![]() Wizards keeps track of total player numbers - they do this using the DCI numbers. The DM then runs the adventure at the store in the allotted time for the first 7 players who sit down for it. AL ADVENTURERS LOGSHEET PASSWORDThe store either gives him the download password or gives him the adventure to run. DMingįrom the DM perspective, the DM gets his marching orders from the store. If a player wants to play it again, they can use a different character. ![]() In fact, that's often a problem to arrange.Ī given character can only participate once in a given adventure. Ideally, it works best if the adventure has the same 3-7 players week after week, but that's not a requirement. Character's experience total is tracked, and players can drop-in/drop-out on a session by session basis. Players play point-build or array-build characters in whatever adventure is being run. Local stores host games (often with volunteer DMs, sometimes with paid ones). It is in no way essential for these to be undertaken, even if you do take the factions, but since your faction rep directly equates to your ability to buy magic items it's worth at least being aware.D&D Adventurers League is an "organized play" system. If you don't mind starting with the official gear, I can promise you that a Longbow will be available to you within short order of starting.įactions: Since some of you are making fresh characters, I'll mention that the Emerald Enclave have a faction mission in DDAL05-06, if we continue onto 07, then Harpers have a faction mission. Since we're mostly level 1, and if we stay at 5 character, I'll set us to "Very Weak" for the first couple of encounters and eyeball how well you Not sure about swapping gear, official Players Guide for AL says you just get the starting gear, for a non-AL game I certainly wouldn't have an issue with it. Options from the DMG are not allowed (so no Aasimar, death domain etc (though Aasimar are in Volo's guide,I think).Īdventure says that it is optimised for 5 3rd level characters, but unlike what I've seen of PFS, AL has both recommended adjustments and allows on-the-fly adjustments to the difficulty level. If anyone uses anything from Volo's be warned that I don't yet have it, but I'm willing to go on trust that you are doing your stats etc correctly. Notably you can use the PHB + One Of the other books (from EE Players Guide, Sword Coast or Volo's Guide to Monsters). Also note that you need to follow the guidance in the AL Players Guide. I'd probably just say yes, and make a note of it on the Logsheet.ĪL DM has answered nicely, but my input below:ġst-4th level characters, AL is designed to have a mix and 5e doesn't seem to fair too badly with mixed power levels, as the power-escalation seems a little more muted than 3E/PF. I don't know how spinningdice will rule it, but these are the rules for organized play. Not doing so risks you losing equipment or being forced to use a different character if that DM is a stickler about it. ![]() If you want to change gear from there, then when the adventure starts, you can sell and buy as normal, so long as the adventure allows it.Īnd it all has to be logged on the Logsheet and tracked, so you can take it to another DM for Adventurers League and there's no question for what happened. You must start with the gear from your starting class and background. This is organized play, and you cannot switch out gear in organized play for free. (A crossbow strikes me as more 5E Ranger-y to me, but then again I'm not that bright. Quote: Also, odd question: Is it okay to allow my Ranger to start with a crossbow instead of a longbow? They both cost 50gp and I've never seen the problem with it, but I thought I'd ask first. ![]()
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