I've never run a HC in AL before. What am I allowed to do between sessions with my downtime? Am I allowed to buy and sell items? I know I don't recover, I have to do that in adventure. Am I allowed to run other one shot adventures? Can I use healing pots and other items I acquire in those in my HC?
I've never run a HC in AL before. What am I allowed to do between sessions with my downtime? Am I allowed to buy and sell items? I know I don't recover, I have to do that in adventure. Am I allowed to run other one shot adventures? Can I use healing pots and other items I acquire in those in my HC?
You're allowed to do all those things you do while running other one shot adventures including running those other one shot adventures
Hey! Would have a source on this? The closest thing I could find were the 2015 rules "At the end of an episode or adventure (and sometimes during an adventure), you can buy or sell mundane items." I'm going to assume "sometimes during an adventure" means, if you find a market. That would infer that you can't just change gear between sessions of a HC, unless you're doing a rebuild. I suppose the cheaty way of doing it would be to do a quick one shot in between sessions and buy/sell there.
Hey! Would have a source on this? The closest thing I could find were the 2015 rules "At the end of an episode or adventure (and sometimes during an adventure), you can buy or sell mundane items." I'm going to assume "sometimes during an adventure" means, if you find a market. That would infer that you can't just change gear between sessions of a HC, unless you're doing a rebuild. I suppose the cheaty way of doing it would be to do a quick one shot in between sessions and buy/sell there.
Hey! Would have a source on this? The closest thing I could find were the 2015 rules "At the end of an episode or adventure (and sometimes during an adventure), you can buy or sell mundane items." I'm going to assume "sometimes during an adventure" means, if you find a market. That would infer that you can't just change gear between sessions of a HC, unless you're doing a rebuild. I suppose the cheaty way of doing it would be to do a quick one shot in between sessions and buy/sell there.
Check out the D&D Adventurer's League Player's Pack on the DM's Guild which includes the Player's Guide. Per the rulings regardless of whether it's a hardcover, between sessions it's 100% legal to purchase items from the Player's Handbook. That being said if you have a super regular group that you're mostly exclusive to, it might not always be the best choice. For example, a larger theme of Tomb of Annihilation is death and the lengths people will go to avoid it. It's fine that you can just buy a ton of potions of healing between sessions but that might make it less enjoyable when trekking desperately through the jungle
Sorry to be this guy, but I'm reading through the 7.0 player's guide again and I still don't see anything that says this is legal. I'm hoping I'm just bad at reading, but if you could quote the section or something that'd be helpful!
Sorry to be this guy, but I'm reading through the 7.0 player's guide again and I still don't see anything that says this is legal. I'm hoping I'm just bad at reading, but if you could quote the section or something that'd be helpful!
Thanks!
Hey! No problem at all! Adventurer's League can be tedious sometimes :) So I did some digging and oddly I also can't find it in the Player's Guide. There's a bit early on saying while creating a character that you can purchase mundane equipment from the PHB using starting gold but that's all.
HOWEVER. the Adventurer's League Admins have made official rulings on the DDAL facebook page quite a few times. Specifically they've stated that not only can you purchase mundane items from the PHB between sessions, but it also costs no downtime days :)
Page 14 of the DDAL FAQ 7.1 suggests that, between sessions of a multi-session adventure, you can do whatever you want. You can even play other multi-session adventures (or single-session adventures) you just have to write down some of your stats so that you don't magically heal status effects (like diseases) between the sessions. There is a little ripple in space-time :) the next session, where you suddenly are a little stronger or have new items but it does not matter since nobody remembers the previous time line :)
" Whether due to time constraints, or adventure length, adventures take multiple sessions.
Players are expected to fill out their log entry at the end of each session (as normal).
However, it is recommended that characters participating in a multiple-session adventure also record their characters current hit points, and other expended resources (hit dice, spell slots, rages, etc.) in the notes section of their log entry, as such resources are not refreshed between sessions of the same adventure.
Characters can play other adventures (including other multiple-session adventures) between sessions.
At the start of each new adventure, the character’s hit points, hit dice, and other consumable resources are restored to full; however, the character will begin play suffering the effects of any diseases, toxins, curses, or other maladies that weren’t removed at the end of the adventure.
It is for this reason, that characters participating in one (or more) multiple-session adventures should take careful note of their current resources at the end of each session.
Players taking their characters from game to game in this way are permitted to advance in level, and earn rewards (gold, magic items, etc.) between sessions of a multiple-session adventure, but must exercise caution or else they may accidently level- out of their original game.
Since characters may adventure between sessions of a multiple-session adventure, they may also advance in levels between sessions.
While the character gains the full benefit of leveling immediately, expended hit points, spell slots, and other consumable resources do not refresh between sessions until the character rests.
All other benefits of gaining a level (including newly acquired abilities) are available immediately. This requires some suspension of disbelief on the part of the players and Dungeon Master, especially in the case of the character gaining new equipment, magic items, or class features between sessions. "
One of the hallmarks of AL is that the characters are not "committed" to an adventure series. Players show up, roll dice, exhaust resources, and earn XP. They record on their Log Sheets in case a DM challenges the item, level, feat, etc. Fin. See you next week. Same AL time. Same AL channel.
Down time is awarded as an incentive to give players a chance to learn skills or a new language, create a magic item, so on, between adventurers. Personally I like that aspect. Downtime offers me a different reward, not just kill scores in the form of XP. Which is fun but the focus shifted in 3.5 from monster checklist to a holistic Table experience. Monsters became obstacles. Choices were rewarded. Magic items, gold, heck, the overall acquisition of wealth was part of the fun but not the exclusive purpose, and therefore became subordinate to the Experience.
You're the DM. Yes, you can run a one-shot. Yes, you can run a two-hour adventure. Yes, you can technically run any previously published official Adventurers League adventure and HC from any season. It's all fair game. Some tournament and game stores don't like to do this. They want players to bring characters to experience the current season, but all official approved product is fair game.
It's how some DMs beef up characters in order to boost the CR, give the characters something to grit their teeth over. The Average Party Level calculation is useful for the DM but if the party's APL is substantially higher than the recommended APL of the adventure, they're going to walk through it and not feel challenged. Unless you crank up the monsters, which I've done.
Tomb of Annihilation, in my opinion, is the best setting so far. It is immersive. You can leave Port Nyanzaru and get lost in the jungle. Literally. The HC has so much to offer in the way of prepared adventures, random encounters, important NPCs, jungle obstacles, that you could take one tiny little aspect of one piece of it and expand on it until it's completely exhausted.
Or you could dungeon crawl the living snot out of it and still have room left over. Because if the character dies, he/she dies. Period. That tension alone is worth the game play. I've watched players shout out the damage die I rolled. They freak out.
The little part of me that likes to torment players just rings his hands over and over.
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I've never run a HC in AL before. What am I allowed to do between sessions with my downtime? Am I allowed to buy and sell items? I know I don't recover, I have to do that in adventure. Am I allowed to run other one shot adventures? Can I use healing pots and other items I acquire in those in my HC?
Hey! Would have a source on this? The closest thing I could find were the 2015 rules "At the end of an episode or adventure (and sometimes during an adventure), you can buy or sell mundane items." I'm going to assume "sometimes during an adventure" means, if you find a market. That would infer that you can't just change gear between sessions of a HC, unless you're doing a rebuild. I suppose the cheaty way of doing it would be to do a quick one shot in between sessions and buy/sell there.
https://media.wizards.com/2015/downloads/dnd/ALPGv3.pdf
Hi Parzival,
Sorry to be this guy, but I'm reading through the 7.0 player's guide again and I still don't see anything that says this is legal. I'm hoping I'm just bad at reading, but if you could quote the section or something that'd be helpful!
Thanks!
Page 14 of the DDAL FAQ 7.1 suggests that, between sessions of a multi-session adventure, you can do whatever you want. You can even play other multi-session adventures (or single-session adventures) you just have to write down some of your stats so that you don't magically heal status effects (like diseases) between the sessions. There is a little ripple in space-time :) the next session, where you suddenly are a little stronger or have new items but it does not matter since nobody remembers the previous time line :)
Players are expected to fill out their log entry at the end of each session (as normal).
However, it is recommended that characters participating in a multiple-session adventure also record their characters current hit points, and other expended resources (hit dice, spell slots, rages, etc.) in the notes section of their log entry, as such resources are not refreshed between sessions of the same adventure.
Characters can play other adventures (including other multiple-session adventures) between sessions.
At the start of each new adventure, the character’s hit points, hit dice, and other consumable resources are restored to full; however, the character will begin play suffering the effects of any diseases, toxins, curses, or other maladies that weren’t removed at the end of the adventure.
It is for this reason, that characters participating in one (or more) multiple-session adventures should take careful note of their current resources at the end of each session.
Players taking their characters from game to game in this way are permitted to advance in level, and earn rewards (gold, magic items, etc.) between sessions of a multiple-session adventure, but must exercise caution or else they may accidently level- out of their original game.
Since characters may adventure between sessions of a multiple-session adventure, they may also advance in levels between sessions.
While the character gains the full benefit of leveling immediately, expended hit points, spell slots, and other consumable resources do not refresh between sessions until the character rests.
All other benefits of gaining a level (including newly acquired abilities) are available immediately. This requires some suspension of disbelief on the part of the players and Dungeon Master, especially in the case of the character gaining new equipment, magic items, or class features between sessions. "
PS: Hi Josh!
One of the hallmarks of AL is that the characters are not "committed" to an adventure series. Players show up, roll dice, exhaust resources, and earn XP. They record on their Log Sheets in case a DM challenges the item, level, feat, etc. Fin. See you next week. Same AL time. Same AL channel.
Down time is awarded as an incentive to give players a chance to learn skills or a new language, create a magic item, so on, between adventurers. Personally I like that aspect. Downtime offers me a different reward, not just kill scores in the form of XP. Which is fun but the focus shifted in 3.5 from monster checklist to a holistic Table experience. Monsters became obstacles. Choices were rewarded. Magic items, gold, heck, the overall acquisition of wealth was part of the fun but not the exclusive purpose, and therefore became subordinate to the Experience.
You're the DM. Yes, you can run a one-shot. Yes, you can run a two-hour adventure. Yes, you can technically run any previously published official Adventurers League adventure and HC from any season. It's all fair game. Some tournament and game stores don't like to do this. They want players to bring characters to experience the current season, but all official approved product is fair game.
It's how some DMs beef up characters in order to boost the CR, give the characters something to grit their teeth over. The Average Party Level calculation is useful for the DM but if the party's APL is substantially higher than the recommended APL of the adventure, they're going to walk through it and not feel challenged. Unless you crank up the monsters, which I've done.
Tomb of Annihilation, in my opinion, is the best setting so far. It is immersive. You can leave Port Nyanzaru and get lost in the jungle. Literally. The HC has so much to offer in the way of prepared adventures, random encounters, important NPCs, jungle obstacles, that you could take one tiny little aspect of one piece of it and expand on it until it's completely exhausted.
Or you could dungeon crawl the living snot out of it and still have room left over. Because if the character dies, he/she dies. Period. That tension alone is worth the game play. I've watched players shout out the damage die I rolled. They freak out.
The little part of me that likes to torment players just rings his hands over and over.