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Guild Patch Notes: Compiled

1488353119

Edited 1512327822
Matt
Plus
Hello all, I have converted this thread from just the February 2017 updates into a thread of ALL patch notes for the Guild.
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Matt
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February 2017 Patch Notes 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 Feb 2017: Purge completed. Hellish Rebuke (Warlock at-will 1): If you crit the attack, you deal max damage on both the first and second damage rolls; however, you only deal crit dice with the first roll. Critical Hits: Extra damage from crit dice is added only once per critical hit, even with attacks that have multiple damage rolls (e.g. Echoing Weapon or Hellish Rebuke). The damage rolls are still maximized, as long as they are applied to the target of the attack. Power Swap Feats : Novice Power, Acolyte Power, and Adept power are the only powers that count as “Power Swap Feats” for the purposes of the PHB:209 and RC:90 rules. Feats like Secrets of Belial and Explosive Power do not follow these restrictions. Beast form Houserule moved from Rules on Items thread to minor rulings Backgrounds: The rules on backgrounds (PHB2) allow each PC to have several backgrounds, however only one may be mechanically active. The rules on switching between mechanical benefits of different backgrounds are unclear, therefore Houserule : You can switch from one of your backgrounds' mechanical effects to another, but 1. it requires you to retrain and 2. you must divest your PC (using retrains if necessary) of any bonuses, trainings, etc. it has gotten that rely on your background’s benefits. Wielding : You are said to be “wielding” an item if it is actively equipped in an item slot and it is usable by your character. Winged Bracers: You must actually leap (off a surface or creature) to use this item’s property. You cannot, for instance, teleport vertically and then use the property to glide down. You could, however, use it if purposefully falling off a wall, ledge, or flying mount. Holding : An item is said to be held if it is in one of your hands. [not in your pack] Action Points : Houserule : You may only spend an action point up to once per turn. Multiclass feats: You may take more than one multiclass feat from the same class. Many minor text edits. Basic Rules: "Double retirement" to maintain character role has been banned . Rules on Items: Rules added for crafting alchemical items Treasure Generator: Loot tables updated for typos/exclusions/unnecessary inclusions (no more rolling for kitchen sinks) Game rolls: Clarification added to avoid future confusion. See Below. Game Rolls: You have the following choices (and no others) for actions when a game is being run. Roll to play: If you roll high enough, you must play. If you don’t roll high enough, you get a multiplier. Don’t roll if you can’t play. Say you are waiting: You allow everyone else to have priority, only joining the game if there are not enough players. You must still be able to play if you are needed to fill the party. If the party fills without you, you get a mult. Auto-multi: If you have ZERO eligible characters, take your mult and go. Ignore and be ignored: You don’t play; you get no multiplier. You can go about your business. Move along. Craft: If you have the Enchant Magic Item ritual, you can sit out the game and craft, following Rule #2 of Rules on Items . Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
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Edited 1510453930
Matt
Plus
March 2017 Patch Notes 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 March 2017: GM/DM Distinction added: "While most people use the terms “DM” and “GM” interchangeably, in the Guild Living Campaign, there is a slight difference: the primary responsibility of DMs is running games and occasionally helping new players with sheets and such. GMs, in addition to running games, also make overall rules decisions, provide organizational and logistical support on roll20, and constantly yell saltily at each other." (The terms may still be used interchangeably) GM Rules Document updated (now with video tutorial for treasure generator) Rules on Items: Rule 14 added. 14. Treasure/RNG: Many GMs use our in-house treasure generator to determine loot, which comes in the form of gold (everyone gets some) and magic items (not everyone may get one depending on rolls). If a player character does not receive a magic item drop over the course of playing a whole level, that PC is said to have "RNG." This RNG can be turned in at the end of a game during loot rolls to get a guaranteed item! The DM running the game will still roll for what item you get, but you will be guaranteed to get something. Each player must keep track of any RNG on their own character sheet. This is a math fix for the treasure gen to prevent players from becoming completely destitute. You can read more details in the minor rulings document . Basic Rules: Skype Rules 5 and 6 added. 5. Don't take over the chat: It's totally fine to ask questions and ask for advice, but please do not flood the chat fleshing out all the details of a specific build. You can ask people for help and if it looks like it might take a while, feel free to start a separate Skype conversation with the people helping you out or move to the "Theorycrafting" chat . 6. Don't push your ideas on other players: If a player specifically asks for build advice, you can offer it, but please do not preemptively criticize or pressure players into choosing specific options that you think would be best for their build. As far as PCs are concerned, the Guild motto is " Fun ctional before optimal ": PCs should follow the rules and should be fun for their players. Anything else is icing on the cake. Guild Reference Index Built: It's easier than ever to find help threads! You can read the announcement here , or go to the index here . Loot Lists Updated: Banned items and furniture items removed from Wondrous/Equipment List. Minor Rulings: Minor text updates to the minor rulings. Foe Binder Ring: When used with mark penalty-modifying game elements (such as Mark of Warding or Daunting Challenge), the penalty imposed by this item is also changed. “Additional penalties” such as those from Guard of Stone or the Wildblood second wind do not affect this item’s penalty as they are separate from mark penalties. Duplicate Wondrous Items: Houserule: You cannot have two of the same slotless wondrous items equipped on your character. Ring of the Spectral hand: Summoning the spectral hand is a free action. The power cast by the spectral hand still consumes an action as normal, e.g. making an attack would still use a standard action. Twofold Pact (Warlock, paragon): You gain all the features (e.g. elemental affinity) of your second eldritch pact, not just the at-will and pact boon powers. Mounts and Dazed: If both a mount and rider are dazed, they each have a single action that they can perform (not a shared single action). Wheely Sled: This item is not considered a vehicle or mount. When you use this item, you must be prone and therefore cannot move or shift normally. Only one character can be on the sled at a time. The sled is not a creature, ally, or enemy. Forced movement can move the PC off the sled. Lashing Blade (rogue enc 7): The opportunity action can be taken with reaction timing with respect to the trigger of an enemy entering an adjacent square. Boots of the Mighty Charge: If a basic attack is swapped out for a multi-attack or burst power, all attacks made at the end of the charge as part of that power would gain the +1 bonus to attack rolls from charging. See also Helm of Heroes . Helm of Heroes [and other items that change basic attacks] with multi-attack powers : When used with a power that grants a bonus or effect to a basic attack, that bonus or effect can be applied to the entire attack power that replaces it, as long as each attack fulfills the requirements of the bonus- or effect-granting power. For instance, if used with Death from Two sides to grant a Twin Strike attack, each attack will become a critical hit if and only if it is directed at the target of DFTS . An attack directed at another target would not become a critical hit. See also Boots of the Mighty Charge . Supreme Skirmisher’s Bow : See Helm of Heroes . Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
April 2017 Patch notes Hello all, As always, we are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in April 2017: Retirement gold has been updated to make death and retirement "less terrible." DMPC starting gold was also adjusted. Various additions were made to the Guild Index . Remember the Index is a great place to find the resource you need! Minor edits, grammatical fixes, and reorganization were done with the Basic rules thread. Changes made to the Treasure Generator, including Fixing typos on item sheets. Missing items added to Arms slot (bracers) section. New Category added: Tattoos. You can now roll a tattoo slot item! New Minor Rulings added, including: Wands: Custom wands can be made as per the PHB 242 rules . Restrictions apply. Multiclass and Class Roles: Taking a multiclass feat for a class does not give you its role; e.g. MC Fighter does not make you a defender role for prerequisites. (PHB FAQ) Multiclass and Power Sources: Taking a multiclass feat for a class does make you a member of a class with that class’s power source for the purposes of fulfilling prerequisites for feats, paragon paths, and epic destinies. For instance, MC Paladin would allow you to take a paragon path that required a divine class. Infernal Strategist’s Infernal Pincer Feature (11): Both you and your ally need to be flanking the enemy, but it is not required that you be the one providing flanking for that ally. A third creature could be flanking with that ally, while you are flanking with a fourth. In this case, all allies involved in any flanking gain the bonus. Bard Instruments: Wondrous items that can be used as bard implements do not occupy a wondrous slot, but take both hands to wield unless stated otherwise (PHB2:209). Draconian Wings and Instinctive Flight wording slightly changed for clarity. Spiked Gauntlet: When equipped, spiked gauntlets occupy the magical hands slot, but leave your hand free to hold/wield other items (MP2:6) Reminder : The DM running the game has final say over rulings during their sessions. If you have a sizable rules complaint, save it until the end of the session and talk to the DM afterwards. DMs will occasionally make mistakes, but if it is a semi-complex rules question, do not disrupt the flow of the game to have an argument with the DM. Minor punctuation and grammatical fixes. Citations added to FAQs and Errata for several minor rulings. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
May 2017 Patch Notes Hello all, As always, we are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in May 2017: Basic Rules Thread rearranged and reorganized. Guild Index updated accordingly. We've started keeping track of straight-up errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. Mulligan period for retirement explicitly added to Basic Rules Thread . Rules on Items #2 (Crafting Rules) Updated: New PCs cannot request crafting until after they gain a level. This caveat makes it easier for DMs to check sheets and for players to mulligan character items with a new PC. Reference Post made for players returning after Purges. Minor organizational edits made to New Player Checklist . New Minor Rulings added, including: Powers outside sessions: Powers (as well as item powers and properties) cannot be used outside of a session. Only the player characters playing a session can use or benefit from powers for that session. Protective Scroll (Runepriest Utility 10): Unless the DM running informs you otherwise, you may assume to have prepared a number of scrolls less than or equal to your number of surges when a session begins. Chameleon Paragon Path: Houserule : this paragon path is banned . Because of the variable party composition in the Guild format, it would be a logistical nightmare. Assassin’s Shroud (Assassin Feature): Because shroud damage is technically still part of the attack power, it is maximized on critical hits. Dance of the Stinging Hornet (Monk enc 13) [and other Monk move actions that allow the use of the attack technique during the move]: Using the attack technique still requires use of a standard action. The benefit is that you can attack partway through the movement, then continue your movement. Free Actions: Players can take Free actions during other actions that they take (D379:41). Tempest Whetstone: All targets of the attack power (e.g. in a multi-attack or a burst/blast) do not take the lightning damage from the whetstone. Entrancing Mystic’s Mystic Rapture Feature (11): The penalty applies until the start of the enemy’s next turn. Wielding: If an attack power requires that you be wielding a certain type of weapon, you must use that type of weapon for the attack. Order Adept (Lvl 10 feature): The level 10 feature grants a +1 Power Bonus to Will, not +2 Power Bonus (Compiled Errata:35) Citations added, minor organizational and text changes made. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
June 2017 Patch Notes Hello all, As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in June 2017 (and early July 2017): We've have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. I've made changes to the Portable compendium in the form of a Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add very minor changes to the Compendium and will inform people in Guild Chat when I do so. IOU Rule removed from the Basic Rules Thread . You can read more about why we removed this rule here . More explicit instructions on listing powers/feats/feature levels added to New Player Checklist . New Minor Rulings added, including: [Text added] Wielding: Once you declare an attack, you must use the same weapon/implement for the entirety of that attack power, unless the power specifically indicates otherwise. Tattoo of the Penitent Martyr: The property can be used multiple times, but only allows one reroll per use of each daily attack power. Attention-Stealing Bullet : The secondary damage is a separate instance of damage with its own roll. This damage does not count as a hit, nor does it have the weapon keyword, and so does not gain normal bonuses to weapon damage rolls. The damage does get the enhancement bonus of the ammunition to the damage roll, as well as any other conditional damage bonuses that apply at the time the damage is applied. Thrown Weapons: Magic thrown weapons used for burst and blast attacks, in addition to those for ranged attacks, return to the user and can be caught as a free action. [Meta] RNG: Players must use RNG immediately if they have RNG and would not otherwise receive an item. Players cannot hoard RNGs to get items at higher levels. If a player fails to use their RNG when they should have, the RNG is lost. [Meta] Multipliers: Mults are lost by players in a session if any eligible players are excluded from the session (including those who are “waiting”). Mounts and Running: If a mount performs the Run action, it grants combat advantage and takes the -5 penalty; the rider does not. Unnerving Shove (Ardent at-will 3): Houserule: The Aug 2 causes the target to grant combat advantage to allies adjacent to it until the end of your next turn. Wizard’s Spellbook Feature (Arcanists & Mages): If you replace one of your Wizard class powers with a skill power, theme power, or power swap, you cannot prepare a wizard power of the same level in your spellbook to obtain two powers of the same type at the same level. If you choose a skill, theme or swapped power, you cannot use the Spellbook feature to prepare a wizard spell of the same type and level, as your slot for prepared power for that level is already occupied by the skill, theme, or swapped power. Warforged’s Warforged Resilience Feature: When taking the better result of the die roll or 10, modifiers to death saving throws cannot be added to the 10. Polearm Momentum Feat (Fighter, paragon): The power must slide at least 2 total squares or push at least 2 total squares. For example, Slide 1 + Slide 1 would trigger Polearm Momentum, but Slide 1 + Push 1 would not. Hybrid Invokers: When you pick a Covenant Manifestation, you count as having the associated Divine Covenant class feature for the purpose of feat and paragon path prerequisites, as well as riders for Invoker powers. Minor syntax and phrasing corrections, as always. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
July 2017 Patch Notes Hello all, As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in July 2017: We've have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. I've made updates to the Portable Compendium Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add very minor changes to the Compendium and will inform people in Guild Chat when I do so. Loot generator and Loot lists have been updated for errors, including fixing misspelled items and items listed under incorrect item types. The Census had to be fixed. Again. Read more here . New Minor Rulings added, including: [Text added] Retraining: You can retrain almost any power that has a level, with the exception of Paragon Path and Epic Destiny powers. You cannot retrain powers that have no level or are listed as a “Feature” power in the power’s entry. Powers with no level that were chosen from a list of such powers can be replaced with a different power from the same list. (RC:87) Rapidstrike Bracers: The at-will attack must only be able to target one creature. Attacks that can target multiple targets (e.g. “one or two creatures” or close bursts) cannot be used with the item power. Withering Weapon: The property applies exclusively to all melee attacks. [The phrase "in melee" was potentially ambiguous] Imperious Majesty (Tiefling): “a creature that has not yet acted” refers to creatures that have not yet had a turn in initiative. Immediate, opportunity, and free actions from creatures before their first turn do not prevent PCs from getting this benefit. Rogue’s First Strike Feature: “creatures that have not yet acted” refers to creatures that have not yet had a turn in initiative. Immediate, opportunity, and free actions from creatures before their first turn do not prevent PCs from getting this benefit. Minor spelling, punctuation, and organizational changes. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
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Edited 1510454381
Matt
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August/September 2017 Patch Notes Hello all, As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in August and September 2017: We've have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. I've made changes to the Portable compendium in the form of a Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add very minor changes to the Compendium and will inform people in Guild Chat when I do so. Basic Rules Thread has been updated to reflect the policy that you can retire any character to a level 5 standard starting character if you so choose. The Loot Generator and Lists were updated to correct errors. Rules for Mults and Rolling into Sessions clarified. New Minor Rulings added, including: Acidic Revenge (Kapak Draconian Racial): Houserule : This power can be used as a No Action with reaction timing to the trigger. Otherwise it would not work, ever. Warlock Curse (Warlock Feature): You must be able to do curse damage and target at least one cursed enemy with a power to gain the benefits of the keywords for your curse's damage type. If you hit at least one cursed enemy you must apply your curse damage to at least one of the cursed targets that was hit. Combat Challenge (Fighter Feature): The enemy must be adjacent to you when it makes an attack that does not include you as a target to trigger the melee basic attack. Crown of the Goliath Champion: Houserule: Add the following text to the item power: “ Trigger: you take damage.” Legendmaker Armor: If the item power is used when an ally kills an enemy not on their own turn, that ally can use the extra standard action on their following turn. Warlock’s Shadow Walk Feature: You must end your turn at least 3 squares away from the square you started in to gain this benefit. Bestial Armor: The power bonus applies only to the attack roll. Hestavar Dueling Blade: The item bonus applies only to the attack roll. Multiclass and Epic Destinies: Taking a multiclass feat for a class makes you a member of that class for the purpose of fulfilling prerequisites for Epic Destinies. Toxic Saliva (Kapak Draconian Racial): The poison damage counts as a separate instance of damage with the weapon and therefore will include damage modifiers (enhancement, feat, power, and/or item bonuses, but not ability mods) to the damage done as if had the Weapon keyword. On a critical hit, this damage is maximized, but you do not get to add another instance of crit dice (see Critical Hits in Glossary and Base Rules Section). “Plus”: In a power, “plus” is functionally equivalent to “+”. Damage after a + or plus is not a separate instance of damage. Star Shackles (Warlock daily 1): The sustain standard sustains all the grabs currently active from this power until the end of your next turn. If one of the grabbed targets is affected by forced movement and is moved to a square more than two squares away from you or from another target grabbed by this power, the grab on that target is broken. Steady Shooter (paragon): You cannot get the bonus to damage rolls on your first turn of an encounter. Other minor spelling, formatting, and typographical corrections. Questions, as always, can be directed either to the Questions thread or to the Guild Skype Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
October 2017 Patch Notes Hello all, As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in October 2017: We've have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. I've made changes to the Portable compendium in the form of a Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add very minor changes to the Compendium and will inform people in Guild Chat when I do so. Matt's Guide to Great Macros has added a new section (Part 9) on targeting for Healing powers. If you're interested in adding people's surge values to your heals automatically, check it out! "Why Don't You....?" Reference post updated to answer the question of why we don't do targeting for attacks in the Guild. Basic Rules Thread updated with some minor content additions, grammatical corrections, and more clear instructions on background requirements for character creation. GM Rules and Resources Document updated to include information on the Storage Campaign New Minor Rulings added, including: Energy Shroud (Artificer encounter 17) : The range for the secondary attack is “Close Burst map” At-Will Power-modifying feats: If you choose multiple heritage feats (or feats that similarly modify at-will powers), you choose which one feat modifies the power for the purposes of resolving the attack with the power. (DR371:9) Shadow Knives (Assassin encounter 17) : Houserule :The aftereffect’s invisibility lasts until the start of your next turn. Spellsoul Blade: Houserule :The player may choose their three damage types. Sublime Transposition (Paladin enc 23): The secondary attack is a melee attack, not a ranged attack. Paragon Multiclassing: If you choose to replace an at-will power, you must replace a level 1 at-will attack power from your base class with a level 1 at-will attack power from your multiclass class. (Recall there are special rules for Psionic Augmentation classes). Other minor organizational changes. Questions, as always, can be directed either to the Questions thread or to the Guild Skype Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
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November 2017 Patch Notes Hello all, As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in November 2017: Purge completed We've have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. I've made changes to the Portable compendium in the form of a Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add very minor changes to the Compendium and will inform people in Guild Chat when I do so. New player Checklist : Requirement for adding level and role to display name on roll20 table added. "Why don't you...?" Reference Thread : typos corrected. Loot Generator: Tomes added to loot lists. New Reference Document for people curious about the behind-the-scenes of the treasure generator: Treasure Gen: How Does it Work? New Minor Rulings added, including: Helm of Seven Deaths: The number of souls stored in your helm carries over from session to session. If using this item, make a Souls attribute on your journal to track. Answer with Steel (Ranger enc 13): The attack can be made with reaction timing with respect to the trigger of the enemy’s moving adjacent. (See also Lashing Blade) Wormhole Plunge (Ardent daily 1): The pull from the zone is mandatory for all creatures within 3 squares of the zone. Blood Apricot: Cannot be administered to other players like a potion, even as a standard action, as it is not a "Consumable: Potion" (See Glossary: Standard Action). Warlock (Binder) Feature Powers [Echoing Dirge, Shadow Warp, Shadow Claws]: Houserule : These powers should be listed as features, i.e. with no level. PCs cannot retrain into or out of these powers. Gauntlet Axe : [text added]: It still allows you to hold (but not wield) off-hand items., grab an enemy, or maintain a grab Supernal and Abyssal Languages: Supernal and Abyssal languages cannot be learned as a race or background benefit unless specifically listed as a benefit. Backgrounds: [text added] If a game element has a background as a prereq, that background must be your mechanically active background to fulfill that prerequisite. Questions, as always, can be directed either to the Questions thread or to the Guild Skype Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
December 2017 Patch Notes Hello all, As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in November 2017: New player Checklist : Instructions to provide character name when asking for macro checks added. New Player Checklist brought back after deletion. Swapping/Removing Dragonmark feats option added to paragon re-work in Basic Rules Thread New Minor Rulings added, including: Controller’s Implements [all implements] : All Controller’s implements count as the same item for the purpose of the Unequipped Duplicate Item houserule. In the original publication, they were listed as a single item, but separated in compendium. For the same reason, multiple Controller’s implements count as a single item for the purposes of counting equipped Implements of Argent item set items. (RotG:15) Implements of Argent Item Set: The “number of unique items” refers only to the number of unique items equipped from the Implements of Argent Item Set, excluding different types of Controller’s implements (See RotG:15, Controller’s Implements above) Adjacent: a creature does not count as adjacent to itself, nor does it count as a creature within a distance of itself unless explicitly mentioned by a power or ability. (Compare Hammer Throw with Hell’s Own Blade ). Eruption of Steel (Avalanche Hurler dly 20) : The primary attack uses the higher attack bonus and the higher damage bonus of the PC’s main and off-hand weapons, and a hit with the primary attack counts as hitting with both weapons. On a critical hit, only the critical hit effects (including extra damage) of one weapon can be applied. Crown of the Brilliant Sun : The radiant damage replaces only the lightning damage and only damage done to the target: other damage types and creatures are unaffected. Option for Crafting added to list of things one can do when a game is being run. Damage rolls : [text added] If a game element affects all damage rolls (e.g. Avenging Resolution or Gauntlets of Destruction), it also affect extra damage rolls, including critical hit dice or other extra damage rolls such as Sneak Attack damage. Bladespells added as explicitly stated exception to the No Action attack minor ruling. Correction of minor typographical and organizational errors. Questions, as always, can be directed either to the Questions thread or to the Guild Skype Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
January 2018 Patch Notes Hello all, and Happy New Year! As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in January 2018: Purge incipient We've have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. I've made changes to the Portable compendium in the form of a Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add very minor changes to the Compendium and will inform people in Guild Chat when I do so. New player Checklist : Information on adjusting settings added. New Post Character Sheets Here! thread due to old one maxing out number of posts. Expertise Feat Reference Thread : racial feats added to acceptable expertise feats. Several quest-specific items added to Banned Items List . New Minor Rulings added, including: Warlock’s Wrath (Tiefling, Warlock): If you have any additional d6 damage added to Warlock’s Curse from game elements like Mindbite Scorn , those also become d8 rolls. Paladin’s Divine Sanction Feature: when violating the mark from Divine Sanction , the creature takes the damage when it chooses targets for an attack and the marking character is not included in the targets. Thus, it happens before Hit and later Effects. Quarterstaff: Proficiency in quarterstaffs as implements (e.g. Monks) does not allow a character to use Staff Implement enchantments nor wield a staff one-handed. Brutal Barrage (Battlemind A-W 13): The Effect occurs after all attacks are resolved. Dazed : If a creature is dazed as an interrupt to one of their actions or as a reaction to a part of one of their actions, the creature can complete the triggering action before the dazed condition’s limitations on actions comes into effect. Dual Implement Spellcaster: [text added] The enhancement bonus of a held implement not used to make the attack is added as a bonus to the damage rolls. Making the attack with the off-hand implement does not allow its bonus to be added to damage twice. Minor typographical and syntactical changes. Citations added. Questions, as always, can be directed either to the Questions thread or to the Guild Skype Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
February 2018 Patch Notes Hello all, As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in February 2018: Purge completed . The Guild Discord server is in the process of being overhauled. We are currently in the process of evaluating if it would be worthwhile to shift over there from Skype. In the meantime, we're getting things set up well and exploring the options. The Basic Rules thread , Guild Index , and the Why don't you...? thread have been updated to reflect this minor policy shift. Feel free to join in the fun by clicking the link. The Guild's LFG entry has been updated. It had been at least a year since the last revision and it was getting a bit stale. The standard Attack template was changed to simplify macros for new players. DM Scorecard introduced to track DM work and game timing. We've have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. I've made changes to the Portable compendium in the form of a Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add very minor changes to the Compendium and will inform people in Guild Chat when I do so. New player Checklist : Minor clarifications added to instructions. New Minor Rulings added, including: Shard of the Endless Avalanche (Wizard encounter 17): The secondary attack can be made as a No Action (This power predates the Free Action Attack limit). Swirling Arrows (Seeker util 6): This power specifically overrules RC:194 the limit on Free Action attacks to allow a second use of Inevitable Shot. Rapid Calculation (Ardent util 6): “its first action” refers to its first action during its turn in initiative (See Rogue’s First Strike Feature minor ruling). Minor typographical and syntactical changes. Citations added. Questions, as always, can be directed either to the Questions thread or to the Guild Skype Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
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March 2018 Patch Notes Hello all, As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added in March 2018: The Guild Discord server has taken over from Skype as our workhorse communication medium for announcements games, and typical tomfoolery. We are continuing to get things set up and are open to suggestions for how to improve the Discord. The Basic Rules thread , Guild Index , and the Why don't you...? thread have been updated substantially to reflect this policy shift. Make sure you are on the discord, or you will sit, alone and palely loitering, in a sad Skype chat. Using Build Chat Effectively Reference : updated for existence of Theorycraft chat in Discord. Rules on Items : More clear rules added concerning ritual scrolls and the crafting thereof (See #11) We've have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. I've made changes to the Portable compendium in the form of a Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add very minor changes to the Compendium and will inform people in Guild Chat when I do so. Basic Rules Thread : clarified rolling order of anti-priority player characters. New Minor Rulings added, including: To be added once Matt has decent internet. Minor typographical and syntactical changes. Questions, as always, can be directed either to the Questions thread or to the Guild Skype Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
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April-July 2018 Patch Notes Hello all, I've been slacking a bit in terms of updating this. My apologies. As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added during April through July 2018: A new channel has been added to the Guild Discord server : Lore/Art Channel. We try to keep the number of channels relatively small to avoid clutter, but this will hopefully allow players to roleplay to their hearts' content in RP Chat without being interrupted by someone trying to find token art. The Basic Rules thread has been updated accordingly. A Purge was completed. I am in desperate need of fresh puns; please submit them to me on Discord. We have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. I've made changes to the Portable compendium in the form of a Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add very minor changes to the Compendium and will inform people in Guild Chat when I do so. New New Minor Rulings added, including: Marked Fortunes: Houserule: The mark lasts until the end of your next turn. Full Discipline: The two techniques of a Full Discipline power make up one complete power, and are expended and recovered accordingly. Once you have used one technique of a Full Discipline encounter power, you have until the start of your next turn to use the other technique, or else it is expended without use. Multiclass feats and Class-specific requirements: Entry feats for fighting style or weapon multiclass feats (e.g. Bravo, Spiked Chain Training, etc.) count as class-specific multiclass feats with the named style or weapon acting as the specific class. Thus, such feats are applicable for game elements like Bard's Multiclass Versatility feature and the Traveler's Harlequin ’s F11 Master of Many Paths . (D373:12) However, because styles and weapon feats are not actual classes, they would not fulfill the “must have more than one class” prerequisite of Traveler’s Harlequin . Opportunity Actions: Forced movement, shifting, and teleporting do not provoke opportunity actions such as Polearm Gamble or the opportunity action powers of shamans’ spirit companions. Wizard (Bladesinger)’s Daily Powers: These powers cannot be swapped out by feats like Novice Power or Adept Power because their usage (daily) does not match their keyword (encounter). Storm Pillar (Wizard At-Will 1): Houserule: The damage from this power may only be dealt once per turn. Avenging Resolution (Avenger): The benefit applies to each weapon damage die rolled. For instance, using a spiked chain (2d4), the minimum roll for a 1[W] attack is 6. Carnage Weapon: For weapons that have multiple damage dice (e.g. 2d4, 2d6), only one of those dice needs to roll the maximum amount to trigger the extra damage. Basic Attacks: If a feat or other game element allows for a power to be used as “a basic attack,” (e.g. with Power of Skill ) that power can be used as a Melee Basic Attack or a Ranged Basic Attack, depending on its range. That power cannot be used as an RBA if it is an exclusively melee power and cannot be used as an MBA if it is exclusively ranged. Long Night Scion’s Deeper Chill Feature (11): When you spend an action point, you can immediately make an additional attack as a No Action. This attack must intrinsically have the cold keyword (i.e. not just added by Frost Weapon or Frozen Whetstone ). Minor typographical and syntactical changes.     Questions, as always, can be directed either to the Questions thread or to the Guild Discord Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
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August/September/October 2018 Patch Notes Greetings. As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added during August through October 2018: Additional Characters: A discussion was had concerning additional characters , and the GMs agreed that anti-priority characters actively discouraged keeping higher-level characters. Thus, anti-priority has been removed from additional character rules. On top of that, we are proud to announce the creation of Epic Character Slots , which are extra character slots that are unlocked by players when one of their characters hits level 21. The Basic Rules thread has been updated accordingly; check it out for full details. A Purge is forthcoming. I am in desperate need of fresh puns; please submit them to me on Discord. Good ones get a mult. We have continued to track errors in the Compendium that were just mis-copied with wrong or missing information from their original publication. You can check out what we've found so far and suggest ones that we've missed. New for Oct 2, 2018: I've made changes to the Portable compendium in the form of a Patch that can be downloaded and added to your own portable compendium on your computer. New players should automatically have this patch installed, but if you're not sure, you can follow the instructions in the Patch thread and you will know you're up-to-date. I will continue to add changes to the Compendium and will inform people in the Guild Discord when I do so. The old "New Items for Sale" thread died from being edited too many times. Long live the Brand New Items for Sale Thread ! The Treasure Gen loot tables were updated to fix several errors, omissions, and straight-up misspellings. A request to go through all the loot tables and standardize capitalization for all items was rejected and ridiculed. New New Minor Rulings added, including: Harper Agent (Lvl 1 feature): Houserule: The Harper pin does not count toward a character’s wondrous item limit. “Cannot”: If a character "cannot" experience a status condition (dazed, weakened, etc.) then it is mechanically unable to have that condition applied to it. Any joint effects eliminate the offending condition and leave any other conditions still affecting the character.  For example, with a character that cannot be dazed (e.g through Topaz Crusader) is hit by an attack that dazes and deals ongoing 10 damage (save ends), that character would not be dazed but would still take ongoing 10 damage (SE). Retraining [Added text] : Prerequisites: you can retrain a game element (feat, power, etc.) that serves as a prerequisite for another game element (e.g. paragon path), provided that you still fulfill the prerequisite for that game element after retraining. For instance, if paragon multiclassing as a cleric, you could retrain your Divine Healer feat to Initiate of the Faith feat, or if you had both of those feats, you could retrain one of them to another non-multiclass feat. You must always still fulfill all prerequisites for all game elements on your character after retraining. The strict RAW on retraining (RC:86) overlooks potentially having multiple game elements that fulfill prerequisites. Thrown Weapons [Added text]: One thrown weapon may be used to make multiple attack rolls for a burst or blast attack power, as it is assumed to return to the thrower’s hand after each attack roll. Other minor typographical edits. Questions, as always, can be directed either to the Questions thread or to the Guild Discord Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
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October/November/December 2018 Patch Notes A new year, a new series of the increasingly sporadic patch notes! As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added during October through December 2018: 1. Another Items for Sale thread died. We now have a new new Items for Sale thread . All links to the thread have (hopefully) been adjusted successfully. 2. Basic Rules : Retirement and Death rules have been updated with the following text to simplify the process and to allow for more player agency when characters die or retire: When a character dies or you choose to retire that character, you can replace it with a new PC. This character may choose either to lose 50% of the XP it took to reach your current level from the previous level or it can begin at the base XP for any level at least one level lower than the level of the dead/retired character. 3. Purge completed . You know the drill. At this point, we're almost due for another... Expect it coming soon. 4. New Minor Rulings added, including 1. Arcane Defiling (Dark Sun Feature) : Houserule: This power is banned because it requires use on unwilling allies, which is against the spirit of Guild law. You may ignore any requirement that a PC have this power as a prerequisite for other game elements (e.g. Dragon King), but gain no benefit from game elements that modify this power. 2. Warlock’s Shadow Walk Feature: [edited] You must end your movement at least 3 squares away from where you started to gain this benefit. 3. “Prismatic” Powers (lvl 19+ Wizard, Sorcerer, Artificer) [ and other attacks that target multiple defenses ]: [edited] Each time the attack roll exceeds the defense counts as a hit. If you roll nat 20, you can maximize damage dealt for all portions of the attack and can add critical extra damage for each hit where the attack roll exceeded the defense. 4. Talaric Strategist’s Anticipatory Action Feature (11): The standard action can be taken with reaction timing to the triggering enemy’s movement. 5. Teleportation [ Replacement subsection, Text Added]: Any restrictions on the original movement still apply to the new form of movement. 6. Dwarven Throwers: The bonus to damage rolls applies to all weapon (but not implement) attacks made with weapons with the heavy thrown or light thrown property. 7. Quarterstaff: [edited] Proficiency in quarterstaffs as implements (e.g. Monks) does not allow a character to use Staff Implement powers or properties (beyond enhancement bonus and crit effects) nor wield a staff one-handed as an implement. 8. Dark Sun Wild Talents : Houserule: Because of the multi-planar nature of the campaign, you may not take Wild Talents (DSCS:81) as part of character creation. You may gain Wild Talents through game elements that grant them (e.g. Wild Talent Master ). Questions, as always, can be directed either to the Questions thread or to the Guild Discord Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
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January/February 2019 Patch Notes Some important patches this time, including a perhaps significant change in the way Dominate (and similar effects) is handled! As always, the GMs are constantly clarifying and evaluating rules and policies that we have in the Guild, as well as background mechanics and resources for players. Here is a brief summary of the changes that were added during January and February 2019: 1. Yet another Items for Sale thread died. We now have a new New Items for Sales Thread . All links to the thread have (hopefully) been adjusted successfully. 2. Purge Completed , as the Scriptures foretold. 3. NEW PATCH! I updated the Compendium again with all the fixin's you could want (that I felt like doing). Get it here . 4. New Minor Rulings added, including 1. Auramorphic Armor (Artificer dly 29): Houserule: The Effect line of the secondary power should instead be a Hit line. 2. [Text added] Marking: If a power or other game elements states that you mark a creature, you may choose whether or not to mark that creature. 3. Melee: Unless specifically stated in the power, you are not a valid target for your own melee powers, as a result of Melee requiring targets to be adjacent; see Minor Ruling on Adjacent, above. 4. Ranged : Unless specifically stated in the power, you are not a valid target for your own ranged powers. 5. Area Burst within Weapon Range : The range of the weapon is the range for the origin square of the burst (so some squares in the burst might extend beyond the range of the weapon). If the origin square is within long range of the weapon but not short range, all attack rolls take the -2 Long Range penalty. If the origin square is within short range, there is no penalty, even for squares in the burst beyond short range. 6. Lay on Hands (Paladin Feature) [ and similar powers ]: You may use this power on yourself. 7. [Text Added] Polearm Momentum: Any total push over 2 squares and any total slide over two squares provokes Polearm Momentum ’s effect once each, e.g. Push 2 + Push 2 would only knock the enemy prone once, but Push 2 + Slide 2 would be twice. 8. Knock Prone : If a feat or other game element (e.g. Draconic Arrogance ) has an effect that is triggered when an enemy is knocked prone, that effect can still be triggered by using an ability that "knocks prone" a creature, even if that creature is already prone. 9. Several formatting and typographical changes. Please pay special attention to new Minor Rulings #3 and #4 , as they may affect your character, especially if your character dominates enemies or forces enemies to attack their allies! If one of your powers is adversely affected by these MRs (e.g. Hypnotism -based wizards), you can retrain that power for free if you choose not to keep it. Questions, as always, can be directed either to the Questions thread or to the Guild Discord Chat. Thanks to all the players and GMs for being a part of the Guild Living Campaign. We'll keep you updated. Good hunting!
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Special Patch Notes! Hey folks, it's been a while since I've done one of these, and while there have been some policy changes and new Minor Rulings in the past 8-ish months, today I am going to focus on an overhaul of some of our fundamental "meta" rules for how the Guild operates that the GMs have been working on for a few weeks. We went back through almost all of the old rules threads, guides, and documents and we have made (or will be making imminently) some substantial changes to the way things work in the Guild. The Basic Rules Thread , New Player Checklist , and other documents have all been updated somewhat and often reformatted for clarity and simplicity. Below is a summary of some of the changes being implemented. The BIG Stuff There are a couple major changes happening to some of the ways the Guild has fundamentally run over the past few years. For now I'll just explain WHAT the changes are without lengthy explanation, but if you have questions, feel free to ask in Discord. If you want to know what other options were considered, ask a GM. Big change 1: Mults are going to be run differently. Each mult will now give a +10 to the session roll, as opposed to being a straight "multiplier" to the die roll. The default mult will now be 0 instead of 1 due to this change; PC journals have already been updated with this change: you may have noticed your mult was lowered by 1; this is why. Big change 2: PC Slots . Players are now going to start with a single PC slot, but new PC slots are gained at level 7. The PC slot gain at level 7 is consistent for all players (instead of the previous paragon benchmark for a new slot). If you are a new-ish player and have two characters both below 7, you do not need to retire one until one of your characters hits 7. You are grandfathered in. Big change 3. The Retirement rules are being simplified: you can now retire to any level below the retiring character's level with the starting XP and gold for the level you choose. There is no longer a requirement for race or role change when retiring characters. Minor changes Minor change 1 . Epic slot characters can now start at or below level 12, not just at 5. Minor change 2 . The " no evil characters " rule is going to be eliminated, with the understanding that working against the party or the Guild's interests is not kosher. Minor change 3 . The treasure gen will instruct level 5 characters to always get a +2 item (eliminating the 25% chance they could get a +1). Minor change 4. Rituals that affect 5 or 6 creatures will be houseruled to affect the entire party, regardless of its size, if desired. Please feel free to poke people in Discord with questions. As always, thanks to all the players and DMs for being part of the Guild Living Campaign as we continue to grow and refine our procedures. Good hunting!
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Even More Special Patch Notes Hey folks. Following our last meeting, the GMs have continued to discuss the rules and functioning of the Guild and have made a couple more significant changes to the rules under which we operate. The following can now be found in our Rules on Items and will take effect immediately. If these new item rules affect your character, you have two choices: 1. You can refund all the items for which you are no longer eligible at full value or 2. You can mulligan that character (keeping XP, money, etc.) into a new character if these rules completely invalidate your whole build. Rules on Items 12. Slotless Wondrous Items [ text added ]: Purchased creatures (e.g. mounts) take up one of these Wondrous item slots as well. Rules on Items 15 [New!]. Unequipped Items: Because of Rule 1, there are very few buying and item restrictions in this campaign compared to other campaigns where PC items are curated by the DMs. To prevent super rich/lucky players from game-breaking nonsense, we also have two Houserules concerning unequipped magic items. First , You cannot have more than five unequipped items on a character. This rule is to minimize the effect of "golfbagging" on wealthy characters in the Guild. Second , 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. You cannot change equipment items (Arms, Head, Neck, Feet slots, etc.) during encounters or rests in sessions; you can swap shields and weapons using standard equipping rules. We have also added one significant Minor Ruling : Bridle of Rapid Action: Houserule : If you are mounted on a creature with this item when rolling initiative, you roll twice for initiative and can use the higher roll. This cannot be combined with other initiative re-rolling game elements, including Dragonhawk ’s Uncanny instincts trait. If you're confused about why we are implementing these rules or how they affect you and your characters, or if you have any other rules questions, feel free to ask a GM in the Guild Discord. Cheers!
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Backlogged Minor Ruling Patch Notes (Mar 2019-Jul 2020) There have been a bunch of purges, a sizable Compendium patch update or two, and a bunch of minor overhauls to the Guild (with more in the pipeline), but we've been slacking on posting updated minor rulings since Feb 2019, so let's catch up with some of the changes: Added in the GHouserule distinction for Guild-setting specific houserules (to be ignored by DMs who wish to use the MRs in their home games). Made the usual variety of spelling, grammar, syntax, clarity and format corrections. Unlucky Teleport (Sorcerer): Houserule: The damage from this feat is extra damage. Forced movement-boosting items [ Staggering Weapon, Rushing Cleats, and others ] : These items boost each instance of forced movement within a power. For instance, Eldritch Strike with Mark of Storm would slide 1 + slide 1. With rushing cleats, this would become slide 2 + slide 2. Items that increase pushes or pulls function analogously. Gauntlet Axe [revised]: When wielding a gauntlet axe, you are still allowed to hold (but not wield) off-hand items, grab an enemy, or maintain a grab Crafting-modifying feats [ Master Crafter (Artificer), Creation Mastery , Pupil of the All-Father ]: G Houserule: These feats are banned (see the Item Rules thread). This is to prevent low-level characters from making fortunes crafting items for high-level PCs. [ other game elements added ] Immediate Interrupts (and some Opportunity Actions): If the Interrupt or Opportunity action triggers off an attack being made, the player interrupting that action must declare their interrupt before the attack and damage rolls for the triggering attack are made, unless a) the power explicitly states that the interrupt can be made after attack/damage is rolled or b) the DM allows the player to make the interrupt because they did not allow adequate time for the player to declare the interrupt before rolling the attack. Intimidate : Houserule: In combat, only one bloodied creature may be designated as the target of the intimidation per standard action. Ally : If one of your powers targets an ally, that ally can choose to ignore the effects of that power, unless the power targets a “creature” or “creatures.” (RC:106) Blinding Torrent (Stormcaller dly 12): The concealment applies to allies and the vulnerability applies to enemies only while they are within the zone. Dimensional Thunder (Swordmage daily 1): Houserule: The first Effect line comes before the Attack line. Rhythmic War Drums: The daily power’s forced movement modifications only affect forced movement effects inflicted on applicable player characters, not forced movement effects inflicted on enemies (i.e. modified on the “receiving,” not “giving” end). Zones [and similar effects]: When a power, feat, or other game element deals an effect, including damage, to creatures that enter or leave a certain area, each creature can take that effect (including damage) from that game element only once per turn. Game elements are the mechanical characteristics that apply to your character. Generally this term refers collectively to your powers, feats, item properties, and features (including class, racial, theme, background, PP/PMC, and ED features).
Bonus Patch Notes! A meta-level announcement for the Guild this time around: We are adding a new Discord role, Junior DM. The main reason for this change is to reduce pings (i.e. for macro checks) to DMs who are new to the Guild or DMs who only want to run games, but it was also part of a general clarification and formalization of the DM/GM roles and procedures. The full text of the Trial procedure and role definitions can be found here . Questions, as always, can be asked in Discord.
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Matt
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March 2021 Patch Notes Purge done. New Compendium Patch updated. Download and install if you haven't. GM Rules and Resources doc updated and organized Treasure gen Neck slot Item list updated with dozens of previously excluded items. Changes made to Minor Rulings , including: Many minor edits to syntax, punctuation, phrasing, organization. Psychic Anomaly (Psion at-will 3): The primary power is Augmentable. You do not need to expend power points for each use of the opportunity attack. (PsP:88) Conjuration Attack Origin Powers [ Shaped Consciousness, Mirror Darkly, Manifest Dream Form, and similar powers]: If the conjuration is used as the origin of an attack, the conjuration itself counts as an attacker for the purpose of triggers, such as those for the Prone condition. Self-Sacrificing Strike added to Guardian's Counter MR. Ancestor’s Drum (Shaman dly 19): Rewrite : The Sustain Standard line should instead say “The size of the burst increases by 1, and you make the attack again. You may only sustain this power twice.” This avoids shenanigans with Resounding Thunder . Draconic Arrogance (Fighter, paragon, dragonborn): Rewrite: The damage is extra damage, not a separate instance of damage. Prophetic Preparation (Wizard, paragon, Vistani Heritage): The spell you swap in must be in your spellbook and cannot be of a higher level than the spell swapped out. Reserve Maneuver (paragon): [text added] Gaining use of a power with this feat does not count as having that power for the sake of prerequisites. Axe Expertise: G Houserule: For ease of macros on roll20, you can use the “ro1” function to reroll each damage die once if a 1 is rolled, even though this would also reroll multiple dice if several rolled 1. Demonomicon : Rewrite: When the encounter power is used, if the summoned creature does not have a basic attack, it instead shifts one square and makes a melee or ranged attack that targets only one creature. Divine Tilt (Luckbringer of Tymora enc 11): Rewrite : In the Hit line, replace "All enemies in the burst take" with "The target takes". Luckbringer of Tymora Luck Blade Feature (11): This feature grants proficiency with a heavy blade and allows it to be used as an implement for cleric and cleric paragon powers. This feature does not refer to the Luckblade items. Psionic Binder’s Constant Jailer Feature (11): Whenever you hit an immobilized or restrained creature with a melee or a close attack, that creature can't make saving throws on its next turn against effects that immobilize or restrain . Winter Fury’s Ice Heart Reaper Feature (11) : You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against immobilized or restrained targets. Rapid Shot (Ranger Attack): Because the RBA sets the range for this power, you must use the same RBA or RBA-substituting power for all RBAs made as part of this action. Scar of Blue Wings (Spellscarred util 10): Rewrite: Add the following text to the Effect line: “You may then move your speed.” Ghost of the Rooftops (Assassin util 6): When you make a long jump with this power, you get the same vertical clearance as you would with an athletics-made long jump of the same distance (e.g. if you long jump 6 squares, you get 8 ft of vertical clearance). Armor of the Land (Primal Guardian enc 3): Rewrite : the secondary attack is Melee.