I agree completely! This will also bring back the older players who hate the milestone/level each adventure system. This was a big complaint at Gen Con last year with many players missing the experience point system and having a better feel for where they sit in a level. This also provides a feeling of accomplishment where auto-levelling takes it away.
On a bit of a tangent, if we increase the number of modules required for advancement, then perhaps we can revisit the rule that rewards everyone at the table with the exact same loot.
I know the old system could lead to conflict but it was more natural, authentic, and didn't completely break the verisimilitude the current loot system does. I think a better outcome would be to increase the number and variety of loot so that every player still has the same relative access without everyone getting the same +2 [insert random weapon].
I know I am old school on this point but I REALLY miss the "certificate" experience - even though much of what we do today is all online. Even back in 2002, we sometimes played online and we would get our certificates in the mail a week later.
On a bit of a tangent, if we increase the number of modules required for advancement, then perhaps we can revisit the rule that rewards everyone at the table with the exact same loot.
I know the old system could lead to conflict but it was more natural, authentic, and didn't completely break the verisimilitude the current loot system does. I think a better outcome would be to increase the number and variety of loot so that every player still has the same relative access without everyone getting the same +2 [insert random weapon].
I know I am old school on this point but I REALLY miss the "certificate" experience - even though much of what we do today is all online. Even back in 2002, we sometimes played online and we would get our certificates in the mail a week later.
At the preview event for MCC, we were provided with 3 options for loot after every adventure. We could either 1) take a unique item for that adventure 2) take just pure gold (it was a set amount) or 3) take half the gold and pull from a treasure box they had at a table, which had random magic items in it.
For the 3rd option, they had things that were level appropriate for us, and the rarest items being a ring of resistance, with the most common being a billowing cloak.
When I asked the organizers about the loot, they mentioned that the current (it may have changed) goal is to have similar options for future adventures. Everything also came with a physical cert.
On a bit of a tangent, if we increase the number of modules required for advancement, then perhaps we can revisit the rule that rewards everyone at the table with the exact same loot.
I know the old system could lead to conflict but it was more natural, authentic, and didn't completely break the verisimilitude the current loot system does. I think a better outcome would be to increase the number and variety of loot so that every player still has the same relative access without everyone getting the same +2 [insert random weapon].
I know I am old school on this point but I REALLY miss the "certificate" experience - even though much of what we do today is all online. Even back in 2002, we sometimes played online and we would get our certificates in the mail a week later.
I disagree with some of this. The one cert one magic item lead to farming and crashing in. I had players know the loot drop, and only show up for that module. This ticked off a lot of the players who were running in that season. A possible hybrid it two magic item drops. One with the certificate, and the second one of lesser power which duplicates.
The current system is occasionally looney tunes. Especially in books. I ran Storm King Thunder and the players feedback was too many of them had giant slayers.
Adventurers League seems to be structured primarily to enable people to play.. lower barriers to organize groups and barriers to join.
A win for WotC/D&D and us gamers.
I would like to see Adventurers League have some “campaign” guidelines and guidance for more static groups where longer modules (like in the approved books) run for more than four hours.
I have ran books three ways. 1. By tier. This sucks especially when you hit tier 3 and the boss monster can only hit you on a Nat15 . In Descent the final battle was two pcs vs Zariel. Had a level 16 she could barely touch and one 14 she could zero out. She Called it a drawn and ran away.
2. + or - 1 of chapter level within tier. This was the sweet spot for me as my adjustments did not punch out the lights of the weaker pcs, and pcs couldn't punch out the boss too easy.
3. By tier but tier 3 only +2 of chapter level. Half of my regulars like this. Yes during tier 1 chapters they can stomp most of the encounters but they have fun.
On a bit of a tangent, if we increase the number of modules required for advancement, then perhaps we can revisit the rule that rewards everyone at the table with the exact same loot.
I know the old system could lead to conflict but it was more natural, authentic, and didn't completely break the verisimilitude the current loot system does. I think a better outcome would be to increase the number and variety of loot so that every player still has the same relative access without everyone getting the same +2 [insert random weapon].
I know I am old school on this point but I REALLY miss the "certificate" experience - even though much of what we do today is all online. Even back in 2002, we sometimes played online and we would get our certificates in the mail a week later.
I disagree with some of this. The one cert one magic item lead to farming and crashing in. I had players know the loot drop, and only show up for that module. This ticked off a lot of the players who were running in that season. A possible hybrid it two magic item drops. One with the certificate, and the second one of lesser power which duplicates.
The current system is occasionally looney tunes. Especially in books. I ran Storm King Thunder and the players feedback was too many of them had giant slayers.
How is it any better with the current system where you are essentially guaranteed every item in the module? In the old system, showing up for that one module would not guarantee that the rest of the players would allow you to walk away with the best loot. In fact, the old system rewarded players for being good team members.
Just remember that if you want folks to play more sessions before advancing, we'll need more adventures.
Shouldn't be a problem. There will be a lot of adventures. We're working out the plans still, but about 30/yr seems most likely. Note that T1 and T2 will make up all of them the first year, and be heavily featured in year two.
Stick with the current structure of leveling up with each adventure, I feel it works well especially for those of us who only play in one adventure a month.
Personally I’m not happy about the forced march into LoG out of the Forgotten Realms.
On a bit of a tangent, if we increase the number of modules required for advancement, then perhaps we can revisit the rule that rewards everyone at the table with the exact same loot.
I know the old system could lead to conflict but it was more natural, authentic, and didn't completely break the verisimilitude the current loot system does. I think a better outcome would be to increase the number and variety of loot so that every player still has the same relative access without everyone getting the same +2 [insert random weapon].
I know I am old school on this point but I REALLY miss the "certificate" experience - even though much of what we do today is all online. Even back in 2002, we sometimes played online and we would get our certificates in the mail a week later.
At the preview event for MCC, we were provided with 3 options for loot after every adventure. We could either 1) take a unique item for that adventure 2) take just pure gold (it was a set amount) or 3) take half the gold and pull from a treasure box they had at a table, which had random magic items in it.
For the 3rd option, they had things that were level appropriate for us, and the rarest items being a ring of resistance, with the most common being a billowing cloak.
When I asked the organizers about the loot, they mentioned that the current (it may have changed) goal is to have similar options for future adventures. Everything also came with a physical cert.
Ooh, nice, physical certs. Gosh, I miss those. Made it so much easier to keep track of the magic item's unique flavor. And it was just nice to have something *physical* at the end of an adventure.
As for leveling up, I'm going to have to say at level X, play X adventures, max 5. I might suggest lowering the max to 3 though. Thinking back to the days of the AL XP rules, I seem to recall having to play about 9 or 10 adventures before reaching tier 2 from level one. It felt like a slog at times, but reaching tier 2 also felt like you earned it. Not to mention people generally had a much better sense of game rules by the time they reached tier 2, having played enough of the game to get things down pat.
I tell ya, kids these days, they don't know how good they got it. They don't even have to play adventures to even reach tier 2, they can just start at level 5! Then they don't even have to play an adventures to level up, they can just use downtime! Imagine that, leveling up a character not once, but twice per adventure... Bunch of spoiler brats getting to gain a level that they didn't even earn... Heavens to Besty, back in my day you had to earn your level advancement, but nowadays every Tom, Dick, and Harry can just use play just a couple of adventures and then use their precious downtime to reach level 20 lickity split. Heck, I bet lots of folks don't even know how their lower level abilities even work when they skip ahead like that, taking all these dang ol' shortcuts. Boy I tells ya, I don't know what the worlds coming to when someone can just reach level 20 in less time it took the rest of us to reach tier 2 back in our day. Don't know what the world's coming to, I tells ya. [/Old man shaking fist at clouds rant]
On a bit of a tangent, if we increase the number of modules required for advancement, then perhaps we can revisit the rule that rewards everyone at the table with the exact same loot.
I know the old system could lead to conflict but it was more natural, authentic, and didn't completely break the verisimilitude the current loot system does. I think a better outcome would be to increase the number and variety of loot so that every player still has the same relative access without everyone getting the same +2 [insert random weapon].
I know I am old school on this point but I REALLY miss the "certificate" experience - even though much of what we do today is all online. Even back in 2002, we sometimes played online and we would get our certificates in the mail a week later.
At the preview event for MCC, we were provided with 3 options for loot after every adventure. We could either 1) take a unique item for that adventure 2) take just pure gold (it was a set amount) or 3) take half the gold and pull from a treasure box they had at a table, which had random magic items in it.
For the 3rd option, they had things that were level appropriate for us, and the rarest items being a ring of resistance, with the most common being a billowing cloak.
When I asked the organizers about the loot, they mentioned that the current (it may have changed) goal is to have similar options for future adventures. Everything also came with a physical cert.
Ooh, nice, physical certs. Gosh, I miss those. Made it so much easier to keep track of the magic item's unique flavor. And it was just nice to have something *physical* at the end of an adventure.
As for leveling up, I'm going to have to say at level X, play X adventures, max 5. I might suggest lowering the max to 3 though. Thinking back to the days of the AL XP rules, I seem to recall having to play about 9 or 10 adventures before reaching tier 2 from level one. It felt like a slog at times, but reaching tier 2 also felt like you earned it. Not to mention people generally had a much better sense of game rules by the time they reached tier 2, having played enough of the game to get things down pat.
I tell ya, kids these days, they don't know how good they got it. They don't even have to play adventures to even reach tier 2, they can just start at level 5! Then they don't even have to play an adventures to level up, they can just use downtime! Imagine that, leveling up a character not once, but twice per adventure... Bunch of spoiler brats getting to gain a level that they didn't even earn... Heavens to Besty, back in my day you had to earn your level advancement, but nowadays every Tom, Dick, and Harry can just use play just a couple of adventures and then use their precious downtime to reach level 20 lickity split. Heck, I bet lots of folks don't even know how their lower level abilities even work when they skip ahead like that, taking all these dang ol' shortcuts. Boy I tells ya, I don't know what the worlds coming to when someone can just reach level 20 in less time it took the rest of us to reach tier 2 back in our day. Don't know what the world's coming to, I tells ya. [/Old man shaking fist at clouds rant]
ha ha ha I love the old man rant! :D
The physical certs are pretty awesome. In addition to the magical items we also go physical certs for completing story elements too. They were very cool and honestly something everyone at my table asked about after each game.
MCC was my first convention where I played D&D and it was a blast. I hope they continue with the physical certs going forward too.
Please make your choice before the morning of Thursday, April 24th, 2025 (PT)
This poll doesn't let me see how many people have voted. I almost didn't see it since I was scrolling past all the other pinned topics that haven't had any activity in a while. If there are any Legends of Greyhawk social media accounts promoting this poll, I haven't seen them.
I'd hate to think there are folks invested in LoG that aren't aware this poll exists and miss their chance to cast their vote and have their voices heard.
Any chance of getting an extension of this deadline?
Please make your choice before the morning of Thursday, April 24th, 2025 (PT)
This poll doesn't let me see how many people have voted. I almost didn't see it since I was scrolling past all the other pinned topics that haven't had any activity in a while. If there are any Legends of Greyhawk social media accounts promoting this poll, I haven't seen them.
I'd hate to think there are folks invested in LoG that aren't aware this poll exists and miss their chance to cast their vote and have their voices heard.
Any chance of getting an extension of this deadline?
I believe they mentioned on their discord that this poll was also being posted to all other social media accounts that are AL based, as there is no official LoG media/chats with D&D Beyond yet. The poll was also previously extended a week and a half.
Would love to see a system where you can delevel a chara and play lower level mods, but there would need to be rules on magic items that can have access to.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I agree completely! This will also bring back the older players who hate the milestone/level each adventure system. This was a big complaint at Gen Con last year with many players missing the experience point system and having a better feel for where they sit in a level. This also provides a feeling of accomplishment where auto-levelling takes it away.
On a bit of a tangent, if we increase the number of modules required for advancement, then perhaps we can revisit the rule that rewards everyone at the table with the exact same loot.
I know the old system could lead to conflict but it was more natural, authentic, and didn't completely break the verisimilitude the current loot system does. I think a better outcome would be to increase the number and variety of loot so that every player still has the same relative access without everyone getting the same +2 [insert random weapon].
I know I am old school on this point but I REALLY miss the "certificate" experience - even though much of what we do today is all online. Even back in 2002, we sometimes played online and we would get our certificates in the mail a week later.
At the preview event for MCC, we were provided with 3 options for loot after every adventure. We could either 1) take a unique item for that adventure 2) take just pure gold (it was a set amount) or 3) take half the gold and pull from a treasure box they had at a table, which had random magic items in it.
For the 3rd option, they had things that were level appropriate for us, and the rarest items being a ring of resistance, with the most common being a billowing cloak.
When I asked the organizers about the loot, they mentioned that the current (it may have changed) goal is to have similar options for future adventures. Everything also came with a physical cert.
I disagree with some of this. The one cert one magic item lead to farming and crashing in. I had players know the loot drop, and only show up for that module. This ticked off a lot of the players who were running in that season. A possible hybrid it two magic item drops. One with the certificate, and the second one of lesser power which duplicates.
The current system is occasionally looney tunes. Especially in books. I ran Storm King Thunder and the players feedback was too many of them had giant slayers.
No Gaming is Better than Bad Gaming.
I have ran books three ways. 1. By tier. This sucks especially when you hit tier 3 and the boss monster can only hit you on a Nat15 . In Descent the final battle was two pcs vs Zariel. Had a level 16 she could barely touch and one 14 she could zero out. She Called it a drawn and ran away.
2. + or - 1 of chapter level within tier. This was the sweet spot for me as my adjustments did not punch out the lights of the weaker pcs, and pcs couldn't punch out the boss too easy.
3. By tier but tier 3 only +2 of chapter level. Half of my regulars like this. Yes during tier 1 chapters they can stomp most of the encounters but they have fun.
No Gaming is Better than Bad Gaming.
Just remember that if you want folks to play more sessions before advancing, we'll need more adventures.
How is it any better with the current system where you are essentially guaranteed every item in the module? In the old system, showing up for that one module would not guarantee that the rest of the players would allow you to walk away with the best loot. In fact, the old system rewarded players for being good team members.
Shouldn't be a problem. There will be a lot of adventures. We're working out the plans still, but about 30/yr seems most likely. Note that T1 and T2 will make up all of them the first year, and be heavily featured in year two.
Stick with the current structure of leveling up with each adventure, I feel it works well especially for those of us who only play in one adventure a month.
Personally I’m not happy about the forced march into LoG out of the Forgotten Realms.
Is the Frogotten Realms being dropped or is Greyhawk just being added like Eberon?
To my understanding Greyhawk is replacing FR
Someone commented that Greyhawk would be replacing FR.
Any truth to that?
Not really. FR is remaining a campaign, but Greyhawk is being added and made the campaign focused on for convention play.
It isn't replacing AL - AL will still go along doing whatever it decides to do.
Legends of Greyhawk (LoG) is it's own thing. 100% separate. No crossing the streams, no multiverse this or that, and no DeLorean or meeting your mom.
Ooh, nice, physical certs. Gosh, I miss those. Made it so much easier to keep track of the magic item's unique flavor. And it was just nice to have something *physical* at the end of an adventure.
As for leveling up, I'm going to have to say at level X, play X adventures, max 5. I might suggest lowering the max to 3 though. Thinking back to the days of the AL XP rules, I seem to recall having to play about 9 or 10 adventures before reaching tier 2 from level one. It felt like a slog at times, but reaching tier 2 also felt like you earned it. Not to mention people generally had a much better sense of game rules by the time they reached tier 2, having played enough of the game to get things down pat.
I tell ya, kids these days, they don't know how good they got it. They don't even have to play adventures to even reach tier 2, they can just start at level 5! Then they don't even have to play an adventures to level up, they can just use downtime! Imagine that, leveling up a character not once, but twice per adventure... Bunch of spoiler brats getting to gain a level that they didn't even earn... Heavens to Besty, back in my day you had to earn your level advancement, but nowadays every Tom, Dick, and Harry can just use play just a couple of adventures and then use their precious downtime to reach level 20 lickity split. Heck, I bet lots of folks don't even know how their lower level abilities even work when they skip ahead like that, taking all these dang ol' shortcuts. Boy I tells ya, I don't know what the worlds coming to when someone can just reach level 20 in less time it took the rest of us to reach tier 2 back in our day. Don't know what the world's coming to, I tells ya. [/Old man shaking fist at clouds rant]
ha ha ha I love the old man rant! :D
The physical certs are pretty awesome. In addition to the magical items we also go physical certs for completing story elements too. They were very cool and honestly something everyone at my table asked about after each game.
MCC was my first convention where I played D&D and it was a blast. I hope they continue with the physical certs going forward too.
Your mom, maybe.
This poll doesn't let me see how many people have voted. I almost didn't see it since I was scrolling past all the other pinned topics that haven't had any activity in a while. If there are any Legends of Greyhawk social media accounts promoting this poll, I haven't seen them.
I'd hate to think there are folks invested in LoG that aren't aware this poll exists and miss their chance to cast their vote and have their voices heard.
Any chance of getting an extension of this deadline?
I believe they mentioned on their discord that this poll was also being posted to all other social media accounts that are AL based, as there is no official LoG media/chats with D&D Beyond yet. The poll was also previously extended a week and a half.
Would love to see a system where you can delevel a chara and play lower level mods, but there would need to be rules on magic items that can have access to.