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<blockquote data-quote="felwred" data-source="post: 6851652" data-attributes="member: 6805714"><p>Overall the system is good - a definite improvement. I do question letting DMs insert non-consumable magic items. It's not from a crazy powerful list so it won't be game breaking but I can see doing without it. The extra XP for players for experienced DM's is a great idea. That's something I really like a lot. Of course, it's annoying to DM the same module a zillion times but you end up doing it. For store games, I'm not sure how many times I've run LMoP and HoDQ and can fix problems with them on the fly without a problem. I haven't run individual DDAL modules that many times more than once but a handful make sense. It takes a tough breed to run the -1 modules that many times. It's usually brand new players - you have to have a love of teaching the game. I have nothing but respect for people who do that over and over (well, maybe a bit of fear as to what would drive them <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ).</p><p></p><p>The three recommendations I'd make are:</p><p>1. Put a system in place to require taking the DCIs of all the players and better document what you've done to avoid cheating.</p><p>2. Give titles such as "Master DM" (yes - the older forum members will remember that from RPGA days) - it lets players know who to prioritize playing with in Cons. There's a limited system like that now with Baldman but work better if expanded out into the mass DM audience.</p><p>3. Let DMs who run games (especially in stores since that drives new people taking up the game) have access to unusual classes or races, etc. The certs that used to be printed for Aasimar, etc are the type of thing I am speaking about. They aren't game breaking but let you play something a bit different.</p><p></p><p>Overall AL - good work on the improvement!</p><p></p><p>Fred</p></blockquote><p></p>
[QUOTE="felwred, post: 6851652, member: 6805714"] Overall the system is good - a definite improvement. I do question letting DMs insert non-consumable magic items. It's not from a crazy powerful list so it won't be game breaking but I can see doing without it. The extra XP for players for experienced DM's is a great idea. That's something I really like a lot. Of course, it's annoying to DM the same module a zillion times but you end up doing it. For store games, I'm not sure how many times I've run LMoP and HoDQ and can fix problems with them on the fly without a problem. I haven't run individual DDAL modules that many times more than once but a handful make sense. It takes a tough breed to run the -1 modules that many times. It's usually brand new players - you have to have a love of teaching the game. I have nothing but respect for people who do that over and over (well, maybe a bit of fear as to what would drive them :) ). The three recommendations I'd make are: 1. Put a system in place to require taking the DCIs of all the players and better document what you've done to avoid cheating. 2. Give titles such as "Master DM" (yes - the older forum members will remember that from RPGA days) - it lets players know who to prioritize playing with in Cons. There's a limited system like that now with Baldman but work better if expanded out into the mass DM audience. 3. Let DMs who run games (especially in stores since that drives new people taking up the game) have access to unusual classes or races, etc. The certs that used to be printed for Aasimar, etc are the type of thing I am speaking about. They aren't game breaking but let you play something a bit different. Overall AL - good work on the improvement! Fred [/QUOTE]
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