
I have converted this thread from just the February 2017 updates into a thread of ALL patch notes for the Guild.
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.
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:
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:
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!
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:
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!
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!
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!
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.
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!
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!
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:
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.