
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!