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D&D Adventurers League Player & DM Pack

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Average Rating:3.6 / 5
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D&D Adventurers League Player & DM Pack
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Richard Z. [Verified Purchaser]
Date Added: 06/17/2019 14:32:26

These guides are written from the point of view of someone who is already familiar with the terminology and the system. They are not very new-player friendly and leave a lot of questions unanswered.



Rating:
[2 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Benjamin N. [Verified Purchaser]
Date Added: 06/07/2019 19:21:58

File names not obvious. Had a hard time finding player's guide.



Rating:
[3 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by James M. [Verified Purchaser]
Date Added: 05/16/2019 10:33:33

This had all the fiddly bits I needed to start DMing Adventurers League legal content. :)



Rating:
[5 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Don S. [Verified Purchaser]
Date Added: 05/02/2019 12:39:11

AL used to be my go to D&D game. I was even an AL rep and large supporter. My name appears in an AL product. But recent changes, and continued changes in the wrong direction tells me AL is no longer a D&D game. Don't get me wrong I believe and support some of the changes made both last season (8) and this one, but disagree almost entirely with the majority of the changes.

Good luck AL I wish you the best, but continue to make changes for the worse and you will loose a large crowd of players, including myself just as D&D did during 4th edition.



Rating:
[2 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Steven H. [Verified Purchaser]
Date Added: 04/30/2019 23:02:38

Not worth the time right now. Too many rules changes and essentially non D&D type things going on. The soul of the game has been damaged. I am not sure who is in charge of this CF now, but they think they know best and it's not to my liking. Or anyone I know in my local play group, my local cons or my local gamestores.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Eran A. [Verified Purchaser]
Date Added: 04/28/2019 23:56:37

It has become to annoying and too troublesome to keep playing Adventurers League proper with the new season 9 rules. It has come to a point where I think it's not worth it anymore. I will keep my characters logged and probably shift back to season 8 rules and, since the local scene is mostly isolated, I think it'll be the better choice overall.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Kassidy R. [Verified Purchaser]
Date Added: 04/26/2019 22:05:38

s9 is the worst thing ever thus far, it removes the portability of AL and Scraps the hard work other people have put into their characters. It is an affront to the very things that Dungeons and Dragons is Supposed to represent.I would rather it be like an MMO then like the steaming pile of garbage it is about to become.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Vince K. [Verified Purchaser]
Date Added: 04/22/2019 06:08:14

This does NOT tell us as a DM when using older AL mods (like DDEX1-4, Dues for the Dead) what treasure table to advise players they can purchase the item from - I am to guess??? There is no point in bringing out a system that says the DM will tell you, when we are not provided this detail! How hard is it to add to the tables in the Content Catalog the treasure table - answer, so hard they have not done this. Have found other resources to answer this, and they wonder why we are unhappy.



Rating:
[2 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Jerin P. [Verified Purchaser]
Date Added: 02/14/2019 08:43:53

After 2 years of avid DM'ing and buying every module to provide my players with varied experiences, I will officially be leaving AL. These rules are just so far outside the spirit of the the game I can no longer take the joy I once did in helping new players discover AL. I will be moving to home games exclusively.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Vicente M. [Verified Purchaser]
Date Added: 01/25/2019 11:36:50

I've been playing D&D as a DM for a few years now and I just started playing Adventurers League recently. I really like the idea of Adventurers League, but it's current version needs a rework. There is far too much prep work involved in running and/or playing D&D sessions with this system. The DnD_AL rules you need to know just to properly use and level a player character feel overwhelming, even if you are already familiar with the core rulebooks. And if you're a DM not only do you have even more additional rules and charts to fiddle with, but you are also expected to provide a bunch of printouts for all the players, so many that it's almost mandatory to own a printer if you want to DM in the DnD_AL. I understand that previous versions of Adventurers League had problems with players hoarding powerful magic items for themselves and then breaking the game with them, but Wizards of the Coast needs to think of a better solution to that problem than this tedious, uninviting mess.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Johnathan M. [Verified Purchaser]
Date Added: 01/13/2019 23:29:03

I REALLY hate the changes from season 7 to season 8. I won't be using this and I guess all my games are now unofficial until they come to their senses and undo all the idiotic changes for season 9. To those of you whop said people shouldn't downvote this just because they hate season 8: WOTC only cares about profits, and this will show them that people DO NOT WANT these changes. They will not listen to anything else.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Alfredo P. [Verified Purchaser]
Date Added: 01/06/2019 06:33:35

I like this product because it's given me most of what I need to begin DMing Adventurers League games. I can't say it's perfect because I still frequently need questions answered by the admins on Facebook, but I like that these documents are constantly updated. I particularly like the consolodation of information in the content catalogue, but I wish the FAQs would get more attention.



Rating:
[4 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by A customer [Verified Purchaser]
Date Added: 12/18/2018 16:40:41

So, after missing Season 7 due to life changes, I have to say this is extremely dissapointing. I've been involved in AL since Mulmaster, and while there have been some issues with the format over the years, this takes the cake. These rules are sloppy, devoid of editing, and poorly formatted. Despite the huge outcry from the community against this, both before and after the changes were enacted, the response from the admins has boiled down to "if you don't like the railroad, sucks for you. Jump out and we'll replace you at the next stop." This isn't dnd anymore, and I will not be using these rules in my local league. I highly recommend anyone interested in league ignore this garbage fire and use the rules from Season 7. You and your players will be much happier not playing Fantasy Accountants who are paid by the hour, and you'll enjoy skipping the headache of trying to figure out how this works, much less explaining it to new people night after night. If the goal was to alienate the entire playerbase, many of whom have been involved for years, good job Wizards. Cons have already had record shortages of DM's this year, and I don't see any coming back while this antagonistic buisness practice holds true.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by El V. [Verified Purchaser]
Date Added: 12/11/2018 21:57:13

Season 8 was supposed to be easier with TCP/ACP, until your New Season 8 DM awards 3 ACP/3TCP for the adventure. Not only does New Season 8 player, tier 1 character not advance in level or collect gold, they also earn .75 renown! Season 8 math is fun! The New Season 8 player will have to do a remedial module to advance to next level. Please repeat 1st grade New Season 8 player! Opps, I mean level 1. New Season 8 player do you wanna play your tier 1 character at half of 3 ACP/3TCP earning 1.5ACP/1.5TCP/0.375 renown instead? Awesome! What? You are going to player homebrew rules instead? Yes, the Adventure League Organizers are fill-ins from other game systems and care little for players that have invested their time, effort, and money into this game system. They care little for what came before in the previous 7 seasons, don't wish wish learn anything from the past, believe they are untouchable, and their jobs are secure indefinitely. You want them to do what?!? Yes, I highly agree. Good Luck with the Homebrew!

Recently Adventure League added new renown/faction 1.01 feature to compensate for lack of gold. Add a potion of healing, add item 100gp or less from PHB, etc. depending of renown/faction level. Unfortunately is no guidance for each level that determines rank 1 to rank 5 in new renown/faction schema. New items from renown/faction feature disappear if unused at end of each new adventure. Players in previous seasons would have done there own upgrades without "Hammer and Sickle" edict that everyone gets paid they same gold/reward regardless of achievement or effort.

Another fun issue with Season 8 rules is that the Season 8 rules are frequently modified roughly every two weeks. There have multiple copies of DM 8.2, player 8.2, Adventure League Catalog Content 8.6, Renown guidance (new!) 1.01, and DM rewards 8.2 etc. Modifications/Additions/Subtractions are common. DM/Player need to log in into DMsGuild and download the latest changes at least twice a month and disseminate it to other DM/Players. People have boring meetings a work and school. Do I need boring meetings for DMsGuild Downloads for my hobby as well? It is more effort than necessary for a game system where DM's are volunteers and have lives and responsibilities outside of this game system. Most new changes band-aids covering a catastophic wound that New Season 8 have rulings have wrecked on DM/Player Brand Goodwill.

It is possible to just scub Season 8 ACP/TCP and return to previous Pre-Season 8 rules as those rule made game popular and fun? Pre-Season DM rewards from Season 4+ increased popularity of the game system. It made DMs'/Players' want to volunteer time and energy into the WotC brand. New changes have evaporated both.

Brand/culture shift changes are difficult and challenging. We should not fear change. Changes in Brand/Culture that positively affect usage, accessiblity, popularity, or recognition of the Brand, those individuals should be commended and rewarded for their efforts. Some publicists believe any publicity is a good thing. I beg to differ. Poorly implemented, executed change plans that negatively affect Brand and Goodwill across a system should not be tolerated. If new Season 8 changes errode the support the public support at game stores and conventions (Adventure League should have compiled 7 seasons of data country-wide), there should be consequences. Who wants to be the NFL Colin Kapernik of Adventure Gaming? Take a Knee! (to the groin!)



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by A customer [Verified Purchaser]
Date Added: 11/29/2018 21:37:42

I really dislike the new rules. Here is why:

ACP vs. XP - I find AP to be no easier. I strongly feel this was a change simply to make a change. I actually think it is easier to explain XP to a new player than it is to explain ACP. Two different explanations to a new player: 1) You've earned 300 Experience Points. Your character is now level 2. Your XP accumulates, and you can use the Player's Handbook or the free Basic Rules online to see chart that shows you how much XP you need to level up. 2) You've earned 4 Advancement Checkpoints. Your character is now level two. Every time you accrue 4 AP, you will gain another level. Until you reach level 5, then the amount needed changes. From there on out you'll need 8 AP to level up.

Treasure - I strongly care about the story. There is nothing story-based about the way gold suddenly just shows up when your character levels up. If they are concerned about the in-game economy, then the admins should better guide the writers so that they don't award too much in their modules. Is it easier to explain to new players? Listen to these two examples: 1) Great job, folks. Your characters each earn 150 gold. 2) Great job, folks. You each earn 4 Treasure Points. These only apply to magic items, not treasure. You actually get no gold at all. For gold, you'll have to wait until you level up. Oh, and you'll have to consult a chart to know how much gold you get each time.

TCP vs. Magic Items - See my point about story, above. When a party joins together and epically defeats a fearsome foe, they reap the rewards. Often, they gain a fantastic magic item. If more than one person wants the item, there may be a little tension at the table, but I contend that isn't necessarily a bad thing. The person that gains the item is a little happier, and the person that doesn't yearns a little more for the next desirable thing. Eventually, they will get something cool, and it will be all the more memorable, especially since they had to strive for it. Not so much when they simply accrue abstract treasure points and then pick something off of an appropriate table. In fact, I'm struggling to think of something less memorable than that method. Here are our two examples of new player explanation. 1) Okay people, as I described, the halfling bandit was extraordinarily strong. When you search his body, you notice that the gauntlets he is wearing look very special. They are Gauntlets of Ogre Power. One of you can get them. Who is interested? 2) Okay people, the halfling was wearing Gauntlets of Ogre Power. This item is now unlocked for all of you. In order to actually get them, you'll need to accrue 16 treasure points, then you can trade those in for the Gauntlets. If you find something else you want in the meantime, you can check your treasure point balance on the table in the AL Player Guide and then cross reference it against the magic item tables in the Dungeon Masters Guide, which, by the way, you will have to buy. Oh, yeah, there are also evergreen items that are always available to you. You'll have to check the ALPG for that too. Remember, treasure checkpoints earned at tier 1 can only be spent on items available to tier 1 characters, while TP earned at tier 2 can be spent on items available to both Tier 1 and Tier 2. You understood all that, right?

One of the story related problems with the new TP system comes from modules that are part of a series. For example, in DDAL08-01 to 08-03, the modules literally transition from the end of one module to the beginning of the next module in the same room, speaking to the same NPC. If a character is holding the magic item from the previous module, why do they suddenly not have the item in their possession at the beginning of the current module? It destroys the immersion. I have to say to them, "Well, you didn't expend TP in between the modules to get the item, so it's gone."

Really, the main reason I am so against the gold and treasure point rules is that it absolutely does not feel like D&D to me. I've been playing since I was 12, and one of the best feelings was the anticipation of completing a major quest or campaign, and waiting for the DM to tell you what amazing things you discover in the hoard/treasure chest/hidden cache. There is simply none of that now. I just recently had the pleasure of playing at an excellent DMs table, where he ran DDAL07-18. It was a blast, and a truly epic finale, culminated by... nothing. No gold. No found magic item. Here's an unlock for you, if you want it. I really found that to be deflating. Exactly the opposite of the Christmas morning feeling I used to get at the end of something heroic. Let me be clear, the DM did a fantastic job, the fault lies with the new AL rules, not the DM.

Renown and Downtime - There isn't much difference that I can see, but I'm not sure what to do with renown. Maybe I'm missing something. This brings me to the elimination of the Factions. It’s a bummer to have the Factions heavily utilized and the players encouraged to join, to the point that the Factions became part of some characters identity, only to see them devalued almost entirely. This elimination also makes the older mods somewhat less relevant, since the Factions were often the primary motivator.

The new module format. It is absolutely more difficult for DMs to prep. I think that most of you who have sat at tables I DM know that I try to prep for the mod. I can't stand the new format. Call it luck or call it intuition, but I feel Gygax nailed it when he came up with keyed encounters and box text. I do not see the new format as improving upon that. A DM, running a module cold, is absolutely going struggle with the new format.

I frankly do not think any of these changes are an improvement, and some of them are downright awful. 5th edition has been touted as a system that encourages collaborative storytelling at the table. I can't see how the gold accumulation and treasure check points have a single thing to do with story. They are literally antithetical to the story, which ruins it for me.



Rating:
[1 of 5 Stars!]
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