I've been DMing a while and have decided I want to just play and have found an Adventures League store near me that I'm going to check out but I had some questions.
How is leveling handled? I see that characters start out at level 1 but I'm unclear how level disparities work. I see there is a catching up mechanic but I don't understand how that is handled on session 1. What happens if i show up to an event and am the only tier 1 character?
The resource I have says that the three legal books from which you can choose are Volo's, Sword Coast, or Elemental Evils player companion. Are these books still the only ones available for AL? Will the new Eberron book be legal? It's technically the wrong setting so I'm guessing no but I'm just curious.
Are there resources here on DNDBeyond specifically for AL?
I don't know much abouy AL, but I'll give it a shot (maybe someone can fill in the blanks and clarify).
Afaik, level disparities are left as is. You will probably start underleveled and the DM will (hopefully) pull punches against you until you catch up a little.
You should be able to choose XGtE and MToF too. I couldnt tell you about restricted options.
There are not, but they are planned to be added (relatively) soon.
I think that is when they change AL specific rules and what adventures are available. Other than that, no idea.
The only other rule I am aware of is that character options can only be taken from the PHB + 1 other rule book.
How is leveling handled? I see that characters start out at level 1 but I'm unclear how level disparities work. I see there is a catching up mechanic but I don't understand how that is handled on session 1. What happens if i show up to an event and am the only tier 1 character?
At the end of a session/module - you will be given the opportunity to level up - if you choose. There are some things that you get by declining the level (for example there is limits on how much gold you earn per hour and how much you can earn per level, wizards usually want to max that out). Keep in mind that in order to play an adventure you need to be within the Tier that it is for. So Tier 1 is levels 1-4. Tier 2 level 5-10, etc. If you level to 5, you can no longer play Tier 1 adventures on that character.
The resource I have says that the three legal books from which you can choose are Volo's, Sword Coast, or Elemental Evils player companion. Are these books still the only ones available for AL? Will the new Eberron book be legal? It's technically the wrong setting so I'm guessing no but I'm just curious.
Are there resources here on DNDBeyond specifically for AL?
Currently no - there is plans for additional AL integration on the roadmap
How do seasons work?
Each season's modules are tied back to a Hardcover Adventure. Seaosn 1 was Tyranny of Dragons, Season 5 Stomr Kings Thunder, Season 9 is Descent into Avernus. an AL charatcer can play modules in any order, however some folks like to stick to a storyline for consistency. There is also CCCs (Convention Created Content) that is legal for play. Each Season usually brings about slight rule changes, but it applies to all characters, so you play with Season 9 rules, but can play and module.
I've been DMing a while and have decided I want to just play and have found an Adventures League store near me that I'm going to check out but I had some questions.
How is leveling handled? I see that characters start out at level 1 but I'm unclear how level disparities work. I see there is a catching up mechanic but I don't understand how that is handled on session 1. What happens if i show up to an event and am the only tier 1 character?
The resource I have says that the three legal books from which you can choose are Volo's, Sword Coast, or Elemental Evils player companion. Are these books still the only ones available for AL? Will the new Eberron book be legal? It's technically the wrong setting so I'm guessing no but I'm just curious.
Are there resources here on DNDBeyond specifically for AL?
How do seasons work?
Anything else I should know?
Just adding to the previous answers.
The way AL modules work is they are divided into tiers. Levels 1-4, 5-10, 11-16, and 17-20. You can only play a module with characters from the tier that module is intended for. (Ongoing hardcover adventures like running the Descent into Avernus hardcover in AL can be a little different). So, if you show up at your local store with a level 1 character you will only be playing with other level 1-4 characters in content designed for level 1-4 characters.
AL has approved content. Basically all the hardcovers, a set of around 20 modules that have been produced for each season (we are in the 9th season so around 160-180 directly produced for AL) as well as a much larger number of Convention Created Content which are modules that were produced for various conventions and events and are also legal for AL play (these will have a identifier that starts with "CCC").
The AL rule set follows the rules in the players handbook with very few optional rules. Things like flanking from the DMG aren't allowed, nor are special attacks, the DM can't include rules like critical misses or fumbles for example or homebrewed classes/races/content. The DM, as always, is the final arbiter they can adjudicate rules that are ambiguous but can't add or make up things on their own. Their goal is for the players to have a fun time while challenging them. The DM can make some adjustments in terms of encounter difficulty or events in a module but they are supposed to stick to the spirit of the content.
Character creation for AL follows the PHB+1 rule. You can build your character from the content in the PHB and one other source. For example, if you wanted to play a race from Volo's guide to monsters then you could only use classes and spells from the PHB when building and leveling the character. Similarly, if you wanted to play an Arcana cleric then your +1 would be the Sword Coast Adventurers Guide. If you wanted to play a hexblade warlock then your +1 would be Xanathar's Guide to Everything.
The allowed sources for character creation are listed in the AL players guide which can be downloaded for free from the link in the previous post.
1) Leveling in season 9 is simple. At the end of every module, you have the option to level up. There is a maximum amount of gold you can receive in a level 80gp in tier 1, 240gp in tier 2. A module may not award the maximum, especially after tier 1, so you may decide to not advance the level when completing the module. They have also simplified magic item rules. If a module has a magic item then at the end of the module you (and all the other players) could choose to add it to your character sheet. There is a limit on number of magic items you can possess at one time depending on tier - tier 1 - 1, tier 2 - 3, tier 3 - 6, tier 4 - 10. So there is some forced picking and choosing which magic items to keep as you level up.
2) The basic sources are PHB, Xanathar's, Mordenkainen's Tome of Foes (the early chapters with race and character options), SCAG, Volos, Elemental Evil players guide, Tortle package from season 7 (included as part of Xanathar's I think) and maybe a couple of others. Remember that the PHB+1 rule applies.
3) I don't think Beyond has an AL specific resources but they apparently have it in the roadmap somewhere.
4) Seasons just define the content that was released and the specific rules that applied to creating and playing characters at that time. All characters use the current season rules for character creation and leveling (but they aren't retroactively adjusted). For example, season 9 specifically allows Aasimar and Tiefling characters to be used without forcing the +1 to be the source of those races. So if you start a season 9 character you could choose to be an Aasimar and use PHB and Xanathar's as your sources. In addition, these two races have the option of dropping their special ability at level 5 in exchange it for functional wings and a fly speed.
5) Perhaps check in with the local store and see if they have a sign up sheet or something like that. Other than that, have fun!
AL can feel a bit more like running a series of one shots with the same (advancing) character rather than playing a campaign. On the other hand, running a hardcover adventure with mostly the same players/characters each week under AL rules comes much closer to feeling like a D&D campaign.
How is leveling handled? I see that characters start out at level 1 but I'm unclear how level disparities work. I see there is a catching up mechanic but I don't understand how that is handled on session 1. What happens if i show up to an event and am the only tier 1 character?
At the end of a session/module - you will be given the opportunity to level up - if you choose. There are some things that you get by declining the level (for example there is limits on how much gold you earn per hour and how much you can earn per level, wizards usually want to max that out). Keep in mind that in order to play an adventure you need to be within the Tier that it is for. So Tier 1 is levels 1-4. Tier 2 level 5-10, etc. If you level to 5, you can no longer play Tier 1 adventures on that character.
The resource I have says that the three legal books from which you can choose are Volo's, Sword Coast, or Elemental Evils player companion. Are these books still the only ones available for AL? Will the new Eberron book be legal? It's technically the wrong setting so I'm guessing no but I'm just curious.
Are there resources here on DNDBeyond specifically for AL?
Currently no - there is plans for additional AL integration on the roadmap
How do seasons work?
Each season's modules are tied back to a Hardcover Adventure. Seaosn 1 was Tyranny of Dragons, Season 5 Stomr Kings Thunder, Season 9 is Descent into Avernus. an AL charatcer can play modules in any order, however some folks like to stick to a storyline for consistency. There is also CCCs (Convention Created Content) that is legal for play. Each Season usually brings about slight rule changes, but it applies to all characters, so you play with Season 9 rules, but can play and module.
Anything else I should know?
Have fun?
Quick question, as a new player to AL, can previous adventures be played or are they lost forever once in the past?
All legal adventures are still available to play - only some Epics (multi table convention events) are retired.
Ditto. But remember the DM may have make adjustments to the loot from prior Seasons modules. I am Currently running Season 9 and some Season 3 modules. Some times my npcs say they are going give you 100GP each but stiff you for 20GP.
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Hello,
I've been DMing a while and have decided I want to just play and have found an Adventures League store near me that I'm going to check out but I had some questions.
I don't know much abouy AL, but I'll give it a shot (maybe someone can fill in the blanks and clarify).
Lets see if I can get you some of the answers:
At the end of a session/module - you will be given the opportunity to level up - if you choose. There are some things that you get by declining the level (for example there is limits on how much gold you earn per hour and how much you can earn per level, wizards usually want to max that out). Keep in mind that in order to play an adventure you need to be within the Tier that it is for. So Tier 1 is levels 1-4. Tier 2 level 5-10, etc. If you level to 5, you can no longer play Tier 1 adventures on that character.
It sounds like you have a SUPER old resource - please go and download the latest and most up to date Player/DM pack from DMsGuild. It is free to download (you jsut need to create an account) - https://www.dmsguild.com/product/208178/DD-Adventurers-League-Players-Pack
Currently no - there is plans for additional AL integration on the roadmap
Each season's modules are tied back to a Hardcover Adventure. Seaosn 1 was Tyranny of Dragons, Season 5 Stomr Kings Thunder, Season 9 is Descent into Avernus. an AL charatcer can play modules in any order, however some folks like to stick to a storyline for consistency. There is also CCCs (Convention Created Content) that is legal for play. Each Season usually brings about slight rule changes, but it applies to all characters, so you play with Season 9 rules, but can play and module.
Have fun?
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If you have questions/concerns, please Private Message me or another moderator.
Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
Just adding to the previous answers.
The way AL modules work is they are divided into tiers. Levels 1-4, 5-10, 11-16, and 17-20. You can only play a module with characters from the tier that module is intended for. (Ongoing hardcover adventures like running the Descent into Avernus hardcover in AL can be a little different). So, if you show up at your local store with a level 1 character you will only be playing with other level 1-4 characters in content designed for level 1-4 characters.
AL has approved content. Basically all the hardcovers, a set of around 20 modules that have been produced for each season (we are in the 9th season so around 160-180 directly produced for AL) as well as a much larger number of Convention Created Content which are modules that were produced for various conventions and events and are also legal for AL play (these will have a identifier that starts with "CCC").
The AL rule set follows the rules in the players handbook with very few optional rules. Things like flanking from the DMG aren't allowed, nor are special attacks, the DM can't include rules like critical misses or fumbles for example or homebrewed classes/races/content. The DM, as always, is the final arbiter they can adjudicate rules that are ambiguous but can't add or make up things on their own. Their goal is for the players to have a fun time while challenging them. The DM can make some adjustments in terms of encounter difficulty or events in a module but they are supposed to stick to the spirit of the content.
Character creation for AL follows the PHB+1 rule. You can build your character from the content in the PHB and one other source. For example, if you wanted to play a race from Volo's guide to monsters then you could only use classes and spells from the PHB when building and leveling the character. Similarly, if you wanted to play an Arcana cleric then your +1 would be the Sword Coast Adventurers Guide. If you wanted to play a hexblade warlock then your +1 would be Xanathar's Guide to Everything.
The allowed sources for character creation are listed in the AL players guide which can be downloaded for free from the link in the previous post.
1) Leveling in season 9 is simple. At the end of every module, you have the option to level up. There is a maximum amount of gold you can receive in a level 80gp in tier 1, 240gp in tier 2. A module may not award the maximum, especially after tier 1, so you may decide to not advance the level when completing the module. They have also simplified magic item rules. If a module has a magic item then at the end of the module you (and all the other players) could choose to add it to your character sheet. There is a limit on number of magic items you can possess at one time depending on tier - tier 1 - 1, tier 2 - 3, tier 3 - 6, tier 4 - 10. So there is some forced picking and choosing which magic items to keep as you level up.
2) The basic sources are PHB, Xanathar's, Mordenkainen's Tome of Foes (the early chapters with race and character options), SCAG, Volos, Elemental Evil players guide, Tortle package from season 7 (included as part of Xanathar's I think) and maybe a couple of others. Remember that the PHB+1 rule applies.
3) I don't think Beyond has an AL specific resources but they apparently have it in the roadmap somewhere.
4) Seasons just define the content that was released and the specific rules that applied to creating and playing characters at that time. All characters use the current season rules for character creation and leveling (but they aren't retroactively adjusted). For example, season 9 specifically allows Aasimar and Tiefling characters to be used without forcing the +1 to be the source of those races. So if you start a season 9 character you could choose to be an Aasimar and use PHB and Xanathar's as your sources. In addition, these two races have the option of dropping their special ability at level 5 in exchange it for functional wings and a fly speed.
5) Perhaps check in with the local store and see if they have a sign up sheet or something like that. Other than that, have fun!
AL can feel a bit more like running a series of one shots with the same (advancing) character rather than playing a campaign. On the other hand, running a hardcover adventure with mostly the same players/characters each week under AL rules comes much closer to feeling like a D&D campaign.
Quick question, as a new player to AL, can previous adventures be played or are they lost forever once in the past?
All legal adventures are still available to play - only some Epics (multi table convention events) are retired.
Site Rules & Guidelines || How to Tooltip || Contact Support || Changelog || Pricing FAQ || Homebrew FAQ
If you have questions/concerns, please Private Message me or another moderator.
Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
Ditto. But remember the DM may have make adjustments to the loot from prior Seasons modules. I am Currently running Season 9 and some Season 3 modules. Some times my npcs say they are going give you 100GP each but stiff you for 20GP.
No Gaming is Better than Bad Gaming.