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| #1Raddu76Jul 31, 2014 14:26:13 | Today we’ve released the D&D Adventurer’s League Players Guide. It has all the information you need to get started playing in D&D Organized Play. The D&D Adventurers League Player’s Guide is a comprehensive guide to all the rules used for official games. In addition to player-focused rules, it contains important information for Dungeon Masters and organizers. It contains special rules for playing Dungeons & Dragons in the official campaign. When there are differences between the rules and guidelines here and in other sources, the rules here take precedence for D&D Adventurers League play. This guide is divided up into three parts:
D&D Adventurers League Player’s Guide (Version 1.0) D&D Adventurers League Player’s Guide V1.0 (Printer Friendly) |
| #2RCanineAug 01, 2014 1:55:34 | I really like a lot of these rules! They seem like they'll make for a great environment to play in, without some of the shenanigans that plagued Living Forgotten Realms. A couple of things that struck me as odd:
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| #3PauperAug 01, 2014 9:14:49 | Very impressive initial document -- there's a lot here to like:
- The campaign allows evil-curious players a chance to be Lawful Evil (as long as they belong to one of two out of the five possible factions), but also makes clear that purposely interfering with other players or the game as a whole (what the kids call 'trolling') is disruptive behavior that isn't welcome in Organized Play.
- The concept of 'downtime' as a way to pursue individual goals and explain what a character is doing between adventures is a great idea -- even more so since you have the ability to cash in downtime to level up if you fall behind your friends as they crest the first or second tier. It also gives an impact to the 5E lifestyle rules, since you pay your lifestyle costs while spending downtime (which means that daily lifestyle costs are actually more useful than weekly or monthly costs).
- There have been a few questions on the boards regarding the distinction between home play and store play -- the Guide explains the distinction admirably.
- The 'Advice to DMs' section is something I wish had existed in the LFR documentation -- though some of it is very similar to LFR, there are enough specific differences (specifying, for instance, that a DM can ask for a re-roll of a die roll that is not obvious to the table) that DMs should feel much more confident that the organizers support DMs who try to keep play fun for everyone at the table.
- The DM Rewards are very solid; many groups were doing similar DM rewards during LFR, but to have a codified process so that everyone gets an equivalent benefit rather than leaving it ad-hoc based on region/area/store is a great improvement. It also specifically recognizes that many Adventurers League DMs are also going to be players and rewards those committed DMs.
- I'm also a fan of the Code of Conduct section; the DCI makes its expectations of player and judge behavior known, so why not D&D Organized Play?
There's a lot to like in here, and I'm more excited than I can remember to get in and take part in this campaign.
-- Pauper |
| #4RilsAug 01, 2014 9:21:58 | Regarding faction/class alignments, I agree it's a little weird. Obviously you aren't tied to that, but it made me uncomfortable reading it. Espescially the way some of the classes were shoe-horned in, like the Lord's Alliance "commonly" attracting sorcerers. I'm not sure why my wild mage would tie itself to a faction that espouses order and civilization... |
| (Reply to #4)Skerrit |
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| #6sigfileAug 01, 2014 11:01:44 | Will players have the freedom to customize backgrounds for their characters (Basic Rules p36)? If so, how will that mesh with a character's starting lifesytle? |
| #7SkerritAug 01, 2014 12:27:12 | You may, and it doesn't change anything. The customizing rules lt you substitute in a feature, item, prof. etc... from a different background into the on you chose to try to fit your concept best. You still have that background you chose, even if one of the pieces of it is customized to you.
As a side note, off the top of my head the only optional rules in the PHB/Basic rules the DnDAL use are: 1) no rolling stats and 2) a few Alignment restrictions. Also note that you cannot choose the Death domain unless you somehow get access to it. |
| #8PauperAug 01, 2014 13:12:17 | Probably should be 'the only rules in the PHB/Basic Rules that the DnDAL *doesn't* use' are rolling stats and the Neutral Evil and Chaotic Evil alignments. Lawful Evil is restricted, as is the Death domain (currently it is not publicly known how to 'unlock' the Death domain).
It should also be noted that the only optional rules from the Dungeon Master's Guide in use in DnDAL are the 'playing on a grid' rules. (Which means, to address a long-running joke in Living Forgotten Realms, that warforged are not legal in Adventurers League.)
-- Pauper |
| #9AH_IcemanAug 01, 2014 14:41:52 |
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| #10Jay_Ibero_911Aug 01, 2014 17:33:34 | Looking for clarification on character rebuilding and when the lock goes on. Are you able to rebuild when at the end of an adventure that would level you from 4th to 5th level, but not from 5th onward? Or is rebuilding locked as soon as you have enough xp for 5th level? (IE last chance to rebuild would be after the last adventure before gaining enough xp for 5th level) |
| #11RCanineAug 01, 2014 17:51:23 |
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| (Reply to #10)Pauper |
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