Hey everyone. So the guild has a ton of people and everyone comes to game with a different level of skill and a different level of desire and ability to optimize. For that reason in paragon the gap between an un-optimized and an optimized character tends to get pretty broad and sometimes the higher optimization people want to vie for a tougher challenge. With that in mind I am introducing "Adventure Stances". Adventure Stances are something that the group as a whole will pick at the start of a higher level adventure. The Stance will determine how much power is going to be on the other side of the table. Players will not receive additional mechanical benefits for playing at a stronger adventure stance (no extra gold or loot) but instead will get story awards and, if successful, will earn a Glory Rating for their character. Glory Rating is nothing but bragging rights, but its fun to see what your character can mechanically do when the chips are down.  Do not feel bad if you choose to play on Normal rather than bumping it up. Normal is meant to be challenging for the average party, Aggressive is meant to be gnarly, and Glory is meant to be grueling. Choosing a Stance Choosing a Stance is something that the Player  does, not the Character. Much like choosing what character to bring to an adventure or what AL you are going to play, this isn't something that the Character is actively deciding but something that you as the player will be choosing. If you are playing a character who constantly hunts for a challenge you will not be compelled to play Glory nor will a character who is very reserved be expected to play on Normal. Normal The adventure does what it says on the tin. If you are playing at a higher AL (Like playing in a group of mostly 11s and 12s and playing at AL14) it is a good idea to play on normal even if you are optimized. Additionally this is the default setting and what most of the guild will be balanced around being able to handle. Aggressive Things are getting a little hairy.  Maybe you all have a really good group makeup, or maybe its a group of 13s and 14s playing an AL12 adventure.  You can kick things up a notch and see how hard it might be with the monsters being deadlier.  Adventures completed on Aggressive will earn each player who participates 1 point of Glory. Examples(One of the following):  All Monsters get +5 Initiative and +25% HP All Monsters get +5 Initiative and score critical hits on 18-20 The Solo gets +50% HP and can immediate 2 times per round.  In addition, the Skill challenge takes 2 extra successes to complete All Monsters get +2 to attack rolls and the Elites' aura deals double damage. Monsters that slow in the encounter instead immobilize. Glory Glory: Ok, you either have a great group, are way over-leveled for this, have a chip on your shoulder or the group is a bunch of grizzled 4e veterans.  Whatever the reason, you are ready to see what sort of brutality the DM can throw your way.  Keep in mind that all Glory Modifiers are IN ADDITION to Aggressive Modifiers unless otherwise noted.  Adventures completed on Glory will earn each player who participates 3 points of Glory. Examples(One of the following): All Monsters act twice each round, once on its initiative and one on its initiative +10.  Each creature gets a full set of actions on each initiative. All Monsters get +2 attack.  Each Elite's HP is doubled; every Elite gets an additional AP; crits deal an additional AL damage Solo no longer acts on its own initiative but instead takes its turn at the top of the round and after every other player.  When the Solo is bloodied the solo takes a full turn after every player instead. Reverse the ratio of Standards to Elites (An encounter with 4 standards and 2 Elites now has 4 Elites 2 Standards). Monsters that slow now restrain (save ends).  On a failed saving throw that creature is now petrified (save ends).