Hey guys. I'm a relatively new player to DnD in general, having not completed a full-on campaign yet and only having finished two one-shots, but I'm hoping to get into Adventurer's League. However, I'm curious as to how DMs best deal with balancing in AL since so many players can be involved in AL games of all different races, classes, and levels. How do DMs manage to organize games that are both compelling and challenging for a group of low level, mid level, and high level players, and how do DMs give out awards that satisfy both low level and high level players?
From a player perspectivey, don't worry aout it. AL is tier based (with a couuple of weird cheaty exceptions) and the game stores I've played at don't all those. If you join a group every character will be tier appropriate Itier 1 is level 1-4, tier 2 is level 5 -10, etc.
Go to the DMsguild and pick up the latest content catalogue (free download) and it explaing everything. If you stick to the PHB tto begin with you'll be fine.
Officially, DMs balance things according to specific criteria and can't really adjust the encounters even if they end up being far to easy or difficult for the actual group. In practice, some DMs stick to the rules they're supposed to, some do not.
Officially, DMs balance things according to specific criteria and can't really adjust the encounters even if they end up being far to easy or difficult for the actual group. In practice, some DMs stick to the rules they're supposed to, some do not.
This statement is incorrect. The DM is encouraged to make changes to ensure that the module being played is fun for the players. The objective is to stick to the module as written, however, if a particular party is much more powerful or much less powerful than the range allowed for in the suggested adjustments in the module, the DM can (and in my experience does) adjust things to keep the module fun and interesting. There is NO statement in any AL material that modules MUST be run exactly as written and no changes are permitted.
HOWEVER :), the DM is NOT allowed to change the rules. No house rules, no made up rules, no rules changes that the DM finds cool (e.g. maybe the DM likes critical misses for example - not allowed). The DM can adjudicate the rules when something isn't clear. They do not need to refer to sage advice tweets or any other sources except official errata and the AL DMG.
So the "rules" of AL DMing ..
1) You can change the content to make the module fun for the specific group of players
2) You can't change the rules and you should politely make sure that your players aren't "cheating" intentionally or otherwise. (e.g I was in a game where one of the players was playing a dex based paladin multiclassed to sorcerer but had missed the fact that they should have had a 13 strength to do so ... so a few adjustments were required to fix the character).
Anyway, here are the relevant sections of the AL DMG just for reference:
"You may DM one group of 3 to 7 players at a time—each with their own character within the adventure’s level range.
Playing the Dungeon Master You have the most important role—facilitating the enjoyment of the game for the players. You provide the narrative and bring the words on these pages to life.
You’re Empowered. Make decisions about how the group interacts with the adventure; adjust or improvise but maintain the adventure’s spirit. This doesn’t allow you to implement new rules, however. Challenge Your Players. Gauge the experience level of your players, what they like in a game, and attempt to deliver what they’re after. Everyone should be able to shine. You may adjustment the encounter by adding or removing thematically appropriate monsters. Keep the Adventure Moving. When the game gets bogged down, provide hints and clues to your players facing puzzles or engaging in combat and roleplay interactions that might get frustrated over a lack of information. This gives players “little victories” for figuring out good choices from clues. Watch for losses in momentum when this happens, but make sure that the players are provided the full play experience."
Also for better or worse the AL rules are incredibly flexible when it comes to encounters. DMs are free to add, remove, and even change creatures in encounters based on the players actions / apl. You can even reflavor an entire adventure to take place somewhere else in the forgotten realms so long as you’re not changing the rewards / overall adventure plot. For instance I’m running ghosts of saltmarsh but as “ghosts of sal mar” set in the Arabian AL-Qadim setting of forgotten realms.
APL modules have detailed rules for adjusting encounters. The aforementioned rule mainly applies to hardcovers. For me, I stick directly with xanathar’s guide for adjusting encounters. Hardcovers are balanced for 4-6 players of appropriate level. We always have 7 because we are fortunate to have an active group. For most encounters, I don’t change them at all even if the party APL doesn’t match tthe suggested level. AL needs to move quickly so these encounters can end quick.
For encounters that are more interesting / the adventure climax, If their APL is less/ greater, I calculate the encounter in xanathar at the expected level, adjust to the current apl, and add or remove monsters accordingly. I also add creatures appropriate for 1 extra player (since we have 7 instead of the 4-6) equal to what xanathars suggest for that character. I use the highest level PC as the “extra player”.
Also, some are just bad encounters. For instance one in ghost of saltmarsh was two spider swarms. Not only is this difficult for a lvl 1 party, it’s also boring. So I dropped one spider swarm for two giant wolf spiders (two Cr 1/4 instead of one Cr 1/2). Then said the other spider swarm was baby wolf spiders adding flavor to their movement etc.
Hey guys. I'm a relatively new player to DnD in general, having not completed a full-on campaign yet and only having finished two one-shots, but I'm hoping to get into Adventurer's League. However, I'm curious as to how DMs best deal with balancing in AL since so many players can be involved in AL games of all different races, classes, and levels. How do DMs manage to organize games that are both compelling and challenging for a group of low level, mid level, and high level players, and how do DMs give out awards that satisfy both low level and high level players?
From a player perspectivey, don't worry aout it. AL is tier based (with a couuple of weird cheaty exceptions) and the game stores I've played at don't all those. If you join a group every character will be tier appropriate Itier 1 is level 1-4, tier 2 is level 5 -10, etc.
Go to the DMsguild and pick up the latest content catalogue (free download) and it explaing everything. If you stick to the PHB tto begin with you'll be fine.
Officially, DMs balance things according to specific criteria and can't really adjust the encounters even if they end up being far to easy or difficult for the actual group. In practice, some DMs stick to the rules they're supposed to, some do not.
This statement is incorrect. The DM is encouraged to make changes to ensure that the module being played is fun for the players. The objective is to stick to the module as written, however, if a particular party is much more powerful or much less powerful than the range allowed for in the suggested adjustments in the module, the DM can (and in my experience does) adjust things to keep the module fun and interesting. There is NO statement in any AL material that modules MUST be run exactly as written and no changes are permitted.
HOWEVER :), the DM is NOT allowed to change the rules. No house rules, no made up rules, no rules changes that the DM finds cool (e.g. maybe the DM likes critical misses for example - not allowed). The DM can adjudicate the rules when something isn't clear. They do not need to refer to sage advice tweets or any other sources except official errata and the AL DMG.
So the "rules" of AL DMing ..
1) You can change the content to make the module fun for the specific group of players
2) You can't change the rules and you should politely make sure that your players aren't "cheating" intentionally or otherwise. (e.g I was in a game where one of the players was playing a dex based paladin multiclassed to sorcerer but had missed the fact that they should have had a 13 strength to do so ... so a few adjustments were required to fix the character).
Anyway, here are the relevant sections of the AL DMG just for reference:
"You may DM one group of 3 to 7 players at a time—each with their own character within the adventure’s level range.
Playing the Dungeon Master
You have the most important role—facilitating the enjoyment of the game for the players. You provide the narrative and bring the words on these pages to life.
You’re Empowered. Make decisions about how the group interacts with the adventure; adjust or improvise but maintain the adventure’s spirit. This doesn’t allow you to implement new rules, however.
Challenge Your Players. Gauge the experience level of your players, what they like in a game, and attempt to deliver what they’re after. Everyone should be able to shine. You may adjustment the encounter by adding or removing thematically appropriate monsters.
Keep the Adventure Moving. When the game gets bogged down, provide hints and clues to your players facing puzzles or engaging in combat and roleplay interactions that might get frustrated over a lack of information. This gives players “little victories” for figuring out good choices from clues. Watch for losses in momentum when this happens, but make sure that the players are provided the full play experience."
Also for better or worse the AL rules are incredibly flexible when it comes to encounters. DMs are free to add, remove, and even change creatures in encounters based on the players actions / apl. You can even reflavor an entire adventure to take place somewhere else in the forgotten realms so long as you’re not changing the rewards / overall adventure plot. For instance I’m running ghosts of saltmarsh but as “ghosts of sal mar” set in the Arabian AL-Qadim setting of forgotten realms.
APL modules have detailed rules for adjusting encounters. The aforementioned rule mainly applies to hardcovers. For me, I stick directly with xanathar’s guide for adjusting encounters. Hardcovers are balanced for 4-6 players of appropriate level. We always have 7 because we are fortunate to have an active group. For most encounters, I don’t change them at all even if the party APL doesn’t match tthe suggested level. AL needs to move quickly so these encounters can end quick.
For encounters that are more interesting / the adventure climax, If their APL is less/ greater, I calculate the encounter in xanathar at the expected level, adjust to the current apl, and add or remove monsters accordingly. I also add creatures appropriate for 1 extra player (since we have 7 instead of the 4-6) equal to what xanathars suggest for that character. I use the highest level PC as the “extra player”.
Also, some are just bad encounters. For instance one in ghost of saltmarsh was two spider swarms. Not only is this difficult for a lvl 1 party, it’s also boring. So I dropped one spider swarm for two giant wolf spiders (two Cr 1/4 instead of one Cr 1/2). Then said the other spider swarm was baby wolf spiders adding flavor to their movement etc.