Post by Spookypatrol [Delia] on Jan 24, 2019 16:33:24 GMT -5
General Guild Information
What is a Guild?
A Guild is an association of individuals who gather together usually to achieve a common goal by behaving cooperatively with one another. Guilds can gain considerable power and influence with proper cooperation, good leadership, and perhaps even a bit of luck.
What do Guilds mean for DnD?
Guilds allow players to gather together with allies to roleplay, build guild halls to their liking, and challenge other guilds to combat.
How do I register a Guild?
Simply post in the Guild Recruitment page with your Guild Name as your topic name. Don't forget to give potential recruits some information about your guild! Once a guild has been screened by a GM, players may visit the Guild shops in order to choose a hall layout that suits them best. Guilds do not have to purchase halls immediately if they do not want to, but Guilds without halls may not participate in combat.
Guild Halls are managed by GMs, and Halls behave as a homepage and are used for combat purposes. If any changes want to be made to the Hall, please message a GM or post in your guild to notify the GM to make edits for you.
How many members can a Guild have?
As many as you'd like! There is no minimum or maximum player count.
How do I level up my Guild?
Guilds level by fighting in wars against other Guilds. For now, this is the only means of leveling.
Guild Halls
What is a Guild Hall?
A Guild Hall is a physical gathering point for Guild members. Halls are created on a grid based on a preset layout shown in the Guild Hall Construction shop (coming soon!). Every 2 Guild levels, new Hall layouts becomes available, with the final layout available at level 10. Guilds do not need to upgrade their Halls at any time if they prefer the smaller layouts.
Where can I buy upgrades for my Hall?
The Guild shops offer choices of armaments and fortifications. In addition, hall style may be customized at no charge so Guilds may choose colors and style that suit their theming (if available).
Armaments:
Armaments range from buffing objects to physical mob units that join your team whenever your guild declares war on an enemy guild.
Fortifications:
Fortifications range from traps to guardians that help defend your hall whenever you are attacked by an enemy guild.
Guild Combat
What is Guild Combat?
Guild Combat occurs when a guild declares war against another guild. The attacking Guild fights the defending Guild in the defender's Guild Hall. Attacks and turns occur in a similar fashion to Grid Combat.
However, Guild Combat is not focused purely on wiping out the enemy team. Rather, Halls have "capture points" that the enemy team must capture and hold in order to win. Wiping out the enemy team means there is nothing left to defend the capture points, resulting in an automatic victory in this way as well.
Attacking guilds gain their Arsenal's worth of buffs, and Defending guilds gain their Fortification's worth of buffs; for every +10 in a stat, corresponding Guildmates gain +1 to said stat in combat.
Ie, if a Guild has 50 bonus Attack from its Arsenal, all Guildmates gain +5 Attack for the duration of combat.
Note: Some guild upgrades grant special boosts or abilities which are automatically applied and do not require the +10 interval minimum.
In addition, Guild PvP sessions are capped at 5 players per side, meaning if your guild has more than 5 players, it is up to the guild leader to decide ultimately who gets to join the fight.
How does my Guild start a war?
Post in your target's Guild Hall page in order to declare war on them. Both Guilds have 2 Days to gather their forces before the War officially starts. In order to confirm who is joining the fight, players must post their interest in joining the war in the enemy Guild's Hall. Defenders must post in their own hall in order to be actively defending and to be added to the grid.
NOTE: Teams MUST be even, with a leeway of 1 player. For example, an attacking Guild of 5 cannot attack a Guild of 3, but they can attack a Guild of 4, and vice versa for Defenders. In the event that there are too many attackers or defenders on a team, it is up to the Guild Leader to decide who stays behind. In order to avoid this, please communicate with your own and your enemy Guild to ensure there are enough fighters available.
Are fights scaled?
Yes. Players are scaled up to two levels lower than the level of the highest level fighter (enemy or ally team), unless they are higher than 2 levels below, in which case they remain their true level.
How does the turn system work?
Rounds end after 4 turns occur in order to make combat fast-paced. Turns alternate between ally and enemy team, with the Defending Team ALWAYS moving first. Players must allow at least 2 allies (unless there are fewer than 3 allies) to post before they may post again.
How often can my Guild declare war?
Guilds may declare war every 5 days after combat ENDS, UNLESS they were Defending and have not declared war within the last 5 days. Defenders may declare war immediately after combat ends under these conditions. Guilds may declare war on whoever they'd like if these conditions are met.
What are the rewards for winning?
Experience, Rupees, and Force Gems for participants, as well as Guild Experience. Rewards are scaled by guild level, and the level gap between attackers and defenders.
What about for losing?
Losing Guilds earn the same rewards, however the amounts are greatly reduced.
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If you have any more questions, please reply here!