Digital Arcanum 2.012

Yet another try at a daily blog

Setting rules for Guild Wars D&D

Unlike any houserules modifying characters, these rules are a basis to emulate the “Guild Wars effect”.

  • Rests during travels
    Travel through the “wilderness” doesn’t allow for long enough rests to actually take an extended rest, so you can only take short rests outside outposts/towns.
  • Maptravel
    Once you reached an Outpost/Town you learn the information of the place’s Teleport Circle, so you can travel with a simple Teleport Circle ritual from place to place. Some towns are situated in the middle of some conflicts and don’t have a Teleport Circle, which means no maptravel to these places.
  • Sigils of Return
    I’m thinking of prividing PCs with some special symbols which they can use once per day to teleport themself (but not any other party members) to any already explored Outpost/Town

More later