Since I am considering running in Adventurer's League in the near future at my local venue and I have the following questions:
When does the new Adventure cycle begin? I know that "Dreams of the Red Wizards" is the current storyline, but when does that change?
Will Dragonlance, become part of Adventurer's League, since it is not actually part of Faerûn, if memory serves correctly?
Can privately created adventures be considered Adventurer's League events, or must it be current books and officially published AL adventures?
I will probably have more questions, but for now it is just great being back in D&D after all these years.
I'll try to answer :) ... any mistakes are on me but I hope it is reasonably accurate :)
Dreams of the Red Wizards is one story line composed of about 20 adventures and a few larger scale adventures called epics that can be run as multi-table events. It is considered a part of the Forgotten Realms campaign. However, it isn't really a "current" storyline. The most recently released content included in the AL Forgotten Realms campaign is Spelljammer.
First some history:
AL has been going for close to 10 years (if not more - previous editions of D&D also had organized play options). It was originally divided into seasons that roughly corresponded to the publication of hardcover adventures released by WotC. Each season was usually accompanied by a set of 2-8 hour modules produced by WotC (These can usually be identified on DMsGuild.com by tags like DDEX, DDAL etc). These were supplemented by adventures created for conventions and by other groups (these typically had a CCC tag). The Dreams of the Red Wizards modules are part of another set of adventures (designated DRW) that are now produced by one of WotC content partners. Finally, in recent years, WotC switched to a model of creating adventures where the community could create their own adventures but subject to specific constraints and limitations on what the modules could give out. These are called DungeonCraft or DC. There are a wide variety of these available (also on DMsGuild) for the most recent storylines. DC content can only usually be created for the most recent "season". The current DC season is Spelljammer.
All of this immense number of adventures and available source books have been split into several distinct AL campaigns. Characters playing one campaign can not be transferred to another campaign.
None of the AL campaigns include the D&D source books based on Magic: The Gathering - Strixhaven, Theros, Ravnica etc - are not legal sources in any AL campaigns.
Most of these campaigns allow characters to be created using the PHB, Xanathars and Tashas with additions from campaign specific source books. Some specific books and subsets of adventures have their own campaigns.
- Demiplanes of Dread campaign - this is Von Richten's guide and a set of specific adventures crafted for play in that setting. Note that this does NOT include Curse of Strahd which is part of the Forgotten Realms campaign.
- Eberron Campaign - Eberron Rising from the Last War source book and a set of adventures and epics going from level 1-20 called the Oracle of War.
- Critical Role campaign - the Netherdeep adventure book probably with Wildemount as a source book.
- the Forgotten Realms campaign - basically everything else at the moment including Spelljammer as the most recent entry.
It isn't known yet whether Dragonlance will be valid for AL play and if it is whether it will get its own separate campaign or be merged with an existing campaign. With the advent of Spelljammer allowing characters to travel to different worlds there is some justification for putting Kryn into the Forgotten Realms campaign but who knows what WotC will do.
The only AL legal privately created content that can be used for at home play would be DC modules created using the published guidelines. I THINK that a DM can make a private DC but I am not sure that an unpublished DC is valid for AL play since there is no way for a character log to be checked.
Which brings up the last element of AL play. It is very flexible but the player is supposed to log (very brief entry) the adventures they have played. The purpose of this is to try to minimize mistakes made by the player when they bring the character to a public venue (like a convention), the DM can check the log for the character to see where they picked up their magic items, what special story awards they might have earned, how many levels and how much gold they have. Folks aren't supposed to just make up characters with arbitrary stuff at arbitrary levels, most are honest about it but AL operates on the honour system, the logs provide a bit of a mechanism to allow a DM at a convention to check that the character likely wasn't just made up that morning.
So David42, this will lead to a few other questions, but let me say this. Thank you for your in-depth explanation... it is greatly appreciated. You explained a lot of the additional questions I was going to pose, but I will ask this...
Where are characters "logged", other than the "character log sheet" provided in the Adventurer's League resources? Are they supposed to be logged online somewhere; or is this mostly handled at the individual venue?
I would take it that you are not limited to DM events that are just in the current season, so if I were to run say Waterdeep: Dragon Heist, that is still okay under the Adventurer's League Banner, as long as the AL Guidelines are adhered to?
Again, I would like to thank you for your explanation in helping me understand where AL is right now. Many, many years ago, I used to play in RPGA... and AL is basically, as I understand it, the new model for RPGA... and perhaps a lot better organized.
Rollback Post to RevisionRollBack
“No one ever made a difference by being like everyone else.”
So David42, this will lead to a few other questions, but let me say this. Thank you for your in-depth explanation... it is greatly appreciated. You explained a lot of the additional questions I was going to pose, but I will ask this...
Where are characters "logged", other than the "character log sheet" provided in the Adventurer's League resources? Are they supposed to be logged online somewhere; or is this mostly handled at the individual venue?
I would take it that you are not limited to DM events that are just in the current season, so if I were to run say Waterdeep: Dragon Heist, that is still okay under the Adventurer's League Banner, as long as the AL Guidelines are adhered to?
Again, I would like to thank you for your explanation in helping me understand where AL is right now. Many, many years ago, I used to play in RPGA... and AL is basically, as I understand it, the new model for RPGA... and perhaps a lot better organized.
AL is run on the honor system. Logs used to be more official but now any reasonable record would do. The available AL log sheets work. Some folks use AdventurersLeagueLog.com, others keep their character logs on their character sheets on paper, in pdf format, on Roll20, google sheets, word, excel or in D&D Beyond in the Notes section. There is no official requirement for how the log is maintained only that it list key information and be available to a DM if they ask to see it.
Key information would be date, DM name, name of module, name of character playing the adventure (though the name can be changed now so at least some way to identify the character), magic items received (both permanent and consumable), any items purchased or sold, gold acquired, whether the character chose to level up at the end of the session and Down time earned.
These days, every session earns 10 downtime days. Downtime days are used for a variety of purposes - copying spells, in some cases learning languages or tool proficiencies (there are some story awards that might allow your character to learn a new skill), a character can also spend 10 downtime days to increase a level. (However, it is more fun to advance a character by playing through the levels than by advancing every session and using downtime to advance faster - though it does mean if a player wants a higher level character it doesn't take long to get there).
AL games can be any D&D game run anywhere (home, game store, convention) that is run using AL legal content and AL legal characters and Rules As Written. The DM has the ability to adjudicate inconsistencies in the rules like how they want to handle invisibility and hiding to some extent but they can't choose to introduce any homebrewed elements - no magic items, no spells and no rules. As examples, AL doesn't use the flanking rules that give advantage, it doesn't use the optional rules for hitting cover (eg a creature between you and your target) and a DM can't choose to add critical hit and fumble tables or any other rules they think cool.
Digression :) - In my home game for example, I allow the base weapon damage to be maximum before adding the additional die for a critical hit ... a d8 weapon for example would do d8+8 damage. I only max the weapon die so not smites or sneak attack. However, that is a house rule that I can't use when running an AL game. I just use it because I find the players tend to like it better and it reduces the chances of the critical hit doing less damage than a normal hit. A critical hit doesn't feel so critical when you roll a 1+2 on 2d8 - which is less than the average of a single d8.
Anyway, a DM can run any AL legal content. I am currently running an Out of the Abyss campaign for an AL group. AL legal characters and an AL legal adventure. One more comment, although AL doesn't allow house rules that change the game rules, it does allow for table agreements on how you want to play content. Specifically, characters are never forced to advance a level so players can voluntarily agree to level their characters when the DM tells them to do so when playing a hard cover. This allows the players to experience the content without unbalancing it by being too high a level or requiring the DM to rebalance all the encounters to make them more enjoyable.
Another aspect of AL is that at the completion of a module or session, all of the characters present each receive a copy of both permanent and consumable magic items that were found and not used in the adventure. This still applies in hardcovers too. However, again, a character can't be forced to bring magic items with them so the players can agree that only one character in the group will bring a magic item found in the adventure. This retains the module balance and experience while still remaining an AL legal game. In addition, the number of magic items a character can bring to an adventure is limited by the tier of the character (tiers are groups of levels - tier 1=level 1-4 1 permanent magic item , tier 2 = 5-10 3 items, tier 3= 11-16 6 items, tier 4=17-20 10 items).
Again David42, thank you for the great explanation.
Here it is, I am 60 years old, and I am excited again about D&D. It is amazing how things can come around full circle. That which was old, is now new again. I played for the first time in 5E at a "Learn to Play D&D" event at Gen Con this past August, which is my second year in a row going to the convention. Since my wife passed away 5 years ago, I started reconnecting with my hobby that which for the most part had been put on hold for quite a while now. It just felt good to play any RPG at Gen Con, but even more so to play Dungeons & Dragons. Since my wife got very ill over 10 years ago, and I had pretty much become more her caretaker and less so her spouse, my hobby sat on the back burner. Also, working in big box retail doesn't always make it easy to explore what the gaming hobby has to offer. I settled for MMORPGS (World of Warcraft, City of Heroes, etc.), because it was all my schedule or time could afford.
Here I am though, now after being away from Dungeons & Dragons since the mid-1990's, I am back, and excited about the prospects again. Going to Gen Con last August just made me feel so excited again to be exploring the hobby once more. It has excited me to the point that I am seriously considering going back to becoming a DM all over again. Right now, I am playing at my local venue, which I am going to this evening for AL, and I am excited to be tabletop gaming once more.
I still love boardgames, and perhaps I always will, but for now it just feels so wonderful to be back playing Dungeons & Dragons once more. It feels so new and is allowing me the opportunity to explore a side of my life that I had to put on the shelf for so long.
It is good to be back, and playing the game I had always loved but had to walk away from so long ago.
Rollback Post to RevisionRollBack
“No one ever made a difference by being like everyone else.”
So, for that matter, about Spelljammer: Adventures in Space (SAS)...
Taken from the D&D AL Players Guide v13.0, Page 4:
FORGOTTEN REALMS The Forgotten Realms campaign comprises most past adventures for D&D Adventurers League. The following changes to the rules presented above are in effect for characters attached to the Forgotten Realms campaign. Default Setting. If it is not clear what campaign world an adventure is attached to, it defaults to the Forgotten Realms. Spelljammer Adventures. Spelljammer adventures are considered part of the Forgotten Realms campaign. Background Feats. Characters selecting backgrounds without a feat option have an additional choice of a starting feat: Magic Initiate. Additional Rules Sources. Characters attached to the Forgotten Realms campaign may select additional rules options from the following products: Sword Coast Adventurer’s Guide (SCAG) and Spelljammer: Adventures in Space (SAS). The optional rules Half-Elf and Tiefling Variants and Option: Human Languages from SCAG are available for Forgotten Realms characters.
So, in the entry provided, would this imply that anything in Spelljammer: Adventures in Space (SAS), such as Species/Races, Backgrounds, etc. are fair game in any conventional Forgotten Realms Campaign, and are available for play under the Adventurer's League Guidelines?
So, for that matter, about Spelljammer: Adventures in Space (SAS)...
Taken from the D&D AL Players Guide v13.0, Page 4:
FORGOTTEN REALMS The Forgotten Realms campaign comprises most past adventures for D&D Adventurers League. The following changes to the rules presented above are in effect for characters attached to the Forgotten Realms campaign. Default Setting. If it is not clear what campaign world an adventure is attached to, it defaults to the Forgotten Realms. Spelljammer Adventures. Spelljammer adventures are considered part of the Forgotten Realms campaign. Background Feats. Characters selecting backgrounds without a feat option have an additional choice of a starting feat: Magic Initiate. Additional Rules Sources. Characters attached to the Forgotten Realms campaign may select additional rules options from the following products: Sword Coast Adventurer’s Guide (SCAG) and Spelljammer: Adventures in Space (SAS). The optional rules Half-Elf and Tiefling Variants and Option: Human Languages from SCAG are available for Forgotten Realms characters.
So, in the entry provided, would this imply that anything in Spelljammer: Adventures in Space (SAS), such as Species/Races, Backgrounds, etc. are fair game in any conventional Forgotten Realms Campaign, and are available for play under the Adventurer's League Guidelines?
Correct.
I've seen folks play Giff and have heard of others playing a plasmoid. I have a custom lineage character with the Spelljammer space background with the tough feat - mostly because it fit their backstory. Note however, that even if you don't use the spelljammer backgrounds, every AL character can now have either Tough or Skilled as a bonus starting feat. In addition, characters in the Misthunters, Eberron, and Forgotten Realms campaigns could also choose the Magic Initiate feat (this is not available to characters in the Dragonlance campaign).
However, firearms still have significant restrictions. Firearms can not be chosen as starting equipment since they are not in the PHB. Ammunition can only be obtained for firearms by scrounging it in modules that specifically list it as available equipment or if there is special text associated with it allowing the purchase of smokepowder ammunition in order to fire it. (The firearms that might be found playing either Waterdeep: Dragon Heist or Curse of Strahd include specific text allowing for the purchase of ammunition for those firearms. Other firearms like the laser weapons from Rime of the Frost Maiden or weapons in Spelljammer do not have the ability to purchase additional ammunition.
The concept is that you create a character that can be played at any DDAL event, anywhere in the world, at any time. As long as it falls in the proper tier (tier1 levels 1-4, 2=5-10, and so on). Each module is typically either 2 or 4 hours long, and characters have the potential to advance a level at the end of each adventure, if they want.
It uses a standard array or point buy, so there are no "I really did roll all 18s" shenanigans. It requires log entries for each session played. But these log entries are mostly to help track special items or story awards. There are several good ones online. It also restricts the number of permanent magic items by tier- so all characters within a tier are more-or-less on even footing.
The downside is that all character storyline development is largely on your own. Most DMs do not customize the modules to their players beyond the bare minimum, so don't expect your backstory to matter much, if at all. That doesn't mean you CAN'T build your own storyline. But it will be up to you.
AL has been going for close to 10 years (if not more - previous editions of D&D also had organized play options).
I am one of those that played Living City, a predecessor to AL and was curious if you knew when they stopped using certs? Was it during 4th Edition? I stopped play during 3.5 and came back to a VERY different organized play program under 5.0.
I think we quit using certs in season 6 (2017) and fai Chen died 2019. But if my group runs a con or etc, we have enough certs that we give them out still.
The concept is that you create a character that can be played at any DDAL event, anywhere in the world, at any time. As long as it falls in the proper tier (tier1 levels 1-4, 2=5-10, and so on). Each module is typically either 2 or 4 hours long, and characters have the potential to advance a level at the end of each adventure, if they want.
It uses a standard array or point buy, so there are no "I really did roll all 18s" shenanigans. It requires log entries for each session played. But these log entries are mostly to help track special items or story awards. There are several good ones online. It also restricts the number of permanent magic items by tier- so all characters within a tier are more-or-less on even footing.
The downside is that all character storyline development is largely on your own. Most DMs do not customize the modules to their players beyond the bare minimum, so don't expect your backstory to matter much, if at all. That doesn't mean you CAN'T build your own storyline. But it will be up to you.
really fun that you have found your way back. I am even older. Been playing since 1977, had a bit of a hiatus, and am now back in. DM'ing an ongoing campaign for the last 27 years. Try it, you might like it!
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Since I am considering running in Adventurer's League in the near future at my local venue and I have the following questions:
I will probably have more questions, but for now it is just great being back in D&D after all these years.
“No one ever made a difference by being like everyone else.”
― P.T. Barnum
I'll try to answer :) ... any mistakes are on me but I hope it is reasonably accurate :)
Dreams of the Red Wizards is one story line composed of about 20 adventures and a few larger scale adventures called epics that can be run as multi-table events. It is considered a part of the Forgotten Realms campaign. However, it isn't really a "current" storyline. The most recently released content included in the AL Forgotten Realms campaign is Spelljammer.
First some history:
AL has been going for close to 10 years (if not more - previous editions of D&D also had organized play options). It was originally divided into seasons that roughly corresponded to the publication of hardcover adventures released by WotC. Each season was usually accompanied by a set of 2-8 hour modules produced by WotC (These can usually be identified on DMsGuild.com by tags like DDEX, DDAL etc). These were supplemented by adventures created for conventions and by other groups (these typically had a CCC tag). The Dreams of the Red Wizards modules are part of another set of adventures (designated DRW) that are now produced by one of WotC content partners. Finally, in recent years, WotC switched to a model of creating adventures where the community could create their own adventures but subject to specific constraints and limitations on what the modules could give out. These are called DungeonCraft or DC. There are a wide variety of these available (also on DMsGuild) for the most recent storylines. DC content can only usually be created for the most recent "season". The current DC season is Spelljammer.
All of this immense number of adventures and available source books have been split into several distinct AL campaigns. Characters playing one campaign can not be transferred to another campaign.
None of the AL campaigns include the D&D source books based on Magic: The Gathering - Strixhaven, Theros, Ravnica etc - are not legal sources in any AL campaigns.
Most of these campaigns allow characters to be created using the PHB, Xanathars and Tashas with additions from campaign specific source books. Some specific books and subsets of adventures have their own campaigns.
- Demiplanes of Dread campaign - this is Von Richten's guide and a set of specific adventures crafted for play in that setting. Note that this does NOT include Curse of Strahd which is part of the Forgotten Realms campaign.
- Eberron Campaign - Eberron Rising from the Last War source book and a set of adventures and epics going from level 1-20 called the Oracle of War.
- Critical Role campaign - the Netherdeep adventure book probably with Wildemount as a source book.
- the Forgotten Realms campaign - basically everything else at the moment including Spelljammer as the most recent entry.
It isn't known yet whether Dragonlance will be valid for AL play and if it is whether it will get its own separate campaign or be merged with an existing campaign. With the advent of Spelljammer allowing characters to travel to different worlds there is some justification for putting Kryn into the Forgotten Realms campaign but who knows what WotC will do.
The only AL legal privately created content that can be used for at home play would be DC modules created using the published guidelines. I THINK that a DM can make a private DC but I am not sure that an unpublished DC is valid for AL play since there is no way for a character log to be checked.
Which brings up the last element of AL play. It is very flexible but the player is supposed to log (very brief entry) the adventures they have played. The purpose of this is to try to minimize mistakes made by the player when they bring the character to a public venue (like a convention), the DM can check the log for the character to see where they picked up their magic items, what special story awards they might have earned, how many levels and how much gold they have. Folks aren't supposed to just make up characters with arbitrary stuff at arbitrary levels, most are honest about it but AL operates on the honour system, the logs provide a bit of a mechanism to allow a DM at a convention to check that the character likely wasn't just made up that morning.
So David42, this will lead to a few other questions, but let me say this. Thank you for your in-depth explanation... it is greatly appreciated. You explained a lot of the additional questions I was going to pose, but I will ask this...
Again, I would like to thank you for your explanation in helping me understand where AL is right now. Many, many years ago, I used to play in RPGA... and AL is basically, as I understand it, the new model for RPGA... and perhaps a lot better organized.
“No one ever made a difference by being like everyone else.”
― P.T. Barnum
AL is run on the honor system. Logs used to be more official but now any reasonable record would do. The available AL log sheets work. Some folks use AdventurersLeagueLog.com, others keep their character logs on their character sheets on paper, in pdf format, on Roll20, google sheets, word, excel or in D&D Beyond in the Notes section. There is no official requirement for how the log is maintained only that it list key information and be available to a DM if they ask to see it.
Key information would be date, DM name, name of module, name of character playing the adventure (though the name can be changed now so at least some way to identify the character), magic items received (both permanent and consumable), any items purchased or sold, gold acquired, whether the character chose to level up at the end of the session and Down time earned.
These days, every session earns 10 downtime days. Downtime days are used for a variety of purposes - copying spells, in some cases learning languages or tool proficiencies (there are some story awards that might allow your character to learn a new skill), a character can also spend 10 downtime days to increase a level. (However, it is more fun to advance a character by playing through the levels than by advancing every session and using downtime to advance faster - though it does mean if a player wants a higher level character it doesn't take long to get there).
AL games can be any D&D game run anywhere (home, game store, convention) that is run using AL legal content and AL legal characters and Rules As Written. The DM has the ability to adjudicate inconsistencies in the rules like how they want to handle invisibility and hiding to some extent but they can't choose to introduce any homebrewed elements - no magic items, no spells and no rules. As examples, AL doesn't use the flanking rules that give advantage, it doesn't use the optional rules for hitting cover (eg a creature between you and your target) and a DM can't choose to add critical hit and fumble tables or any other rules they think cool.
Digression :) - In my home game for example, I allow the base weapon damage to be maximum before adding the additional die for a critical hit ... a d8 weapon for example would do d8+8 damage. I only max the weapon die so not smites or sneak attack. However, that is a house rule that I can't use when running an AL game. I just use it because I find the players tend to like it better and it reduces the chances of the critical hit doing less damage than a normal hit. A critical hit doesn't feel so critical when you roll a 1+2 on 2d8 - which is less than the average of a single d8.
Anyway, a DM can run any AL legal content. I am currently running an Out of the Abyss campaign for an AL group. AL legal characters and an AL legal adventure. One more comment, although AL doesn't allow house rules that change the game rules, it does allow for table agreements on how you want to play content. Specifically, characters are never forced to advance a level so players can voluntarily agree to level their characters when the DM tells them to do so when playing a hard cover. This allows the players to experience the content without unbalancing it by being too high a level or requiring the DM to rebalance all the encounters to make them more enjoyable.
Another aspect of AL is that at the completion of a module or session, all of the characters present each receive a copy of both permanent and consumable magic items that were found and not used in the adventure. This still applies in hardcovers too. However, again, a character can't be forced to bring magic items with them so the players can agree that only one character in the group will bring a magic item found in the adventure. This retains the module balance and experience while still remaining an AL legal game. In addition, the number of magic items a character can bring to an adventure is limited by the tier of the character (tiers are groups of levels - tier 1=level 1-4 1 permanent magic item , tier 2 = 5-10 3 items, tier 3= 11-16 6 items, tier 4=17-20 10 items).
TL;DR You are perfectly ok to run WDH as AL.
Again David42, thank you for the great explanation.
Here it is, I am 60 years old, and I am excited again about D&D. It is amazing how things can come around full circle. That which was old, is now new again. I played for the first time in 5E at a "Learn to Play D&D" event at Gen Con this past August, which is my second year in a row going to the convention. Since my wife passed away 5 years ago, I started reconnecting with my hobby that which for the most part had been put on hold for quite a while now. It just felt good to play any RPG at Gen Con, but even more so to play Dungeons & Dragons. Since my wife got very ill over 10 years ago, and I had pretty much become more her caretaker and less so her spouse, my hobby sat on the back burner. Also, working in big box retail doesn't always make it easy to explore what the gaming hobby has to offer. I settled for MMORPGS (World of Warcraft, City of Heroes, etc.), because it was all my schedule or time could afford.
Here I am though, now after being away from Dungeons & Dragons since the mid-1990's, I am back, and excited about the prospects again. Going to Gen Con last August just made me feel so excited again to be exploring the hobby once more. It has excited me to the point that I am seriously considering going back to becoming a DM all over again. Right now, I am playing at my local venue, which I am going to this evening for AL, and I am excited to be tabletop gaming once more.
I still love boardgames, and perhaps I always will, but for now it just feels so wonderful to be back playing Dungeons & Dragons once more. It feels so new and is allowing me the opportunity to explore a side of my life that I had to put on the shelf for so long.
It is good to be back, and playing the game I had always loved but had to walk away from so long ago.
“No one ever made a difference by being like everyone else.”
― P.T. Barnum
On 3. I no longer up on how you create CCC con created content.
1. Season don't matter. In the last 4 weeks I ran the Spelljammer book, Dragonlance, and two modules from season 2.
2. Last time I looked at the discord channel, it was heavy hinting DL is legal. Currently using the Player guide 12.1 version and DM guidance 11. 1 See the page Adventurers League | Organized Play | Dungeons & Dragons (wizards.com) for what is up to date.
I think my players handout is still on the first page if you want a thumb nail of stuff.
No Gaming is Better than Bad Gaming.
So, for that matter, about Spelljammer: Adventures in Space (SAS)...
Taken from the D&D AL Players Guide v13.0, Page 4:
So, in the entry provided, would this imply that anything in Spelljammer: Adventures in Space (SAS), such as Species/Races, Backgrounds, etc. are fair game in any conventional Forgotten Realms Campaign, and are available for play under the Adventurer's League Guidelines?
“No one ever made a difference by being like everyone else.”
― P.T. Barnum
Correct.
I've seen folks play Giff and have heard of others playing a plasmoid. I have a custom lineage character with the Spelljammer space background with the tough feat - mostly because it fit their backstory. Note however, that even if you don't use the spelljammer backgrounds, every AL character can now have either Tough or Skilled as a bonus starting feat. In addition, characters in the Misthunters, Eberron, and Forgotten Realms campaigns could also choose the Magic Initiate feat (this is not available to characters in the Dragonlance campaign).
However, firearms still have significant restrictions. Firearms can not be chosen as starting equipment since they are not in the PHB. Ammunition can only be obtained for firearms by scrounging it in modules that specifically list it as available equipment or if there is special text associated with it allowing the purchase of smokepowder ammunition in order to fire it. (The firearms that might be found playing either Waterdeep: Dragon Heist or Curse of Strahd include specific text allowing for the purchase of ammunition for those firearms. Other firearms like the laser weapons from Rime of the Frost Maiden or weapons in Spelljammer do not have the ability to purchase additional ammunition.
Hold on,
can someone please explain to me the concept of AL, I don’t get it but it sounds like something I want to participate in!
The concept is that you create a character that can be played at any DDAL event, anywhere in the world, at any time. As long as it falls in the proper tier (tier1 levels 1-4, 2=5-10, and so on). Each module is typically either 2 or 4 hours long, and characters have the potential to advance a level at the end of each adventure, if they want.
It uses a standard array or point buy, so there are no "I really did roll all 18s" shenanigans. It requires log entries for each session played. But these log entries are mostly to help track special items or story awards. There are several good ones online. It also restricts the number of permanent magic items by tier- so all characters within a tier are more-or-less on even footing.
The downside is that all character storyline development is largely on your own. Most DMs do not customize the modules to their players beyond the bare minimum, so don't expect your backstory to matter much, if at all. That doesn't mean you CAN'T build your own storyline. But it will be up to you.
I am one of those that played Living City, a predecessor to AL and was curious if you knew when they stopped using certs? Was it during 4th Edition? I stopped play during 3.5 and came back to a VERY different organized play program under 5.0.
I think we quit using certs in season 6 (2017) and fai Chen died 2019. But if my group runs a con or etc, we have enough certs that we give them out still.
No Gaming is Better than Bad Gaming.
Cool thanks!
Hi "kid",
really fun that you have found your way back. I am even older. Been playing since 1977, had a bit of a hiatus, and am now back in. DM'ing an ongoing campaign for the last 27 years. Try it, you might like it!