Tabletop Adventures - guild/static group
With some pals we have set up a small guild on the Argonessen server, what is only a static group at the moment. We, amongst others, would like to:
1 - Return to the feeling of tabletop games while playing DDO
2 - Make DDO more challenging with limiting the abundance of magic items, and blocking out shrines.
For this, we have created a ruleset, what you can read here in full:
Our current timing is 4-6 pm central (CDT) ~ 10-12 pm (GMT), but this can change based on everyones needs, as all of us play off hours too.
Contacts in game: Nimleth (guild leader and HR manager), Artist (PR assistant)
Similar static groups / thats where we snatch some of the ideas from / props going to:
Intruder - THACO https://www.ddo.com/forums/showthrea...his-would-work
Fedora - STORM https://www.ddo.com/forums/showthrea...p-on-DDO-STORM
Tabletop adventures guild rules excerpt:
0 - Quests can only be run on elite difficulty, maintaining bravery streak rules
1 - Usage of AH is prohibited.
2 - You can only buy spell components, thief tools, ammunition and basic gear from NPC vendors. You cannot purchase wands, scrolls, potions or other magic items.
3 - You cannot transfer anything from any other characters you have.
4 - You cannot spend TP or astral shards to help your character.
5 - You cannot use shrines in quests.
6 - You can only use loot what you have found in quests or end rewards.
7 - You cannot use airship buffs.
8 - With each level gained, you can equip/use +1 enhancement value of items. For example a level 2 fighter can have a +2 sword equipped. Or a +1 full plate and a +1 sword.
9 - You can store found magic items in your bank for later levels or for switching out between quests.
10 - Death is not permanent, but if you die, you cannot continue the adventure unless you are properly resurrected, shrines are still not useable.
11 - Allowed races:Human, Dwarf, Elf, Halfling.
12 - Allowed classes: Cleric,Paladin,Fighter, Barbarian,Rogue,Wizard,Sorcerer,Bard,Ranger.