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Post by Admin on Jul 19, 2012 0:04:40 GMT -5
III. Financial Considerations:
1. You may not ever accept gifts from those outside the guild. 2. You may only trade hard gear (weapons, rings etc.) in quest from chests. 3. No trading among self (twinking). 4. Do not use the AH/Brokers. Sell only to barkeeps/vendors 5. You may buy non magical gear from general vendors. 6. Buying of components and inscription materials is allowed. 7. Buying of magic is limited to Wizards/Artificiers buying needed scrolls components when they level. All other buying of magic (wands, potions, scrolls is prohibited). 8. House Favor Benefits earned may be used, including buffs and gear. 9. In Game Hirelings are restricted to the following guidelines: A) One hireling per group. B) Only in game hirelings may be used. C) Hireling may not be > in level to lowest group member. D) Hirelings must stay with the group and not exploited. 10. The in game store purchases are LIMITED to cosmetic, class/character construction and adventure packs . 11. We do NOT participate in Festivult, Easter Egg Hunts, Birthday Parties and other Turbine Promotions such as the " Risia Icecapades", The Search for the Great Pumpkin nor Challenges that do not award favor. Promotional give-aways that are rare occurrences are allowed (stat only). 12. Crafting is limited to: a) Binding gear and changing dragonshards for feats. b) End game crafting as needed 13) Guild ship amenities will be addressed as they are earned. 14) You may use the shared bank - don't abuse - for passes shards etc. 15) You may not buy pack space from the DDO Store 16) The guild will make every effort to award all Level 12 and beyond adventurers a portable hole if you have not pulled one.
Please comment/vote.
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Post by Admin on Jul 19, 2012 0:14:50 GMT -5
#11 should probably be moved to game play.
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Post by joseph on Jul 19, 2012 1:14:41 GMT -5
(I think a lot of work and effort have gone into things here, and there is a lot of experience behind some of the decisions. Please read my comments with the understanding that I might not know why a particular rule is in place, so my questions are genuine in their interest in gathering information. Thanks - Joe) With one exception, I agree with this whole section (and that #11 is maybe better off in the game play area). I think that #7 is something that is not in line with the rest of the guild mentality... specifically... - In DDO, scrolls are dirt cheap. In real D&D scrolls were absurdly expensive. No low level wizard, anywhere, would ever have the number of scrolls that a wizard in DDO has. Scrolls are powerful items - no different than a healing potion, as an example. I would vote that either the spell scrolls should be limited to one purchased per level, or that they should have a base value of spell level x1,000 plat (for example - in all honesty, even spell level x2,000 plat is more reasonable). I know this may sound hard, and wizard is one of my favorite characters, but an artificer or wizard is - especially in terms of the way we are going to be playing - one of the single most powerful classes in the game. With that in mind, any artificer or wizard in a party should have call on scrolls that drop. Just my suggestion
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vero
New Member
Posts: 15
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Post by vero on Jul 19, 2012 1:25:30 GMT -5
an artificer or wizard is - especially in terms of the way we are going to be playing - one of the single most powerful classes in the game. But their power will be greatly limited by the fact that they cant use rest shrines. Why do we not participate in server events like #11 says? I agree with what joseph says about scrolls being too cheap to let them in game unlimitedly for wizards
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vero
New Member
Posts: 15
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Post by vero on Jul 19, 2012 1:46:06 GMT -5
Just to clarify about items you can trade in quest from chest, but what about collectables? say i pull a nice weapon or armor or wand or scroll from a collectable turn in , can i give it to a guildie? if not imma just vender it?
vendoring it seems like a waste giving it to a guildie can seem like twinking
But the latter makes the guild feel more like a guild/family
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Post by joseph on Jul 19, 2012 1:58:45 GMT -5
Well... I guess there are a couple of ways to look at that...
If you got a Cure Serious Wounds wand - but you can't use it, I imagine in real life you would give that to one of your friends who not only could, but would use it on you - and then later, perhaps in dungeon, your same friend would be more inclined to give you an item from the chest you might need.
Alternatively, if you are going to vendor it for coin, couldn't you sell it to a party member instead of the AH - or even consider it a gift between friends?
I'm not sure about either scenario, and I don't have enough PD style experience to knowledgeably answer. I sold some +1 kobold bane arrows today on my monk from trade in - because I could not use them and thought I was not allowed to give them to the party. In reality - especially in the static group, I would 100% have saved them and given them to the group archer person (because that person is keeping me alive with them). The same way I would expect them to give me some reptilian bane handwraps they got.
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Post by joseph on Jul 19, 2012 17:08:44 GMT -5
On #7 concerning arcane casters...
What if it was an either or choice?
1) As an Arcane you can buy your scrolls - but you can not use rest shrines. 2) As an Arcane, you can not buy scrolls - but you can use rest shrines?
The thing is, as an arcane, it sucks to not be able to use your spell power to help the party - and in all honesty, if I was an arcane, when we reached a point where I had zero spell points, I would insist that we moved back to a safe area we had cleared so that I could rest to gain some more spells.
Anyone ever play the Undermountain dungeon in Forgotten Realms, under Waterdeep? "If you are reading this, it is already too late..."
That was a classic example of fight as much as you could, and then hole up somewhere to heal as much as you could. There were even encounters where you would find monsters doing the same thing (holed up and resting).
Anyway, I have posted a lot (hopefully not offended anyone) - just throwing thoughts out there. Had fun last night (working this morning, so I can't come on sadly).
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Post by Admin on Jul 19, 2012 19:22:22 GMT -5
Some good feedback.
Scrolls - how about a middle road. Wizards don't need their first few scrolls as they get them at creation. Since a scroll is a consumable item it can be traded/gifted, and amber vials and the 3 of a kind dust give Lvl 1-4 spells. Most will have them in their books. So - just not let them buy.
Trading a wand (consumable) is different than trading an axe (permanent) maybe a good way is to allow giving the collectibles that allow access to these goodies from collectors.
This was the VPD ruleset (what I mentioned).
Trading hard gear is always a step to twinking. It becomes too hard to remember what was pulled in quest together and what wasn't. That was why the no trading after quest was put in.
Thanks for the feedback.
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