Hi,
After an off/on (mostly off) relationship with DDO I've been playing a bit again and would like to resurrect a static group that I'd participated in years ago. I'd like the group to run Sundays from about 12 noon CST to 4PM and maybe one other day in the week. It would be a combination of "misfit" (multi-classing) play and iron-man (self sufficient) style of play. New players are welcomed as well as FTP provided you would be willing to purchase supplemental adventures as needed.
This is not a "power play" grouping. The idea would be to play all quests as they appear in the compendium one time and move on and put limitations on ourselves for the fun factor. There would also be a twist on the Sunday theme - with the group being called "Holy Warriors" (no this is not a religious thing).
I myself am a premium - not VIP player - so all are welcome. I would consider purchasing VIP again to open quests on elite if no VIP joins the group.
I'd prefer if the group were boring middle aged people like me who remember pen and paper and want to recreate that feeling. The basic construct is play as a team and only use what we pull in quest. The RP theme is that we are some type of Templar Knights dedicated to poverty with some minor RP in character welcomed.
Here are the basic guidelines
1) All players must take at least "one" level of paladin on Korthos but may start as any class. Of course a pure class paladin is fine.
2) Quests would be run one time - and that's it. We'd run the quests on that level until we cap the level and then move on.
3) Explorer areas would not be run other than to get to the quest.
4) No crafting at all but collectibles for minor rewards is fine.
5) No buying magic from the vendors, auction house,daily dice, or brokers. Only buffs allowed outside of within the party are ship buffs from the new guild that would be formed by the group.
6) Rest shrines limited to 1x per quest. Resurrection shrines never usable.
7) If a death occurs in quest the dead player recalls out and may rejoin the quest (XP penalty). The group can either recall out and reset or Charlie Mike
8) Money from quest will be given to the "group" to purchase ship amenities etc.
9) Speed of the group would be determined by quest etc. No need to Always crawl - but stay with the group and team play always at a forefront
10) I'm open to any other suggestions and details - but I don't want to have a rule book ten miles long.
FYI - I'd like to run a blend of rogue/Paladin