![]() Manufactured by Hasbro SA, Rue Emile-BoécDelémont, CH. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. All characters and their distinctive likenesses are property of Wizards of the Coast. Greg Marks, Alan Patrick, Travis Woodall Effective Date January 18, 2021ĭUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. Wizards of the Coast D&D Staff: Brandy Camel, Chris Lindsay, Chris Tulach D&D Adventurers League Administrators: Ma'at Crook, Amy Lynn Dzura, Claire Hoffman, But we are, in many ways, the lifeblood of the AL.File Info : application/pdf, 6 Pages, 296.85KB Document Document MastersCCv1 1 MASTERS CAMPAIGN CONTENT CATALOGUE I recognize this isn’t a major issue at all – it’s a minor “quality of life” thing that probably affects Adventurers League DMs more than anyone else. Maybe some groups can get through A Thousand Tiny Deaths in two hours, but it seems unlikely. That doesn’t even consider the fact that the time estimates for the DDAL modules often seem incredibly naive. Moving tokens and figuring things out in Roll20 seems slower than doing it at a table. And online games just take longer, due to lack of normal social cues and dealing with the VTT interface. ![]() Groups that spend a lot of time roleplaying, for example, already receive less XP per hour, and that’s okay, but personally I don’t like the fact that it also affects downtime and renown – but only when playing DDAL modules. (This applies to all three DDAL modules in the Tales from the Yawning Portal storyline season.)īut also, as I’ve noted before, those module estimates can vary wildly between groups, whether due to playstyle or just venue. This means explaining to players why they get less rewards for tonight’s session than for last week’s, just because we’re playing through a DDAL adventure meant to bridge between chapters in the hardcover. Primarily, the frustration just comes from having two different systems. Players can use it for training and crafting, of course, but I don’t know how often that actually happens. It’s already a metagame mechanic, mostly used (in AL) for specific types of tasks like trading magic items and copying scrolls. I really wish that downtime, at least, just used the actual time played. (Both quotes are taken from the D&D Adventurers League Dungeon Master’s Guide v3.0.) Unless otherwise specified, renown is awarded at the rate of 1 renown point per adventure (or 1 renown point for every 4 cumulative hours of play for Hardcover adventures).ĭowntime is awarded at the rate of 5 downtime days per 2 hours of prescribed adventure length (or 5 downtime days for every 2 cumulative hours of play for Hardcover adventures). I really hate how downtime and renown work differently in hardcovers than modules. ![]()
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