As someone that enjoys playing Rogues and greedy characters they sure made earning gold, and stealing it for role-played reasons, absolutely obsolete. There is no reason to get the priceless crown from the mummy's tomb when it's 5K value is now valueless. Why risk your life for something you can't even keep?
Hey, if you like this new system, more power to you! ... but I feel the overwhelming vast majority feel it is unnecessary, unrealistic, and removes something simple and fun from the game without good reason.
I feel that some giant egos are running the Adventures League show and they are unable to admit their failures of this new system. I don't mind the replacement of experience points, that's okay, but everything else feels like just change for change's sake. If it ain't broke, don't fix it.
Of the big changes to this season I understand two of them.
1. Advancement points vs experience. Overall this is a much simpler system. My only compliant is the horribly designed log sheet - has not one heard of double entry book keeping?
2. Treasure points - I grumble about this one as well, but understand what it is ultimately trying to fix. Everyone hates going to a convention, or getting a visitor to a normal game and someone sits down with a vastly over powered magic item(s). i.e. tier 1 characters with a staff of fire or tier 2 with staff of the magi, etcetera . The grumbling bit comes in with 'no conversion' and fixing only going forward. How difficult is a bit of math? If you 8th level character doesn't have enough treasure points for affort all 6 items you have (non-dm gifted), then pick the 2 or 3 you really want and the others becomes unlocks. How often does the bag of holding, folding boat, staff of the python, or giant slaying club come into play. They can wait a level. This is what killed our regular group. Requiring the math would also address characters that are broken from previous seasons and will continue to be broken well into the future.
3 Gold Pieces. This removes the easy motivation from the game, and the admins that visit the cons don't see the vast majority of players. They only see a small population (the same group that also speed runs modules for magic items and loot). It wrecks wizards and any other caster that relies on expending GP to play or advance their character and heavy armor fighter types.
Of the big changes to this season I understand two of them.
1. Advancement points vs experience. Overall this is a much simpler system. My only compliant is the horribly designed log sheet - has not one heard of double entry book keeping?
2. Treasure points - I grumble about this one as well, but understand what it is ultimately trying to fix. Everyone hates going to a convention, or getting a visitor to a normal game and someone sits down with a vastly over powered magic item(s). i.e. tier 1 characters with a staff of fire or tier 2 with staff of the magi, etcetera . The grumbling bit comes in with 'no conversion' and fixing only going forward. How difficult is a bit of math? If you 8th level character doesn't have enough treasure points for affort all 6 items you have (non-dm gifted), then pick the 2 or 3 you really want and the others becomes unlocks. How often does the bag of holding, folding boat, staff of the python, or giant slaying club come into play. They can wait a level. This is what killed our regular group. Requiring the math would also address characters that are broken from previous seasons and will continue to be broken well into the future.
3 Gold Pieces. This removes the easy motivation from the game, and the admins that visit the cons don't see the vast majority of players. They only see a small population (the same group that also speed runs modules for magic items and loot). It wrecks wizards and any other caster that relies on expending GP to play or advance their character and heavy armor fighter types.
I'm fine with #1.
Regarding #2, it comes down to simple Dungeon Mastering. If a stacked player shows up with an insane amount of loot. All a DM has to do is tell them that "for this adventure, you will only be able to use these items" and limit it.
Regarding #2, it comes down to simple Dungeon Mastering. If a stacked player shows up with an insane amount of loot. All a DM has to do is tell them that "for this adventure, you will only be able to use these items" and limit it.
I've never actually seen any DM do this though. The type of person that shows up with the insane amount of loot is usually the type that complains loudly which ends up derailing the game. Basically the type of person I would end up kicking from the group.
I had a player show up at my lvl 5 table with his lvl 10 paladin and he asked me if he could use his Holy Avenger. He asked, so I told him that it would be overkill. So he stowed it. Tier 2 is difficult to adjudicate sometimes.
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Thanks for the sources Silvva.
As someone that enjoys playing Rogues and greedy characters they sure made earning gold, and stealing it for role-played reasons, absolutely obsolete. There is no reason to get the priceless crown from the mummy's tomb when it's 5K value is now valueless. Why risk your life for something you can't even keep?
Hey, if you like this new system, more power to you! ... but I feel the overwhelming vast majority feel it is unnecessary, unrealistic, and removes something simple and fun from the game without good reason.
I feel that some giant egos are running the Adventures League show and they are unable to admit their failures of this new system. I don't mind the replacement of experience points, that's okay, but everything else feels like just change for change's sake. If it ain't broke, don't fix it.
Of the big changes to this season I understand two of them.
1. Advancement points vs experience. Overall this is a much simpler system. My only compliant is the horribly designed log sheet - has not one heard of double entry book keeping?
2. Treasure points - I grumble about this one as well, but understand what it is ultimately trying to fix. Everyone hates going to a convention, or getting a visitor to a normal game and someone sits down with a vastly over powered magic item(s). i.e. tier 1 characters with a staff of fire or tier 2 with staff of the magi, etcetera . The grumbling bit comes in with 'no conversion' and fixing only going forward. How difficult is a bit of math? If you 8th level character doesn't have enough treasure points for affort all 6 items you have (non-dm gifted), then pick the 2 or 3 you really want and the others becomes unlocks. How often does the bag of holding, folding boat, staff of the python, or giant slaying club come into play. They can wait a level. This is what killed our regular group. Requiring the math would also address characters that are broken from previous seasons and will continue to be broken well into the future.
3 Gold Pieces. This removes the easy motivation from the game, and the admins that visit the cons don't see the vast majority of players. They only see a small population (the same group that also speed runs modules for magic items and loot). It wrecks wizards and any other caster that relies on expending GP to play or advance their character and heavy armor fighter types.
Of the big changes to this season I understand two of them.
1. Advancement points vs experience. Overall this is a much simpler system. My only compliant is the horribly designed log sheet - has not one heard of double entry book keeping?
2. Treasure points - I grumble about this one as well, but understand what it is ultimately trying to fix. Everyone hates going to a convention, or getting a visitor to a normal game and someone sits down with a vastly over powered magic item(s). i.e. tier 1 characters with a staff of fire or tier 2 with staff of the magi, etcetera . The grumbling bit comes in with 'no conversion' and fixing only going forward. How difficult is a bit of math? If you 8th level character doesn't have enough treasure points for affort all 6 items you have (non-dm gifted), then pick the 2 or 3 you really want and the others becomes unlocks. How often does the bag of holding, folding boat, staff of the python, or giant slaying club come into play. They can wait a level. This is what killed our regular group. Requiring the math would also address characters that are broken from previous seasons and will continue to be broken well into the future.
3 Gold Pieces. This removes the easy motivation from the game, and the admins that visit the cons don't see the vast majority of players. They only see a small population (the same group that also speed runs modules for magic items and loot). It wrecks wizards and any other caster that relies on expending GP to play or advance their character and heavy armor fighter types.
I'm fine with #1.
Regarding #2, it comes down to simple Dungeon Mastering. If a stacked player shows up with an insane amount of loot. All a DM has to do is tell them that "for this adventure, you will only be able to use these items" and limit it.
I've never actually seen any DM do this though. The type of person that shows up with the insane amount of loot is usually the type that complains loudly which ends up derailing the game. Basically the type of person I would end up kicking from the group.
I had a player show up at my lvl 5 table with his lvl 10 paladin and he asked me if he could use his Holy Avenger. He asked, so I told him that it would be overkill. So he stowed it. Tier 2 is difficult to adjudicate sometimes.