roll translates into narrative outcome for us, with their long traditions of threshold-based resolution, character building through choices, and tabletop storytelling as a collaborative act. The Conquest D20 System, used in World of Warcraft roleplay communities, provided direct structural inspiration for the Combat Roll and Environmental Roll framework adapted here, and its elegant simplicity is the clearest echo in this document.

All of them served as building blocks for something smaller and more specific: a system designed to live inside the roleplay posts of a Final Fantasy XIV community, keeping the math light and the story central.

Dungeons and DragonsPathfinderChangelingVampireTormenta 20Conquest D20 (WoW)Final Fantasy XIV
Created | Adapted | Revised

Special thanks to Momo, Eveling C., Hilton C. and Nopertwo  (youtube / linktree)

Find Us
(function(){ var el=document.getElementById('ebs-hp'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
← Back to Home
Eorzean Battle System
Health
Starting HP

Every player begins with 10 HP. HP is tracked and displayed by each player at the end of every action post. See the Action Post Format section for how this works.

Incapacitation

If a player reaches 0 HP, they are incapacitated and cannot take turns until another player restores at least 2 HP to them. A revived player may act immediately on that same turn if they have not yet done so.

Important: A player must receive at least 2 HP from an ally to be revived. Self-revival is not possible while incapacitated.
Healing

On any successful Combat Roll, a player may choose to restore HP to themselves or an ally instead of dealing damage. The amount restored follows the same table as damage dealt. Let the target player know so they can update their post tag.

Healing uses: A roll of 500 to 649 restores +1 HP. A roll of 650 to 749 restores +2 HP. A roll of 750 to 849 restores +3 HP. A roll of 850 to 899 restores +4 HP. A Critical (900 or higher) restores +6 HP.
(function(){ var el=document.getElementById('ebs-cr'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
Combat Rolls

Each turn, players roll to act. A result of 500 or higher is a success: deal damage or restore HP. A result of 499 or lower is a failure: the player takes damage instead. Rolling 900 or higher is a Critical, dealing or restoring a flat +6 regardless of any other modifier.

Roll (1 to 999)Result
1 to 50-4 HP
51 to 150-3 HP
151 to 300-2 HP
301 to 499-1 HP
500 to 649+1 DMG / +1 HP
650 to 749+2 DMG / +2 HP
750 to 849+3 DMG / +3 HP
850 to 899+4 DMG / +4 HP
900 to 999Critical +6
On a Critical, the player may deal 6 damage to an enemy or restore 6 HP to an ally. Mark it as CRIT +6 in the post tag.
Environmental Rolls

When the party faces an external threat such as an explosion to dodge, toxic terrain, an area-of-effect attack, or a collapsing structure, the GM calls for an Environmental Roll. There is no damage to deal on Environmental Rolls. The only outcomes are taking damage or coming out safe.

How Environmental Rolls Work

1. The GM announces the threat and sets a safety threshold. The default is 499, meaning 500 or higher is safe. The GM may raise this for more severe threats.

2. Every affected player rolls independently. Above the threshold: Safe. At or below: damage from the table below.

3. Combat Arts and Battle Marks cannot be used during Environmental Rolls unless an Art explicitly states otherwise.

4. Tag the result as ENV -X for damage taken, or ENV Safe for a clean pass.

Roll (1 to 999)Result
1 to 50-3 HP
51 to 200-2 HP
201 to 499-1 HP
500+Safe
(function(){ var el=document.getElementById('ebs-gb'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
Gear Classes

Each player chooses one Gear Class at the start of an event. It represents the nature of their equipment and cannot be changed during the event.

Iron Veil
Defensive
Reduce all damage taken from failed Combat Rolls by 1. May reduce to 0. Applied at the end of your turn.
Verdant Sigil
Supportive
When you use your Combat Roll result to restore HP, increase the total restored by 1. Applied at the end of your turn.
Crimson Edge
Offensive
When you use your Combat Roll result to deal damage, increase the total damage by 1. Applied at the end of your turn.
Battle Marks Passive

Each player chooses one Battle Mark at the start of an event. Battle Marks are always active and require no action to trigger. They do not count against your Combat Art limit.

Tenacity
When you reach 0 HP or below, you are not immediately incapacitated. You may act on your next turn as normal, attempting to heal or dps with a roll. If your HP remains at 0 or below at the end of that turn, you fall incapacitated.
Resilience
Reduce all damage taken from failed Combat Rolls by 1. This may not reduce damage to 0.
Resolve
After two consecutive failed Combat Rolls, your next Combat Roll is automatically treated as a success dealing 1 damage, regardless of the actual result.
Lifeline
Whenever any ally restores your HP by any means, receive +1 additional HP on top of the amount restored.
(function(){ var el=document.getElementById('combatarts'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
Eorzean Battle System ✦ Active Abilities
Combat Arts
Combat Arts

Each player chooses 2 Combat Arts at the start of an event. Each Art may be used up to 3 times per battle, and only one Art may be activated per turn. Arts cannot be changed during the event.

Arts are organized by FFXIV job for flavor, but any player may choose any two regardless of their character's class. Choose whatever fits your build.

Arts that grant roll bonuses: add the listed number directly to the rolled result before consulting the table. Example: a roll of 420 with a +150 bonus becomes 570, landing in the +1 band.
(function(){ var el=document.getElementById('combatarts'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
← Back to Combat Arts
Combat Arts ✦ Role Guide
Tanks
Tanks
Paladin
Hallowed Ground
When you fail a Combat Roll, negate all damage taken this turn and deal 1 fixed damage to one enemy.
Cover
When an ally fails a Combat Roll, declare Cover before their damage is applied. You absorb 1 of that damage, taking it yourself. The ally takes the rest.
Warrior
Upheaval
On a successful Combat Roll, deal +2 extra damage in addition to your roll result.
Inner Release
When you fail a Combat Roll, ignore all damage taken this turn and add +100 to your next Combat Roll result.
Dark Knight
Abyssal Drain
Lose 2 HP to deal 4 fixed damage to one enemy, regardless of your roll. Usable even on failed rolls. The HP cost cannot be negated.
Flood of Shadow
On a successful Combat Roll, reduce your damage by 1 and deal that 1 damage to a second separate enemy instead. You hit two targets at once.
Gunbreaker
Burst Strike
On a roll of 750 or higher, deal +2 extra damage in addition to your roll result.
Superbolide
When you would take damage that reduces you to 0 HP or below, reduce that damage by 2 before applying it. You may still be incapacitated if this reduction is not enough.
(function(){ var el=document.getElementById('combatarts'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
← Back to Combat Arts
Combat Arts ✦ Role Guide
Healers
Healers
White Mage
Benediction
Restore 4 HP to one ally at 4 HP or below. No Combat Roll required.
Medica
Restore 1 HP to all allies simultaneously. No Combat Roll required.
Scholar
Deployment Tactics
Restore 2 HP to up to two allies simultaneously. No Combat Roll required.
Whispering Dawn
Restore 1 HP to up to three allies simultaneously. No Combat Roll required.
Astrologian
Divination
Before an ally rolls, grant them +200 to their next Combat Roll result.
Celestial Opposition
After an ally rolls but before outcomes are applied, add +100 to their result retroactively. Usable after seeing the roll.
Sage
Pneuma
Restore 2 HP to one ally and deal 2 fixed damage to one enemy simultaneously. No Combat Roll required.
Haima
Choose one ally. The next time that ally would take damage from a failed Combat Roll, reduce that damage by 2. Announce when activated. Lasts until triggered.
(function(){ var el=document.getElementById('combatarts'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
← Back to Combat Arts
Combat Arts ✦ Role Guide
Melee DPS
Melee DPS
Monk
Four-Point Fury
On a successful Combat Roll, deal 1 extra damage to up to two separate enemies in addition to your main result.
Riddle of Fire
On a successful Combat Roll, your Gear Class effect deals +1 extra this turn, stacking on top of its normal bonus.
Dragoon
Life Surge
On a roll of 850 or higher, deal +2 extra damage in addition to your roll result.
Spineshatter Dive
On a failed Combat Roll, still deal 1 fixed damage to one enemy. Your own damage from failing is not negated.
Ninja
Trick Attack
On a failed Combat Roll, still deal 2 fixed damage to one enemy. Your own damage from failing is not negated.
Ten Chi Jin
On a successful Combat Roll, add +100 to your rolled result before consulting the damage table. (A roll of 680 becomes 780, for example.)
Samurai
Meikyo Shisui
Declare before rolling. On success (500 or higher): deal +3 extra damage. On failure: take +2 extra damage. Cannot be cancelled once declared.
Tsubame-gaeshi
Immediately after you use any other Combat Art, deal 1 fixed damage to any enemy as a free bonus. Declare after the Art resolves.
Reaper
Enshroud
When you fail a Combat Roll, negate all damage taken this turn. Your next successful Combat Roll on the following turn deals +1 extra damage.
Gluttony
When the GM confirms an enemy has been defeated on your turn or due to your action, restore 2 HP to yourself.
Viper
Reawaken
On a successful Combat Roll, apply your roll's damage to one enemy and deal 1 additional fixed damage to a second separate enemy.
Uncoiled Fury
On a failed Combat Roll, still deal 1 fixed damage to one enemy. Your own damage from failing is not negated.
(function(){ var el=document.getElementById('combatarts'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
← Back to Combat Arts
Combat Arts ✦ Role Guide
Physical Ranged DPS
Physical Ranged DPS
Bard
Mage's Ballad
Grant all allies +50 to their next Combat Roll result.
Troubadour
All allies reduce the damage of their next Environmental Roll failure by 1. Announce when activated; effect lasts until each ally's next Environmental Roll.
Machinist
Wildfire
Deal 3 fixed damage to one enemy of your choice, regardless of your roll result.
Reassemble
Declare before rolling. Your next Combat Roll is treated as a success with a fixed result of +3 damage, regardless of what you actually roll. You cannot fail and cannot crit when using this Art.
Dancer
Technical Finish
Grant one ally +200 to their next Combat Roll result before they roll.
Curing Waltz
Restore 1 HP to one ally and 1 HP to yourself simultaneously. No Combat Roll required.
(function(){ var el=document.getElementById('combatarts'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
← Back to Combat Arts
Combat Arts ✦ Role Guide
Magical Ranged DPS
Magical Ranged DPS
Black Mage
Despair
On a roll of 750 or higher, deal +2 extra damage in addition to your roll result.
Ley Lines
Declare before rolling. Add +150 to your next Combat Roll result.
Summoner
Crimson Cyclone
Deal 2 fixed damage to two separate enemies simultaneously.
Searing Light
Your next successful Combat Roll deals +2 extra damage. Does not apply to healing.
Red Mage
Resolution
On a failed Combat Roll, deal 2 fixed damage to one enemy. Your own damage from failing is not negated.
Embolden
Grant one ally +150 to their next Combat Roll result.
Pictomancer
Comet in Black
On a Critical (900 or higher), deal +2 extra damage on top of the Critical's +6 for a total of +8.
Starry Muse
Grant all allies +50 to their next Combat Roll result. Stacks with Mage's Ballad if both are used.
Blue Mage
Bad Breath
Choose one enemy. That enemy deals -1 less damage on its next action. The GM applies and tracks this effect.
Mighty Guard
Reduce all damage you take from your next failed Combat Roll by 2. Announce when activated; effect lasts until your next Combat Roll.
(function(){ var el=document.getElementById('ebs-ac'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
Action Post Format

The format below is a suggestion. Players are not required to follow it exactly. What matters is that every action post indicates, somewhere at the end, the player's current HP after the action and the result of their roll, so the GM and the party can follow the state of combat clearly.

Suggested Tag Structure
( HP 10/10  |  ROLL 654  |  DMG +3 )

HP shows current and maximum after this action. ROLL shows the number rolled. The outcome field uses: DMG (damage dealt to an enemy), HEAL (HP restored, note the target name), LOSS (HP taken by the player), ENV (Environmental Roll result), CRIT (critical hit), and SAFE (clean Environmental Roll). Any wording that communicates the same information clearly is welcome.

She moved without hesitation, the blade finding its mark between the creature's shoulder plates. No ceremony in it. Just the clean efficiency of someone who had done this far too many times.
The counter came faster than expected. She turned, but not fast enough. The impact caught her across the ribs and sent her stumbling back two steps, teeth gritted.
Two fingers pressed to the wound. He pushed aether into it, not gently. The light sealed the edges shut. It would bruise. It would hold.
The opening was there for half a second. She took it. Both hands on the grip, full extension. The kind of strike that ends conversations.
She read the pressure shift in the air a half-second before the eruption and was already clear of the blast radius when the ground split open beneath her.
(function(){ var el=document.getElementById('ebs-kp'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
Knowledge Rolls

When a character attempts something that relies on specialized expertise (deciphering a script, identifying a toxin, recalling lore about a creature, recognizing a faction's insignia), the GM may call for a Knowledge Roll.

Procedure

1. The GM announces the task and sets a target number based on difficulty.

2. Players who believe their character has relevant expertise may send the GM a private message (FFXIV: /tell, Discord: direct message) describing that background before rolling.

3. The GM may grant a bonus of up to +150 to players whose background makes the knowledge plausible. This is at GM discretion.

4. All eligible players roll simultaneously. Those who meet or exceed the target succeed. The GM communicates results privately.

Knowledge Rolls are pure threshold checks. No HP is lost on failure unless the GM establishes a consequence. Tag with KNOW in your post.
Perception Rolls

When something hidden might be noticed (enemies in ambush, a concealed passage, a forged document, an out-of-place detail), the GM may call for a Perception Roll.

Procedure

1. The GM sets a discovery threshold and announces that something might be perceived.

2. All players roll simultaneously. Those who roll above the threshold notice the hidden element. The GM communicates privately, starting with the highest roll.

3. If no one succeeds, the GM may offer a vague narrative hint or allow another attempt under different circumstances.

Perception Rolls carry no HP penalty for failure unless the situation demands it. Tag with PERC in your post.
(function(){ var el=document.getElementById('ebs-sh'); if(!el)return; document.addEventListener('contextmenu',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('selectstart',function(e){if(el.contains(e.target))e.preventDefault();}); document.addEventListener('copy',function(e){if(el.contains(e.target))e.preventDefault();}); })();
Character Sheet Examples

Share your sheet with the GM and party before an event. HP starts at 10 for everyone and updates live through each action post during the event.

Vael Ashmore
Tank Build
HP10 / 10
Gear ClassIron Veil
Battle MarkResilience
Combat Arts
Hallowed Ground (Paladin)
3 / 3 uses
Upheaval (Warrior)
3 / 3 uses
Seirei Moonveil
Healer Build
HP10 / 10
Gear ClassVerdant Sigil
Battle MarkLifeline
Combat Arts
Benediction (White Mage)
3 / 3 uses
Celestial Opposition (Astrologian)
3 / 3 uses
Kira Dawnreave
DPS Build
HP10 / 10
Gear ClassCrimson Edge
Battle MarkTenacity
Combat Arts
Wildfire (Machinist)
3 / 3 uses
Despair (Black Mage)
3 / 3 uses
Lireth Ashfall
Hybrid Build
HP10 / 10
Gear ClassVerdant Sigil
Battle MarkResolve
Combat Arts
Mage's Ballad (Bard)
3 / 3 uses
Resolution (Red Mage)
3 / 3 uses

Use the table below as a template when building your own sheet. Fill it out and share it in the event channel or with the GM before the session starts.

Character Name
HP10 / 10
Gear ClassIron Veil / Verdant Sigil / Crimson Edge
Battle MarkTenacity / Resilience / Resolve / Lifeline
Combat Art 1                   (Job)   3 / 3 uses
Combat Art 2                   (Job)   3 / 3 uses