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  1. #1
    Community Member Cogdoc's Avatar
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    Default Tabletop Adventures - guild/static group

    Greetings!

    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:
    https://www.ddo.com/forums/showthrea...d-static-group

    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)

    Cogdoc

    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

  2. #2
    Community Member Cogdoc's Avatar
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    Default 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.
    Last edited by Cogdoc; 06-04-2013 at 06:30 PM.

  3. #3
    Community Member Fedora1's Avatar
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    Quote Originally Posted by Cogdoc View Post
    8 - With each level gained, you can equip/use a +1 item.
    Wanted to bump your post and wish you luck on your guild/quests. Also a question on the above rule. Does this mean a level 9 character would get 9 +1 items? How do you handle items with skill boosts or weapons with elemental damage? Named items? Or are the only items allowed those with a simple +1? Potions, scrolls, and augments found?

  4. #4
    Community Member Cogdoc's Avatar
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    Quote Originally Posted by Fedora1 View Post
    Wanted to bump your post and wish you luck on your guild/quests. Also a question on the above rule. Does this mean a level 9 character would get 9 +1 items? How do you handle items with skill boosts or weapons with elemental damage? Named items? Or are the only items allowed those with a simple +1? Potions, scrolls, and augments found?
    Hey there!

    As far as I understood your rules are similar to our rules, maybe my wording is not so clear... Also its just a rules excerpt, the full rules have a more detailed explanation on the subject.

    What we look at is the enhancement level of the item, in the top right corner, you add up all the enhancement levels of your magic items, and that sum cannot exceed the level of your character.

    From our detailed rules on items:

    "...
    1 - Maximum enhancement level of magic items you can equip and carry in your backpack cannot exceed your character level. For example a level 2 fighter can have a +2 sword equipped. Or a +1 full plate and a +1 sword.
    ..."

    Named items:

    "...
    2 - If you find a named item without an enhancement level, and want to equip it, this is treated as a relic, a gift from the gods, and it will only count as a +1 item, even if the item itself would be much stronger.
    ..."

    Also on potions:

    "...
    10 - Potions, wands and scrolls are useable, if you have found them in a quest, but you cannot buy them from NPC vendors. They dont count towards the magic item quota.
    ..."

    Cogdoc

  5. #5
    Community Member Fedora1's Avatar
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    Okay I see. If you've been following, the STORM group switched from that upper right-hand corner number (magic potential or whatever) to the Minimum Level number. In order to do at-level elite quests we found that traps could not be disabled and anyhing requiring a DC would fail too often. So our new formula is:



    Character Level x 2.5 (rounded up) = Total ML of all items equipped or in inventory. Items with no ML (such as Korthos gear) count as 1 each. Wands count as 1 each. Potions do not count toward this, but you can only use cure light wounds OR what you find THAT NIGHT (no carry overs from other nights).



    So my level 6 paladin can have 6 x 2.5 = 15 total ML of magic.

  6. #6
    Community Member Cogdoc's Avatar
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    Quote Originally Posted by Fedora1 View Post
    Okay I see. If you've been following, the STORM group switched from that upper right-hand corner number (magic potential or whatever) to the Minimum Level number. In order to do at-level elite quests we found that traps could not be disabled and anyhing requiring a DC would fail too often. So our new formula is:



    Character Level x 2.5 (rounded up) = Total ML of all items equipped or in inventory. Items with no ML (such as Korthos gear) count as 1 each. Wands count as 1 each. Potions do not count toward this, but you can only use cure light wounds OR what you find THAT NIGHT (no carry overs from other nights).



    So my level 6 paladin can have 6 x 2.5 = 15 total ML of magic.
    Ah, thanks for the update, it seems I didnt read that far. I had the impression, that you still use the magic potential or enhancement level of items.

    As we are only level 4, doing level 2 elites at the moment, we have absolutely no issues, but maybe when we get to the upper levels, we have to revisit this rule as you did.

    In any case thanks for the heads up.

    Cogdoc

  7. #7
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    Welcome! Glad to see another group forming.
    The past year has seen many changes in the guidelines we use after we beat the heck outta them!

    Our three groups each have a unique set of guidelines, catering to Elite, Hard and Normal Difficulties.
    Storm works with Elite.

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