Factions are going away unless you have the Faction Agent background.
Permanent magic Items at the end of an adventure are not automatically kept. They're unlocked for purchase with treasure points.
This is interesting because it means that more than one person has the chance to acquire the item from the same group.
If you purchase an item this way, you have to unlock it again before you purchase it again.
DMs earn checkpoints at the same rate as players. Assuming, but not confirmed, that multipliers will still exist. DM Quests are not going away.
How unlocking and purchasing magic items will work
Tier 1-2 characters will get 1 treasure point for every 2 hours played.
Tier 3-4 characters will get 1 treasure point for every 1 hour played.
Every magic item you encounter in an adventure is unlocked for you to purchase either immediately (if you have enough points) or at a later time.
I see this as a benefit. Everybody who played the adventure will have a chance to purchase the item. Not just the person with the lowest item count.
It also means you can't just go through a loot run and acquire 3-4 magic items.
Certain items, based on the magic item table they're found in, will be available for purchase only to certain tiers. See the table below.
Only treasure points earned in Tier 2 and above can be used to purchase an item that is only available for Tier 2 or higher. The same goes for Tier 3. Only points earned in Tier 3 adventures can be used to purchase an item that is only available for Tier 3 or higher.
For example, a Shield, +2 is found in item table G. Table G is only available to Tier 2 and above, so only treasure points you've earned from adventures in those tiers can be used to purchase it.
*puts AL DM and Player hat on* - ARGGGGHHHHHH *more frustrated screaming and cursing*
*puts D&D Beyond Mod hat on* - At the moment there is not current AL rules that apply within the character builder itself. I know Badeye has said in the past that D&D Beyond would be looking towards adding features to support AL, however they are not in the system yet.
I would guess that changing characters to mile stones and then up the level when your log sheets advise that you level is going to be the way to go.
Ugh, the changes are quite frankly, garbage. I don't expect WoTC to take any feedback or make changes, it's just really disappointed that the system that represents "official play" of D&D ignores the majority of the books (even when you don't factor in PHB+1).
I think the advancement checkpoints is alright. Most gamers are used to experience-based advancement not just from D&D. It does make it simpler and having the ability to slow your progress is a welcome addition that could have been done with experience too. But I'm okay with this.
I'm actually kind of happy that anyone who plays an adventure has a chance to acquire the item from it if they want it. No more giving up an item to a person with a lower item count who is just going to trade it. In that way, I think the treasure point system is a fair change.
The problematic items was a fair change for most of them. Some of them didn't make much sense to me like the +1 Mithral Splint armor. Whatever. It really only nerfed one of my 20-ish characters.
On the other hand... I feel like they could have left mundane items and gold alone.
Oh, you're playing a wizard? Have fun not being able to afford what you do. You can copy spells or buy expensive components. Choose one.
You come across a dragon's hoard! It's completely empty except for a few potions, scrolls, and magic item unlocks... Ironically, despite the magic items being the only things left, the magic in this moment feels missing. When I hear there is a hoard, I imagine the Cave of Wonders scene from Aladdin. Not something a single dead adventurer left behind. Not to mention it's no longer worth the effort to kill a dragon for such a pittance. The rewards don't match the effort, especially if the dragon's just minding their own business.
The current model only gets you 1200 gp by Tier 3. Plate armor wearers are forced to use treasure check points to get their armor prior to Tier 3.
And most importantly, some of those mundane items were really cool! And I see people buy them from the party loot all the time. This isn't even possible anymore.
At a bare minimum the gold rewards should be doubled, or even tripled. Better yet, just change those back.
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I'm still confused about how wizards are supposed to copy spells, and ranged classes with ammo, but I'l try it out before I make a final opinion on it.
As some that does not have (nor have the funds to buy in the near future) XG, is there a place I can actually read how this whole "checkpoints" system works?
This thread thread has some highlights, and the FAQv8 seems to explain what's different than what is explained in the guide. But I'm trying to find a definitive "here is how it works" explanation.
It'd be cool if they waved the fees all together, and just spend DTD per level to learn spells.
This would certainly help the wizards a bit, but unless the cleric is your best friend you will never have the benefit of revivify, raise dead, resurrection, etc.
In AL, if neither you nor the cleric has the material component on you, you can spend treasure checkpoints on a scroll of Raise Dead, True Resurrection, etc. and it will be cast for you by an NPC (ignoring the cost of the component, because it's built into the cost of the scroll). Dead characters that can’t afford the treasure point cost of a spell scroll may incur a treasure checkpoint debt as needed to purchase one. This debt must be satisfied before treasure checkpoints can be used for anything else. Dead characters ignore availability restrictions on whatever spell scroll is needed to return them to life. For example, a disintegrated 5th-level character may spend twelve treasure checkpoints to purchase a spell scroll of true resurrection, even though it’s normally available only to tier 3 and 4 characters
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Every magic item you encounter in an adventure is unlocked for you to purchase either immediately (if you have enough points) or at a later time.
Does this mean that every adventure will now have a public list of all available magic items for reference at a later date? As I'm sure I wouldn't be the only one to forget what was available from every adventure my character goes on.
How will we get certificates if we purchase a magic item not at the time of the adventure? Or is nothing "unique" going to be available and certs are going away?
And on a separate topic: Can a character earn extra checkpoints (both adventure and treasure) or receive less based on the challenge? For instance, if a module is designed for four players with an average level of 3, but is played by three first-level characters. With experience and treasure everyone would get a bigger share for taking on a much tougher challenge. But with the new setup, it doesn't matter if it's two players or twenty; everyone gets the same amount of checkpoints, same amount of gp.
Update: I found this quote on the Wizards site, "Some adventures may award or subtract an advancement checkpoint based on the level of success." so there is potential for more or less checkpoints, but only some adventures. So the potential is there, but I still wonder how this will be handled on a case-by-case basis.
Every magic item you encounter in an adventure is unlocked for you to purchase either immediately (if you have enough points) or at a later time.
Does this mean that every adventure will now have a public list of all available magic items for reference at a later date? As I'm sure I wouldn't be the only one to forget what was available from every adventure my character goes on.
How will we get certificates if we purchase a magic item not at the time of the adventure? Or is nothing "unique" going to be available and certs are going away?
And on a separate topic: Can a character earn extra checkpoints (both adventure and treasure) or receive less based on the challenge? For instance, if a module is designed for four players with an average level of 3, but is played by three first-level characters. With experience and treasure everyone would get a bigger share for taking on a much tougher challenge. But with the new setup, it doesn't matter if it's two players or twenty; everyone gets the same amount of checkpoints, same amount of gp.
I don't think many definitive answers exist yet so I'll give my take.
I plan to record every magic item I see on my logsheet. It seems like the easiest way, but there are also non-official references for all of this information if you forget.
I think there will be no more certs probably even if you buy the item at the time of the adventure.
There is already a scaling system (from very weak to very strong) built into the adventures to keep them at a constant "challenge" level for the players. It means that there should be no additional need to change the checkpoint rewards because everyone who completed an adventure had roughly the same challenge posed to them.
I really find the changes to be a disaster. The treasure points I kind of get... but I just find all the changes to be completely uncalled for. I don't know or have read of a single person that is excited by any of them. What is WotC thinking?
I really find the changes to be a disaster. The treasure points I kind of get... but I just find all the changes to be completely uncalled for. I don't know or have read of a single person that is excited by any of them. What is WotC thinking?
My guess is it is an over draconian way to stop the treasure hunters; specifically those that replay quick and/or easy adventures.
A scenario I could see is:
Take a brand-new character
Take the character through a module with low experience/high reward
Repeat step 2 until you're leveled out of Tier 1
Due to low experience, you can play the adventure for many iterations before hitting level 5. With high reward you're likely to get at least a few magic items (uncommon or maybe some rare) but boat loads of money (both in normal rewards and grabbing everything not nailed down and selling it). By the time you're 5th level, you're filthy rich and have magic items to trade for things that only become available at Tier 2.
Now:
You can't keep any extra treasure so you can't horde
You earn Treasure Points but they only work on the Tier you earned them
You earn Checkpoints at a set rate and can't stay forever at a lower tier (Yes, there is the slow method but even that is maxed out at half speed)
Since you can only get magic via Treasure Points, they can mathematically dictate the maximum amount of treasure a character can have at any time
This is all guessing, but based on what WotC has written so far, it kinda follows. Don't like it, but it's their sandbox.
http://dnd.wizards.com/articles/news/changes-dd-adventurers-league-rewards
Highlights from the ALDMG and ALPG
How unlocking and purchasing magic items will work
Magic Items by Tier
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Just cancelled my subscription to D&D beyond thanks to these proposed changes. Been a pleasure.
Are you guys going to update the XP on stat page to go along with the new AL changes?
*puts AL DM and Player hat on* - ARGGGGHHHHHH *more frustrated screaming and cursing*
*puts D&D Beyond Mod hat on* - At the moment there is not current AL rules that apply within the character builder itself. I know Badeye has said in the past that D&D Beyond would be looking towards adding features to support AL, however they are not in the system yet.
I would guess that changing characters to mile stones and then up the level when your log sheets advise that you level is going to be the way to go.
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Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
Ugh, the changes are quite frankly, garbage. I don't expect WoTC to take any feedback or make changes, it's just really disappointed that the system that represents "official play" of D&D ignores the majority of the books (even when you don't factor in PHB+1).
That's a bit of an overreaction...
Apart from the stingy amount of gold, the changes aren't bad, just different.
There's more to D&D than AL -- and I say that as someone for whom AL has made up >80% of my D&D for over a year.
I think the advancement checkpoints is alright. Most gamers are used to experience-based advancement not just from D&D. It does make it simpler and having the ability to slow your progress is a welcome addition that could have been done with experience too. But I'm okay with this.
I'm actually kind of happy that anyone who plays an adventure has a chance to acquire the item from it if they want it. No more giving up an item to a person with a lower item count who is just going to trade it. In that way, I think the treasure point system is a fair change.
The problematic items was a fair change for most of them. Some of them didn't make much sense to me like the +1 Mithral Splint armor. Whatever. It really only nerfed one of my 20-ish characters.
On the other hand... I feel like they could have left mundane items and gold alone.
Oh, you're playing a wizard? Have fun not being able to afford what you do. You can copy spells or buy expensive components. Choose one.
You come across a dragon's hoard! It's completely empty except for a few potions, scrolls, and magic item unlocks... Ironically, despite the magic items being the only things left, the magic in this moment feels missing. When I hear there is a hoard, I imagine the Cave of Wonders scene from Aladdin. Not something a single dead adventurer left behind. Not to mention it's no longer worth the effort to kill a dragon for such a pittance. The rewards don't match the effort, especially if the dragon's just minding their own business.
The current model only gets you 1200 gp by Tier 3. Plate armor wearers are forced to use treasure check points to get their armor prior to Tier 3.
And most importantly, some of those mundane items were really cool! And I see people buy them from the party loot all the time. This isn't even possible anymore.
At a bare minimum the gold rewards should be doubled, or even tripled. Better yet, just change those back.
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I'm still confused about how wizards are supposed to copy spells, and ranged classes with ammo, but I'l try it out before I make a final opinion on it.
As some that does not have (nor have the funds to buy in the near future) XG, is there a place I can actually read how this whole "checkpoints" system works?
This thread thread has some highlights, and the FAQv8 seems to explain what's different than what is explained in the guide. But I'm trying to find a definitive "here is how it works" explanation.
The link in the opening post explains it. They also have the updated Player's Guide and DM's Guide in PDFs at the bottom.
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I agree with most of the comments here. The changes for experience and magic items are meh, but the changes to gold and mundane items are a disaster.
I think a lot of players won't even feel the gold changes, but those that do will get hit hard.
Well Ammo probably won't be a problem, but copying spells in a spell book is expensive, I'm not seeing how AL is going to address that.
It'd be cool if they waved the fees all together, and just spend DTD per level to learn spells.
This would certainly help the wizards a bit, but unless the cleric is your best friend you will never have the benefit of revivify, raise dead, resurrection, etc.
In AL, if neither you nor the cleric has the material component on you, you can spend treasure checkpoints on a scroll of Raise Dead, True Resurrection, etc. and it will be cast for you by an NPC (ignoring the cost of the component, because it's built into the cost of the scroll). Dead characters that can’t afford the treasure point cost of a spell scroll may incur a treasure checkpoint debt as needed to purchase one. This debt must be satisfied before treasure checkpoints can be used for anything else. Dead characters ignore availability restrictions on whatever spell scroll is needed to return them to life. For example, a disintegrated 5th-level character may spend twelve treasure checkpoints to purchase a spell scroll of true resurrection, even though it’s normally available only to tier 3 and 4 characters
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I also have a few questions about this:
And on a separate topic: Can a character earn extra checkpoints (both adventure and treasure) or receive less based on the challenge? For instance, if a module is designed for four players with an average level of 3, but is played by three first-level characters. With experience and treasure everyone would get a bigger share for taking on a much tougher challenge. But with the new setup, it doesn't matter if it's two players or twenty; everyone gets the same amount of checkpoints, same amount of gp.
Update: I found this quote on the Wizards site, "Some adventures may award or subtract an advancement checkpoint based on the level of success." so there is potential for more or less checkpoints, but only some adventures. So the potential is there, but I still wonder how this will be handled on a case-by-case basis.
I don't think many definitive answers exist yet so I'll give my take.
I plan to record every magic item I see on my logsheet. It seems like the easiest way, but there are also non-official references for all of this information if you forget.
I think there will be no more certs probably even if you buy the item at the time of the adventure.
There is already a scaling system (from very weak to very strong) built into the adventures to keep them at a constant "challenge" level for the players. It means that there should be no additional need to change the checkpoint rewards because everyone who completed an adventure had roughly the same challenge posed to them.
I really find the changes to be a disaster. The treasure points I kind of get... but I just find all the changes to be completely uncalled for. I don't know or have read of a single person that is excited by any of them. What is WotC thinking?
My guess is it is an over draconian way to stop the treasure hunters; specifically those that replay quick and/or easy adventures.
A scenario I could see is:
Due to low experience, you can play the adventure for many iterations before hitting level 5. With high reward you're likely to get at least a few magic items (uncommon or maybe some rare) but boat loads of money (both in normal rewards and grabbing everything not nailed down and selling it). By the time you're 5th level, you're filthy rich and have magic items to trade for things that only become available at Tier 2.
Now:
This is all guessing, but based on what WotC has written so far, it kinda follows. Don't like it, but it's their sandbox.