When we began over a year ago, the idea was to try to recreate the Classic D&D game style with whatever restrictions we could come up with.
As one of us pointed out, we were a restricted magic Guild, playing Elite Difficulty with a significant consequence upon character death.
Playing "Elite" was done because, let's face it, it was possible at lower levels.
As we progressed, it became more and more difficult for "specialty" classes to maintain their specialty and still not become "one trick" ponies.
We dropped to Hard Difficulty to adjust and give those classes some breathing room.
All the while I studied and studied to refine the guidelines we used.
What guidelines we have now I see as the closest and best to playing by Classic expectations.
The current rules for rewards really approximates what happens in a classic game.......
Items in breakables belong to whoever found them.
Only a chest which passes a dice roll of 10% (2 chances per chest) is actually considered being there. Otherwise it is not opened and bypassed.
End rewards do not consider Items. Only Guild Valor is accepted since some type of valor is offered in every End reward.
This set of rules eliminates any Magic Restriction rules previously used as nothing more is needed.
The ONE exception has been the Moderate Fort Belts we all have.
If Turbine wanted to please any classic players in DDO it would be easy merely by installing a 10% rule to the contents of any Chest in a Quest.
Personally, I'd love to see a PERMANENT lowering of Constitution to any character that recalled out after dying.
The remainder of the guidelines we've used over the last year have remainder mostly intact.
I want to thank everyone in this Guild (and the others that are not any longer) for their support and involvement.
I know that most of you are doing this more for the static group we have than for Classic D&D, but you have shown a loyalty I'm sure everyone appreciates.