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!