Hello all, As always, we are constantly clarifying and evaluating rules and policies that we have in the guild. Here is a brief summary of the changes that were added in Jan 2017: Aversion Staff : Houserule: You gain the bonus to defenses against attacks from enemies that are subject to conditions caused by you. This replaces the unclear reading of “effects.” Fortune Spurned Smite (Paladin enc 3): The target decides the route and distance the target it moves when it takes damage again. The target must follow inverse charging rules (moving farther away with each square). Multi-attack powers and Marks : When using a multi-attack power, as long as at least one of your attacks within that power targets the marking creature, you do not take the penalty to attack rolls when using attacks within the multi-attack against other creatures. Double Weapons: Are their own category, independent of the one-handed or two-handed designations. Therefore, bonuses that apply to one-handed or two-handed weapons do not apply to double weapons. When wielding a double weapon, you still count as wielding a weapon in each hand, just not two one-handed weapons. Spiked Chain (with Spiked Chain Training Feat) : With the feat, the spiked chain weapon still maintains its original categories in addition to the new categories, so it can still be enchanted as a flail (or light blade), benefit from flail (or light blade) feats, and gain the benefits of two-handed weapon bonuses (or those that require dual wielding). However, each end does not count as its own one-handed weapon. Whetstones add the keywords for any damage type they deal to the attack (RC 115). Soulforge Hammering (Avenger encounter 17) : The Effect is not included when the attack is repeated as a minor action, just the attack roll and hit effects. Wielding : You are said to be “wielding” an item if it is actively equipped in an item slot. Implementation and revocation of Rules on Items rule 12a. Replaced by #10 below. Unequipped Duplicate items : Houserule:You cannot carry multiple items with the same enchantment unless they are actively equipped (or they are consumables). This rule is to prevent PCs from carrying around multiple items with potent daily powers and swapping them out during rests. You can still dual-wield items with identical enchants. [ This replaces the rule about unequipped items taking up wondrous slots! ] Minor text fixes.