1. Adventurers League is a way of playing D&D and creating D&D characters that could potentially be played in multiple venues, with different DMs, in different cities or countries as long as they are playing Adventurer's League games and your character has been created and played using Adventurer's League rules.
You can play AL at home. You can play it at a local game store. You can play it with friends or at a convention.
The key differences about AL are ... no house rules. AL uses the rules as written plus a few additional constraints in the AL players guide/AL DMG/AL FAQ and AL Content Catalog. Characters can be created using the PHB + 1 other source. The list of sources is defined in the players guide. AL just started its 10th season and the rules for creating this season's characters are just being finalized. You record a log of the game sessions that your character plays. There are AL specific magic item and gold rules - gold is limited by character level and characters don't receive the gold that drops in the module. Any magic item that is found in a module, every character playing that module can take it however total magic items a character can have are limited by tier ... tier1 = 1, tier 2 = 3, tier 3 = 6, tier 4 = 10. A character may also choose to level up after each module played or after a certain number of hours at each level if playing a hardcover. These rules are to try to keep characters playing different content, in different games, at different houses, stores or conventions, in different cities and countries roughly comparable to each other in terms of resources so that when these characters are taken to a convention they can be played together without one overpowering the other just due to the adventures that were available to that character when leveling up.
AL includes all the published WotC hardcover adventures. Sets of season specific AL modules ... ranging from tier 1 to tier 4 characters (tiers : 1 : level 1-4, tier 2: levels 5-10, tier 3: levels 11 to 16 and tier 4: levels 17-20) as well as modules produced for AL play by the community and for conventions. These are usually designated "CCC" standing for Convention Created Content.
2. A DCI number is a Wizards of the Coast membership number. It is used for folks playing magic the gathering and was previously used to also register AL players. However, this is no longer required.
Hey, question about what sort of adventures are available for AL; is it strictly modules published by WoTC for AL play or can a DM make up a simple adventure so long as it's designed to be completed in 2-4 hours of play and the rewards are relatively appropriate to the tier of play?
Hey, question about what sort of adventures are available for AL; is it strictly modules published by WoTC for AL play or can a DM make up a simple adventure so long as it's designed to be completed in 2-4 hours of play and the rewards are relatively appropriate to the tier of play?
All of the hardcover adventures set in the forgotten realms (including curse of strahd) are AL legal. This includes running individual chapters as far as I know but not individual encounters from those books.
In addition, there are WOTC published modules including some of the epic adventures, there are modules designated as CCC (convention created content) that were created by a wide variety of people, season 10 and now season 11 also include DungeonCraft created modules. Any module available on DMsGuild and marked as Adventurer's League is considered AL legal as far as I know.
DungeonCraft adventures are made by anyone. However, they are restricted in terms of magic item and theme to a specific list which gives an adventure seed (concept) and a specific magic item that could be awarded in that adventure (I haven't read the season 11 DC rules so they may have changed). This is as close as you can get to a DM making up a story for the players to run. They can not give away arbitrary items - they have to give out whatever is listed as associated with the adventure seed that they use to create the adventure.
The reason DMs can not run arbitrary content for AL is because the characters are portable. I can take an AL character, play it in a home game with AL content and then continue to play the exact same character at a game store or convention. As a result, you can't have a DM making up adventures and giving out great magic items in one case while another table doesn't have a "nice" DM. Some control is placed on this by having the characters log all the adventures they play and the items they obtain from those adventures so that a different DM can check if faced with the character. As an example, if someone is playing a home grown DungeonCraft adventure, they have to log the seed it was based on and the item rewarded so that another DM can check later if they like.
The goal is to keep AL adventuring fun but fair across a wide range of players, DMs and tables.
There is a list of adventures authorized for play that can be found at https://dnd.wizards.com/ddal_general. Look for the Adventure Index. There is also a Content Catalogue that is in the process of being updated. The old catalogue is still available on the same site.
Is there any way to purchase an Adventure's League Module and then run it inside of DND Beyond? My Friends and I would like to run the 20 session set of Oracle of War from Eborran but we do everything in DND Beyond.
Spelljammer character building is legal per ALPG12. This leaves many questions without a 12 FAQ published. Are Plasmoids really legal? Are these backgrounds legal? They allow a character to take Feat with the background.
If two or more magic items are distributed in a single AL adventure (mostly in HC), are they all awarded or do players choose one? i.e. uncommon + common, two or more uncommon, 2 or more common, 2 or more rare, etc.
How are the Tier system used with individual HC adventures like Candlekeep Mysteries that each have a specific level associated?
I believe that Candlekeep is divided by tier for AL play now. Initially it was level subsets but I think they dumped that. The citation from the Adaptation Guide for CM is:
"Characters may only participate in adventures that are in the same tier as the character."
The ALAG is available on discord (not ideal but they seem to have trouble keeping their website updated).
If two or more magic items are distributed in a single AL adventure (mostly in HC), are they all awarded or do players choose one? i.e. uncommon + common, two or more uncommon, 2 or more common, 2 or more rare, etc.
Every character playing the adventure receives one copy of the magic items. This applies to consumables too. If there are 3 healing potions found in the adventure then each character will receive one (assuming they aren't all used), not 3. For multiple magic items, each character gets a copy. I had a session in Curse of Strahd with something like 6 magic items awarded with each character receiving one copy of each for their character log.
At the moment it is only available on the D&D Discord AND it isn't that easy to find even there. They really need to do a better job on the AL community relations but it seems to be a problem with WotC rather than any of the folks on the community facing side of things.
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A few questions...
1. Is adventurer's league just a official playstyle?
2. What is a DCI number?
1. Adventurers League is a way of playing D&D and creating D&D characters that could potentially be played in multiple venues, with different DMs, in different cities or countries as long as they are playing Adventurer's League games and your character has been created and played using Adventurer's League rules.
https://dnd.wizards.com/ddal_general
https://dndadventurersleague.org/
You can play AL at home. You can play it at a local game store. You can play it with friends or at a convention.
The key differences about AL are ... no house rules. AL uses the rules as written plus a few additional constraints in the AL players guide/AL DMG/AL FAQ and AL Content Catalog. Characters can be created using the PHB + 1 other source. The list of sources is defined in the players guide. AL just started its 10th season and the rules for creating this season's characters are just being finalized. You record a log of the game sessions that your character plays. There are AL specific magic item and gold rules - gold is limited by character level and characters don't receive the gold that drops in the module. Any magic item that is found in a module, every character playing that module can take it however total magic items a character can have are limited by tier ... tier1 = 1, tier 2 = 3, tier 3 = 6, tier 4 = 10. A character may also choose to level up after each module played or after a certain number of hours at each level if playing a hardcover. These rules are to try to keep characters playing different content, in different games, at different houses, stores or conventions, in different cities and countries roughly comparable to each other in terms of resources so that when these characters are taken to a convention they can be played together without one overpowering the other just due to the adventures that were available to that character when leveling up.
AL includes all the published WotC hardcover adventures. Sets of season specific AL modules ... ranging from tier 1 to tier 4 characters (tiers : 1 : level 1-4, tier 2: levels 5-10, tier 3: levels 11 to 16 and tier 4: levels 17-20) as well as modules produced for AL play by the community and for conventions. These are usually designated "CCC" standing for Convention Created Content.
2. A DCI number is a Wizards of the Coast membership number. It is used for folks playing magic the gathering and was previously used to also register AL players. However, this is no longer required.
Thanks for the quick and helpful response!
Hey, question about what sort of adventures are available for AL; is it strictly modules published by WoTC for AL play or can a DM make up a simple adventure so long as it's designed to be completed in 2-4 hours of play and the rewards are relatively appropriate to the tier of play?
All of the hardcover adventures set in the forgotten realms (including curse of strahd) are AL legal. This includes running individual chapters as far as I know but not individual encounters from those books.
In addition, there are WOTC published modules including some of the epic adventures, there are modules designated as CCC (convention created content) that were created by a wide variety of people, season 10 and now season 11 also include DungeonCraft created modules. Any module available on DMsGuild and marked as Adventurer's League is considered AL legal as far as I know.
DungeonCraft adventures are made by anyone. However, they are restricted in terms of magic item and theme to a specific list which gives an adventure seed (concept) and a specific magic item that could be awarded in that adventure (I haven't read the season 11 DC rules so they may have changed). This is as close as you can get to a DM making up a story for the players to run. They can not give away arbitrary items - they have to give out whatever is listed as associated with the adventure seed that they use to create the adventure.
The reason DMs can not run arbitrary content for AL is because the characters are portable. I can take an AL character, play it in a home game with AL content and then continue to play the exact same character at a game store or convention. As a result, you can't have a DM making up adventures and giving out great magic items in one case while another table doesn't have a "nice" DM. Some control is placed on this by having the characters log all the adventures they play and the items they obtain from those adventures so that a different DM can check if faced with the character. As an example, if someone is playing a home grown DungeonCraft adventure, they have to log the seed it was based on and the item rewarded so that another DM can check later if they like.
The goal is to keep AL adventuring fun but fair across a wide range of players, DMs and tables.
There is a list of adventures authorized for play that can be found at https://dnd.wizards.com/ddal_general. Look for the Adventure Index. There is also a Content Catalogue that is in the process of being updated. The old catalogue is still available on the same site.
Is there any way to purchase an Adventure's League Module and then run it inside of DND Beyond? My Friends and I would like to run the 20 session set of Oracle of War from Eborran but we do everything in DND Beyond.
Not at this time.
No Gaming is Better than Bad Gaming.
Spelljammer character building is legal per ALPG12. This leaves many questions without a 12 FAQ published. Are Plasmoids really legal? Are these backgrounds legal? They allow a character to take Feat with the background.
How are the Tier system used with individual HC adventures like Candlekeep Mysteries that each have a specific level associated?
If two or more magic items are distributed in a single AL adventure (mostly in HC), are they all awarded or do players choose one? i.e. uncommon + common, two or more uncommon, 2 or more common, 2 or more rare, etc.
I believe that Candlekeep is divided by tier for AL play now. Initially it was level subsets but I think they dumped that. The citation from the Adaptation Guide for CM is:
"Characters may only participate in adventures that are in the same tier as the character."
The ALAG is available on discord (not ideal but they seem to have trouble keeping their website updated).
Every character playing the adventure receives one copy of the magic items. This applies to consumables too. If there are 3 healing potions found in the adventure then each character will receive one (assuming they aren't all used), not 3. For multiple magic items, each character gets a copy. I had a session in Curse of Strahd with something like 6 magic items awarded with each character receiving one copy of each for their character log.
ALAG?
Sorry :) Adventurers League Adaptation Guide. It contains modifications to hardcover publications to make them AL legal.
Thanks. Haven't run across that one.
At the moment it is only available on the D&D Discord AND it isn't that easy to find even there. They really need to do a better job on the AL community relations but it seems to be a problem with WotC rather than any of the folks on the community facing side of things.