Recently in Our Guild Category
Note: This article was originally published on the AJS.COM wiki, and was intended as humor. In reality a 3-man instance group doesn't typically need a DKP system ;-)
Saturnalia DKP is a DKP
system introduced by the guild, Saturnalia of Norgannon. The system is similar to Zero-sum DKP
systems, in that it involves a fixed amount of DKP being assigned to
all party members and no lower-limit for DKP required to bid.
For folks who are looking to do old-world dungeons with appropriate-level toons, here are some tips:
The Paladin
You can do these instances without a Paladin, but I don't recommend it past about level 35. Once you start to get into Scarlet Monastery, Razorfen Downs and Uldaman, you really start to see the number of 4+ pull encounters ramp up. While you can bring CC and do it that way, it's just tedious. Why not dps everything down at once? Prior to 40 a Paladin doesn't even need to be specced prot to tank. Just use a shield on a retadin (edit: or holyadin -- Chepi) and you'll be fine. If you have a really good healer, you can even use a 2-hander!
Flexibility
There are some classes (Mage, Rogue, etc.) that fill a very specific role, regardless of their spec. They're dpsers with some utility. These are useful classes to have when you're forming a 10+ man raid, but in lower level instances, you really want classes that can play at least two different roles. A Shaman, Druid, Shadow Priest, Paladin or Arms/Fury Warrior can all do at least two things fairly well and three of those classes can fill just about any role. At the very least, bring someone whose main role is dps, but who can throw a heal when needed (Shaman, Ret Paladin, Shadow Priest or Feral/Balance Druid).

