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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 Joseph T. [Verified Purchaser]
Date Added: 09/02/2018 20:45:06

Any company with a semblance of sense would fire Chris Lindsay out of hand for this drivel.

The new changes remove experience in Adventurers League, replacing it with milestone-like "advancement checkpoints". And removes mundane item and treasure finds, replacing them with a system of "treasure checkpoints" that are derived not from finding treasure in game nor for accomplishing mission goals, but from time spent in play. Magic items are "unlocked" for purchase (with treasure checkpoints) when found in play, but characters must frequently wait for RL months afterward in order to be able to afford them. Evil characters and others with faction membership worked into their identity are now required to have a specific background ability. Of course, no allowances have been made to remake former characters to reflect the new requirements. Drastic cuts to the amount of gp available to characters has been made.

  • Removing the link between player achievement and treasure removes a great deal of the personal satisfaction derived from play; and removes much of the in-character motivation for adventuring. AND breaks verisimilitude.
  • The ruleset cuts out a lot of game content that was previously workable within AL rules.
  • Destroys characters that people have invested a great deal of time into throughout previous seasons.
  • The AL organizers have spread information necessary to make sense of the changes over numerous documents. And require/reference books that many new players - those most likely to start out in AL - would not have access to.
  • The changes to experience are mostly workable. EXCEPT that advancement rates and rewards have been flattened (beyond 1st tier), so that a player who misses a couple sessions and gets behind will NEVER catch up to their peers. Unless said peers voluntarily slow their progression.
  • All of this could have been avoided if a modicum of rational thought had been applied to the proposed changes. A treasure point system is workable - if the costs are reasonable, and if gains are tied to what the players actually do in game. It was wholly unnecessary to make evil character jump through extra hoops; nor to make character-destroying the changes without even the option of a re-write.

My FLGS voted, unanimously, to drop Adventurers League because of this product.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Brian G. [Verified Purchaser]
Date Added: 09/02/2018 20:29:28

a bunch of poorly thought out changes that no one asked for and few people like.

1) the rules were late. they are incomplete. you have to check twitter, two closed facebook groups, and a blog to figure out what the heck is happening. did you know a folding boat was an unlocked item for september 2018 only? no, you didn't because you didn't read the adventurers league blog. 2) it takes a lot of the what am i getting out of this adventure and sanatizing it into ACP and TCP and no gold. no one asked for this. we just slogged through an adventure, can't keep anything we found, and burned resources to get there.
3) the rules are ridiculous and confusing trying to back port to older games, and totally immersion breaking. we just finished an adventure, it dropped quals feath token. oooh, its unlocked for purchase with treasure points. who cares. no one is going to take this POS item. it might have been interesting as a free drop, but its not worth wasting TPs 4) it was supposed to fix fishing for items, but everyone with a martial character will be running through another adventure to get plate armor before the system wants you to.



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: 09/02/2018 20:13:48

The way this was all laid out has been a total hack job. They were almost a day late on dropping most of the content and even now it's half-done.

The refusal to fix the problems the AL Community asked for is a total slap in the face to all the players who've been loyal to the genre and excited for the good changes.

Pros:

  • Advancement Checkpoints are great. They make it simpler and more streamlined. There are a few down falls, but they're fixed by allowing players to slow their progression.
  • Treasure Checkpoints are great... for purchasing magic items, both the unlocked stuff and the Evergreen list. They make the final who gets the magic item at the end of the adventure much easier to handle.
  • The Adventurer's League Content Catalog holding all the Season / Adventure specific guidance is a much more suitable place for all that information.

Cons:

  • Gold is a total joke. It's such a staple to DnD and this update really trivializes exploration more than it needed to be. There is no reward for finding treasure. I can understand that want to make gold harder to get, but it could have been fixed in many other ways. DMs could have just been given the leeway to award a bonus treasure point to players that found bonus gold.
  • There is no DM Quests packet.
  • DM rewards aren't as flexible as they were in previous seasons. Honestly, the only reason I DM Adventurer's League is for the opportunity to create a character and plop them into a game every once in awhile.
  • The logsheet obvioulsy didn't even get looked at by a designer. There are twice as many fields that players have to fill out now, and it didn't even come with a "Magic Item's Unlocked Cheatsheet" that helps players buy items.
  • All the changes made a lot of unecessary complications with no easy to understand cheatsheets.
  • Storm King's Thunder is a completely obsolete adventure with the changes.

I run a community that hosts about 25 players who play weekly in public. The DMs including myself are talking about trashing Adventurer's League until this can get fixed.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Spencer H. [Verified Purchaser]
Date Added: 09/02/2018 19:24:05

The changes to the rules are...interesting. They seem to be trying to rule out certain things, but dont want to outright say those things aren't allowed, so instead they made the rules more complicated to try and make it difficult to do those things. Like buying a ton of healing potions, using awaken, using simulcrum, etc.

Giving everyone a chance at the adventures magic item is a cool idea, but messes with immersion and makes it feel more like hired thugs who get paid by the hour rather than brave adventurers. The lack of gold does a similar thing, and hurts several builds that need gold to function properly.

There is a discrepancy in there, where it says all ypu need is the players handbook, an adventure, and players to play. The problem is a bunch of qiestions are answered by saying to look up in the DMG, or XGTE. That is not just the player's handbook that is needed then. This makes the barrier to entry higher, and makes it more confusing for players who aren't already used to D&D5e, and I thought ease of use was one of the big points.

I couldn't for the life of me find the DMquests either after the backlash that rose around them releasing it last minute with such miniscule rewards. So not only are many of these changes jarring for players and making things overcomplicated, they're also incomplete.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Al D. [Verified Purchaser]
Date Added: 09/02/2018 18:15:22

New rules are the worst that can happened with AL. My 20 characters become strange non-faction homeless assasins, gold in modules vanish, our feedback not heared. So take this 1 star, i never buy something from WotC or D&D AL. But i can find it something in web for free if i want. Enjoy league without fun



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Jason P. [Verified Purchaser]
Date Added: 09/02/2018 17:56:27

These rule changes make playing D&D in AL not feel like D&D at all.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Chris H. [Verified Purchaser]
Date Added: 09/02/2018 17:40:47

I like the idea of not getting [magic] item sniped, but I'd be super cool if I didn't have to go through multiple documents just find out if I can purchase one or not.

I was never a huge fan of factions and didn't particpate in the Red War stuff at all (too many grognards patting themselves on the back thinking they were in charge of stuff when they weren't), so the loss of factions was no big deal to me, but the way that it was handled was a big giant F-you to those that cared.

What truly bothers me though is the loss of gold and minor treasures and mundane items. Only getting gold when you level up and not getting to keep and mundane treasure/items is absolutely absurd. What a slap in the face.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Parker W. [Verified Purchaser]
Date Added: 09/02/2018 17:07:27

The rules changes for Season 8 were enough for me to quit AL. The changes to gold make wizards unplayable RAW, and removal of any treasure from SKT as well as the risk/reward of dark gifts from COS makes my past characters feel hollow now.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Joshua L. [Verified Purchaser]
Date Added: 09/02/2018 16:36:12

The gold and treasure rules are bad enough that two of my groups have opted to either switch games or to quit AL. My     local game shop is considering implementing their own league rather than play under Season 8 rules



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Revan V. [Verified Purchaser]
Date Added: 09/02/2018 16:27:46

The DM's and players do not care for the gold and magic item rules so we stopped playing AL because fun comes first.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Kevin G. [Verified Purchaser]
Date Added: 09/02/2018 16:13:37

My group fell apart shortly after a few games trying the new season rules out.

Happy with leveling systems being close to milestone, group was very unhappy with changes to treasure and gold.

Going to try and put together a homebrew set but feeling a bit confused at the decisions made this season.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Pieter L. [Verified Purchaser]
Date Added: 09/02/2018 15:05:18

The whole point of AL for me was a to have a stable body of rules supporting long term, portable characters, to avoid ending up with orphaned characters when groups eventually fold. This was worth puttting up with the downsides of OP up to now. Good job in ruining it over the last year or so, with the season 6 non-season, the Death Curse and now this... Very disappointing way to handle issues mainly caused by hardbacks.

Going to vote with my wallet and will avoid WOTC material, esp the S8 related HCs as well as AL S8 modules from now on. At least the CCC seems to have some fun stuff left in it.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Spencer J. [Verified Purchaser]
Date Added: 09/02/2018 14:34:32

The changes to XP I don't mind, although I do think you level much too fast; but there is a MAJOR disconnect now with the inability to earn gold. Many player characters sole motives were to act as a mercenary for hire, essentially just getting paid to help wherever needed. Now with the gold changes there is no quest giver offering payment, there is no ability to barter for a higher payment, you essentially are forced to make characters that are lawful good doing good deeds out of the kindness of their heart with nothing in it for them and that feels really terrible. I only really play characters whose personalities make them "in it for the payment" so to speak. So for me the changes to gold specifically ruined a lot of my immersion as well as ruined my character's personalities since they no longer have any incentive other than me wanting them to play the quest or module. For the love of all things holy and the spirit of Gygax please change at the very least the ability for characters to receive gold reward payments for completing quests. I honestly am not too perterbed by the changes to magic items essentially not existing when found, but instead finding a voucher to turn into the magic costco down the road so they can start stocking the item; but the inability to earn gold within a quest is just hastily thought up and while on paper may seem like it resolves some issues, in practice it is clunky and completely non-functional.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Jeremy F. [Verified Purchaser]
Date Added: 09/02/2018 14:02:05

Horrible immersion-breaking, RPG-game destroying changes. Goodbye AL.



Rating:
[1 of 5 Stars!]
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D&D Adventurers League Player & DM Pack
Publisher: D&D Adventurers League
by Ma K. [Verified Purchaser]
Date Added: 09/02/2018 13:51:48

These new rules were poorly conceived and even more poorly communicated. Just that alone deserves a poor rating. Don't push through an unfininished product.



Rating:
[1 of 5 Stars!]
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