In-depth Analysis of the Rules

There may be some questions about the reasons some of the rules exist. This page is here to provide some answers.


General Rules


Q: Why do we have to start at lvl 1?

A: Starting from lvl 1 is symbolic of starting from scratch. We are no longer in the PUGing environment. It reinforces the notion of taking it slow, from the first level. Also, being introduced into the guild from lvl 1 ensures that everyone starts more-or-less on the same footing; not everyone has the ability to create veterans, and this rule makes it so that the newer players have more interaction with the more-experienced players.


Q: What’s with the restrictions on enhancements, epic destinies and metamagics?

A: These rules create a more challenging environment for the guild. Certain enhancements, even the low-hanging fruits, are clearly superior to others. With that in mind, the enhancements restriction levels the playing field a bit more. Upon reaching lvl 20, the restriction on enhancements are lifted to provide a fighting chance in epic content. However, epic destinies are banned because creating rules centered around balancing them would over-complicate the rules and would be unenforceable. Metamagics cannot be used on SLAs because using them offers little give-and-take. In this guild, we want you to think about whether you need a cheaper, uninterruptible attack, or a heavier-hitting/higher-DC attack. This give-and-take mentality is a core tenet of the guild.


Q: Why can’t we interact with non-guildees?

A: You are allowed to talk to non-guildees or PvP with them, but the main idea is to earn everything with your effort and the effort of the guildmates around you.


Q: What about the pre-purchase rewards and the starter heart of wood?

A: We understand that many of you love the game and are even willing to pay money for it. However, the pre-purchase rewards offer an unfair advantage to those who could afford to pay for them. This guild does not condone a pay-to-win attitude towards questing. The starter heart of wood is banned because it allows players to build to survive the first few levels and then remake them for later content. In addition, this heart of wood is one that isn’t earned, which goes against this guild’s stance towards adventuring. We want each decision to be meaningful.


Q: Saga rewards and the bravery bonus are banned?

A: That is correct. Both of these systems give opportunities to level quickly, which runs counter to the guild mentality. We want to take it nice and slow, and while limiting the bravery bonus does not remove the other quest xp bonuses, the ban will still slow down the leveling process. The saga rewards offer a relatively easy access to more xp and tomes. We do not want to promote the idea of running specific quests for specific rewards.




Q: What is the point of the limits on gear?

A: We have placed limitations on gear in order to lessen the influence of powercreep and promote tactics and party play. Named loot is already fairly hard to come by, so we allow characters to keep any they come across. Named items typically have a blue or orange border, but items that have a white border that cannot be crafted with are also considered named. We feel that one random-gen per quest is enough of an incentive to run many quests when the gear is so limited. Otherwise players would probably run quests with a high number of chests and skip others. We want every quest to be meaningful in some way. We also ban the use of the shared bank for items other than scout gear and tools. This makes it so each character has to earn their own resources.


Q: Why are weapons so restricted in this guild?

A: We don’t allow random-gen weapons because the random-gen loot table make it possible for some unbalanced combinations. Weapons that have a chance to instakill without a saving throw or have a chance to deal massive damage are banned because it serves as an unnecessary crutch. Permadeath is all about party play, tactics, survival, and challenge; we should not be relying on 5% chances to win battles.


Weapons that do stat damage each hit are banned as well to prevent people from farming these types of weapons and using them to make monsters helpless. These types of weapons also have the potential to make even boss fights a little easier. Obviously every fight should be somewhat manageable, but weapons that generally inflict debuffs without a limit are clearly superior to other weapons, and as much as possible we try to maintain balance so that everyone can contribute a fair amount.


Weapons from Tobar the Smith are not allowed due to how easy it is to acquire them and because the rewards are guaranteed. If they were allowed then many people would go after these weapons and there would be very little incentive for running other quests that provide weapons. As stated earlier, we desire to make every moment count, and weapons that can be easily acquired trivializes efforts made in other quests.


Repeaters are decidedly overpowered in comparison to other weapons; when your character has both a ranged advantage and essentially 3 times the DPS (give or take), we consider the weapon to be unfair. We do not use weapons from explorers because as a guild we view explorers as a means to the quest, period. As a whole, what we don’t want is for guildees to go after a specific type of weapon due to obvious superiority.


Q: How are repeaters different from shurikens and great crossbows?

A:Repeaters differ from great crossbows in regards to damage potential. While great crossbows have a higher base damage (2d8 as opposed to 1d8/1d10), they can only hit once. Repeaters, provided a character has proficiency, will fire a volley of 3 bolts. This means that any extra damage from imbues or weapon effects would be 3 times as great. In addition, non-damaging weapon effects, as well as active abilities, will have 3 times the potential to take effect. Shurikens aren’t banned because of the sheer difference in damage (1d2 instead of 1d8/1d10 for most) and because the amount of commitment to that particular weapon is greater. Shuriken throwers not only require the same feats (with the sole exception of rapid reload, which is replaced by quick draw), but also require the feat shuriken expertise and a decent dexterity and double shot chance to hit or exceed the guaranteed 3 bolts per volley that repeaters offer. This means a lot of gearing specific to raising these values, whereas repeater users really only need the feats and a particularly nice weapon.


Q: It seems that scouts get preferential treatment.

A: The gear exceptions for scouts were made to ease the burden of scouting. Scouting involves spotting, searching out, and disabling traps at a minimum, and putting points into these skills means less points for other skills that you may want to focus on. To prevent an unfair advantage and to only alleviate the hassles of fulfilling this role, we have placed restrictions on the gear that can be traded, bought, crafted, or acquired from collectors. This means that the only real advantage scouts have are in what would largely be helpful for scouting anyways.




Q: Why is the lowest difficulty allowed hard?

A: The way the game is coded, it is laughably easy to run any quests at normal or casual. There is no challenge, and no sense of imminent danger, which is what PD is all about.


Q: Why the limit on the max party size?

A: Most of the quests are scaled for a 4-member group. Since that is the case, any additional members would reduce the challenge that the party would face. Raids parties can hold 12 members because raids are not scaled at all, and the limitations on gear already makes them harder.


Q: Why does lvl matter in a party?

A: First of all, we want every party member to carry their weight around. Power-leveling is similar to twinking in regards to  working for the things you want. If you do not have a strong work ethic then this is probably not the guild for you. Lvl 20+ characters cannot group with lvl 19 and below characters because lvl 20 is the lvl in which enhancements are unlocked per the guild rules. Unfortunately, there isn’t a good way of enforcing complicated rules that allow for the two groups to quest together, and it would be unfair to limit one of the groups or have the other contribute less.


Q: Is a scout really necessary?

A: Yes, a scout is necessary to ensure to the utmost that spoiling quests and bypassing traps through prior knowledge is not taking place. In addition, it prevents any ambiguity as far as quests that do not have traps. An adventurer that is running through a quest for the first time would have no way of knowing that the place doesn’t have traps, so we should play accordingly. This also makes it less obvious that the quests in question have/don’t have traps, since that itself can be looked at as a form of spoiling or bypassing.


Q: How are hirelings and pets any different?

A: Hirelings can be bought with plat and are open to any character. Because of this, and the fact that creating rules for their use would further complicate the rules, we have decided to just ban them altogether. The Artificer’s Iron Defender and Druid’s Wolf Companion are acquired by taking lvls in those two classes, and the pets only advance respectively with those classes. Since this is the case, and because we do not want to remove a core aspect of those classes, we have allowed these pets to be used in quests. However, they are removed from the quest if they die because they are supposed to be treated as party members. It also promotes more tactical gameplay, since you will have to decide how important that pet is to the party at any given time.


Q: Does shrining really make such a difference that I can’t join a group afterwards?

A: It isn’t so much that shrining makes a huge difference in gameplay as it is that this rule prevents any ambiguity as far as shrining goes. Otherwise one could argue that they can forego that shrine or not count that one as a shrine that they found. In either case, it complicates the matter and doesn’t allow for strict enforcement of the shrining policy. From a different perspective, shrining also serves as a checkpoint, so to speak. If the party has spent enough time in the quest to want/need to shrine, then they have contributed a fair amount more than the people that would be joining afterwards. It also forces the players to think if they really need to shrine or if they are willing to hold off in case someone else would want to join. To prevent any unfairness and foster a culture of party contribution and resource management, we kept this rule simple and decided that everyone will shrine together and no one can join the party afterwards.


Q: Doesn’t it seem a bit much to not be able to go back to a chest when we are already restricted to one random-gen item?

A: The point of the gear limitations is to promote give-and-take, risk and resource management, and quick decision-making. What we don’t want to see is people running a quest, opening all of the chests or breaking all the boxes, and then running through the dungeon again to pick out the best loot. The looting mechanic offered by the guild is meant to be a gamble. You are supposed to think about whether, for example, false life or deathblock would be more important for your toon, and you are supposed to think about this choice at that moment, not afterwards.


Q: What is the point of the rerun policy?

A: The rerun policy was implemented to prevent farming for gear. We are a guild about challenge and party play, not farming. At the same time, we recognize that not everyone is on at the same time, so the rules were made with the idea of challenging the party or getting people through the quests they need to go through. However, as with anything, it is possible to take advantage of the system, and that is why we have decided that any quest can only be ran 3 times no matter what and this must be documented. In addition, reaper counts as the same difficulty in this regard, because it is impossible to know for certain (without having just done it of course) what difficulty of reaper any quest was completed on. Until DDO creates a column for reaper completion, this rule will stand as-is.


Q: Why can’t we run explorers for xp? What if there is no one on?

A: As stated before, this guild subscribes to the belief that explorers are the means to the quests, and should be treated as such. Most explorers are quite a bit easier than the quests of a similar level, so running them for xp and loot takes away some of the challenge of leveling and gearing your toon. If no one is on, I apologize, but the rules must still be enforced. Without strict enforcement, the rules hold less and less weight. It is the price we pay for the challenge we want to experience.


Q: What about events and challenges?

A:  Challenges, simply put, offer way too much xp for the difficulty involved, and the loot that can be gained from events and challenges is very powerful and requires extensive farming, which runs counter to the guilds intentions.


Q: Can you explain the rescue policy?

A: If someone dies in a quest and the party was forced to leave or had already left beforehand, they can return to retrieve the body and raise it. However the party must have already had a rezzer in the party, or a raise dead scroll in the quest at the time. You are allowed to get the necessary consumables (non-magical from vendors or magical from collectors) and even swap out spells. However, due to the nature of a rescue, the quest cannot be completed before, during, or after a rescue. The main goal is to procure the soul stone, get to a safe spot, and raise. And then give another shot at the quest.


Q: Can you explain the quest chain policy?

A: Quest chains oftentimes span a number of levels. The waterworks chain, for example, have quests at lvls 3 and 4. Lvl 3 characters can run all for parts of waterworks, but lvl 4 characters can only run the last two, because those quests are lvl 4. Threnal is an exception because the lvls of the quests bounce between 8, 9, and 10. It would be a hassle to figure out which of the quests were which lvl and try to run them with the rules as they are written, so we made it an exception.


Q: What counts as bypassing a trap with prior knowledge?

A: Bypassing a trap with prior knowledge means that a player maneuvers his character in such a way that he would survive a trap that his character would not have the skills to see. Such maneuvering can serve as a form of spoiling. The main purpose of the scout is to limit this type of behavior. An observant person may see certain hints to some traps, such as dead bodies or scorch marks, that do not require a spot check.




Q: If this is a PD guild, why is raising allowed in the first place?

A: We allow raising because it is a core ability that divine casters are gifted with. We do not desire to remove an essential quality of any class.


Q: Why must we wait until lvl 11 for our second life?

A: By the time a party has hit lvl 11, most divine casters should have the ability to raise. It also reflects an even partitioning of the levels (every 10 levels is a third of the total).


Q: But what is the point of allowing players to raise if we only get 2 raises at most?

A: First of all, raising is an ability that should be used rarely. It is a reminder that mistakes were made and that we should learn from them and prevent them from repeating. We prioritize growth and challenge more than we value seeing new content, and the raising rules reflect this. In addition, what we don’t want to see is many players rushing to a particular level because they consider it a safe haven. If this guild is to make every level count, then the impact of the ability to raise should not be over-emphasized.


Q: Why are there such complicated rules for raising characters?

A: As an unfortunate side effect of trying to stay true to PnP, raise dead, resurrection, and true resurrection have different conditions. In a tabletop setting, depending on the spell used, the party can bring back a person from ashes or may require the body to be intact and held by a party member. We simulate this by having different requirements for the spells. The druid reincarnate spell is considered a raise dead because it’s spell effects are closer to that of a raise dead than a resurrection/true resurrection.


Q: What is the point of Undying call if you already have to be able to raise?

A: Undying call allows for a free raise/true rez that doesn’t require spell points and returns every 10 minutes. That alone is a useful ability; most PD players would be happy to wait 10 minutes for a raise. However, to prevent a situation where many people would be elves solely for this ability, we made it so that Undying Call only substitutes for the raising that the character can already do. Because the rez spells are not mandatory (i.e. you can remove them), it allows players to swap for a different spell. Also, unlike the ability proper, the guild has ruled that it can substitute for the highest ability to raise, meaning that a non-elf can be true rezzed with that ability, provided the rezzer has the means to use true resurrection already.


Q: Why is the lag death rule tentative?

A: We understand that the game can get very laggy at times, and lag can never be a proper display of skill or lack thereof. As a result, we consider it unfair to punish players for something they have absolutely no control over and which is not quest-related. It goes against gaming etiquette. However, it is possible that this rule will be exploited. With that in mind, if we observe abuse of this rule, it will be removed, and everyone will suffer because of it.


Q: So if we are reincarnating or voluntarily rerolling our toons, we can’t give our stuff away?

A: That is correct. Voluntary rerolling is the act of rerolling a toon despite the toon not being declared deceased (maybe you didn’t like the toon that much). The reason we created this rule was because it could get complicated looking at which point a toon is legally declared dead. Is a toon dead the moment you decide to reincarnate/reroll? Is it dead after you log off? To reduce the amount of complications and also prevent players from benefiting a great deal from such actions, we decided that no gear/items can be passed under these conditions. This also extends to running a quest with the intention to reroll afterwards. It is not an official rule, but please do not use questing as a means to pass consumables around before you reroll, otherwise another rule will have to be made.




Q: Why is leveling based on favor?

A: Leveling is based on favor encourages running a variety of quests, not just those that give the most experience. You must level upon reaching the favor cap (detailed in the favor chart). This is to prevent characters from running many lower level quests and using favor from them to skip certain levels altogether.


Vendors & Buffs


Q: Is there a reason I am not allowed to buy magical items?

A: Magical items cannot be bought from vendors because they are not gear or consumables that we have earned. In addition, it is very easy to buy more pots, raise dead scrolls, and the like than is really appropriate. It is an unfortunate consequence of the game’s economy.


Q: But the favor vendors offer magical items as well, and I actually have to work for those.

A: That is true, but at the same time, it is still easy to acquire buffs and magical items from them, easy enough that it would remove the need to scavenge for consumables. The main reason that magical items cannot be bought from any vendor is due to their ease of access. When it is feasible to receive hundreds of pots for relatively low amounts of money, it is a broken mechanic that is not welcome in our guild.


Q: Then why are CLW potions buyable?

A: After much consideration, it was decided that CLW pots would not significantly change the outcome of an ongoing battle. Certainly, the potions would greatly affect party sustainability and would help with the resource management of the healer’s spell points, but with the gear restrictions, the inability to apply metamagics to SLAs, and the withholding of enhancements until level 20, it is very likely that the 40-50 spell points that using those potions would save on the healer would be used up fairly quickly anyways. In addition, it also allows for at least a small chance of a party getting through a quest without a character specifically designated to heal. This ensures that not every character would have to be relegated to healing in some fashion to advance in level and promotes more class variety.


Collectables & Ingredients


Q: Why can’t collectables and ingredients be shared?

A: Collectables and ingredients can’t be shared because doing so would detract from the survivalistic mentality that this guild is trying to foster. It is hard to justify a new character having thousands of collectables or ingredients, and while sharing collectables and ingredients wouldn’t constitute twinking, the consequences they  have are similar in practice. In addition,  newer guildmates would not have as many resources as the more veteran members. To balance this out, we have decided that every character should procure his/her own resources.


Q: Why aren’t runestones allowed?

A: Runestones are considered overpowered for their lvl. a minor runestone has a minimum lvl of 3 and has a DC of 24. At that lvl, a caster would have maybe a 22 DC on his spells, looking optimistically. That caster would have to have taken the two spell focus feats for the particular spell and would have to have a spell focus I item and a +4 item for their spell casting ability score, all while being pure – a tall order for a lvl 3 first-life character. On the other hand, just looking at the spell-casting ability and the feats, the highest consistent DC would be 19. A DC difference of 5 is a difference of 25%. Not only that, but every class can use them, and runestones with higher DCs can be acquired at higher lvls. Since limiting the loot and enhancements would increase this disparage even more, we decided to just ban them.


Q: Why isn’t crafting allowed?

A: Crafting allows for very powerful combinations that cannot be found on random-gen loot. This tends to give them an overall advantage , while at the same time favoring guildmates who have been in the guild longer. To play it safe, crafting has largely been banned.


Q: What is considered crafting?

A: Any window that requires you to place items in it to receive something else from a list of items in exchange is either a collectable trade-in or a crafting window. The distinction between collectables and ingredients is a little hazy, but typically, crafting would produce or augment an item that isn’t a consumable. Most crafting also involves a workstation. If either of these characteristics are involved, it is probably a form of crafting. Please note that augments and the stone of change rituals are also considered forms of crafting per the DDO wiki, and the guild acts accordingly.


Q: What is the point of making scout gear if we can’t even craft?

A: It is possible to improve your crafting level without actually crafting anything. The main means of doing this are either breaking down many items or making a lot of min lvl shards. The min lvl shards by themselves are meaningless, so there is no rule against making those. As you advance in the guild, you will be able to find and break down more gear and craft yourself some decent scout gear.


Q: Isn’t converting handwraps into collars considered crafting?

A: It is. However, the bonuses conferred onto the collars aren’t any different from the handwraps that are originally acquired. The only real change is that now the companion is able to use the item. In addition, named collars are in very short supply, and it would be a bit unfair to ask for Arties and Druids to seriously consider their pet as battle potential if they don’t actually have a weapon.


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Q: Why are Bladeforged the only ones that can use alignment change token?

A: The main purpose for the alignment change token in this guild is for the purpose of allowing greater building potential. What we don’t want is for someone to fix their mistakes using methods outside of the game proper. On the other hand, we encourage diversifying builds and maintaining game balance. The token allows for niche builds that would otherwise be impossible and affords Bladeforged the same opportunities that other Iconics receive when they Lesser Reincarnate. To be sure, though, the alignment change token is not something that should be used often, and finding or acquiring hearts of wood for that endeavor demonstrates more than enough in-guild effort towards earning the token for that Iconic.


Final Thoughts


If there are any other questions to ask please send me an email at or message me on discord (username Tuxedoman96). I will answer to the best of my knowledge. Happy questing 🙂

One thought on “In-depth Analysis of the Rules

  1. What a boring rule set. Literally losing out on the variety of builds due to “no enhancements”. Which means replay value for most people goes down the drain.
    Harder quests that are much more built around trial and error will mean this guild only caters to exactly that….trial and error and previous experience of quests, and always being in the state of mind of “no spoilers” despite knowing exactly how the dungeons are designed due to necessity or thus face the incredible amount of wasted time to simply die. It just sounds like a rule set that is only going to build into cheese mechanics and questing that takes an entire hour for a 20 minute quest.

    But thank God this was posted in a text format. God forbid we verbally ask about this design. Who knows how long you would go on about it? And nobody would say anything to stop the rambling. It’s so bad you come off as being inebriated to those who do not know you yet.

    It is a wonder those who have the free time to be on this game seemingly all day.

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