Season 8 will switch to the Organized Play rules presented in XGTE

Nagol

Unimportant
You can't make it a simple ratio because the number of checkpoints / level remains constant and xp requirements constantly rise. To convert xp characters to the checkpoint system is simple though. They get checkpoints equal to the base for their current level + (checkpoints required for next level) * (current xp towards next level / xp required to level), round down. Reversing the conversion is pretty straightforward too, though I doubt there is a reason for it.

From memory, it takes somewhere around 11-12 "appropriate" encounters to advance a level though it varies a bit by level. So a checkpoint represents about 1.5 "appropriate" encounters. That's probably about the same speed a reasonably focused group can achieve on average.
 

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Iolo Morganwg

First Post
The pace at which XGE appendix A awards gold means a character will be level 12 before they can afford plate mail, assuming no other purchases. I hope they give that a look!
 

How the system be adopted and function in AL has not yet been announced, only that we are moving to something like it. Hopefully you will get all your questions answer when the real announcement comes out.

Greg Marks
DDAL Associate Resource Manager.
 

Nagol

Unimportant
How the system be adopted and function in AL has not yet been announced, only that we are moving to something like it. Hopefully you will get all your questions answer when the real announcement comes out.

Greg Marks
DDAL Associate Resource Manager.

Well, if AL has announced it is moving to a checkpoint-style system, one would expect there are reasons for the preference. What about such a system is a selling feature over milestone or xp?
 



MiraMels

Explorer
Well, if AL has announced it is moving to a checkpoint-style system, one would expect there are reasons for the preference. What about such a system is a selling feature over milestone or xp?

I'm not at all connected to the AL in any official capacity, but do introduce lots and lots of players new to AL, and sometimes new to 5th edition, to the game via Adventurer's League. The current system has too many moving parts to hit new players with, both in terms of minutiae to track, and also in terms of gameplay choices to make with all that gold that will provide tangible gameplay advantages compared to those who ignore it for a session or two. Milestones are nice, but have never been league-legal except in specific rare circumstances. rI'm looking forward to the change.
 

Nutation

Explorer
A character reaches 1 checkpoint for each hour an adventure is designed to last...

At levels 1-4 it takes 4 checkpoints to advance to the next level.
At level 5 and above, it takes 8 checkpoints to reach the next level.

Pathfinder Society has been doing this forever - one XP per adventure, and 3 XP per level. Leveling feels very fast, possibly too fast (as it does in 5E at low levels).
PFS has two other mechanics to encourage characters to actually engage with the story. First, faction prestige is awarded for finishing the mission and possibly for completing side quests. Second, gold is necessary for buying magic items (exactly like 3E), so characters want to find treasure.

If each AL adventure has 4 checkpoints, then the admins could potentially subtract points for failing to achieve objectives/side quests. Otherwise, the meta could be to blitz through with minimal story engagement.
 

Eltab

Lord of the Hidden Layer
Maybe everybody has been over-thinking this a bit.

The announcement could be :devil: a diabolical plot to get AL members to want to buy their own copy of Xanathar :devil: , and only be about AL as an incidental effect.
:p
 

Pauper

That guy, who does that thing.
Pathfinder Society has been doing this forever - one XP per adventure, and 3 XP per level. Leveling feels very fast, possibly too fast (as it does in 5E at low levels).

Exactly. The impression I get is that AL is moving away from a traditional XP system to a PFS-style XP system, and that the final system we get will look very similar to the PFS system with the serial numbers filed off.

The biggest change will be that groups will no longer receive differing amounts of XP for completing the same adventure. I've definitely seen adventures being replayed by players (with new characters) spend significantly more effort in 'metagaming' the adventure to achieve a maximum reward than actually interacting in-character with the adventure, so this could be a net benefit. At the same time, as long as the adventure doesn't end in a TPK, every group will receive the same base reward (treasure may still depend on in-game actions), so for those who feel AL play is meant to develop and reward 'player skill', the new system will feel much less rewarding.

With that said, the biggest disparity in XP awarded for AL adventures currently isn't 'player skill' or the lack thereof, but the number of players at the table versus the table's average level. Seven-player tables generally have a very difficult time earning the max XP for an adventure unless the DM simply declares max XP by fiat (which is something I suspect more and more convention DMs have been doing as time goes by) -- the encounter adjustments in AL adventures are at least in part intended to keep table XP on-target regardless of party size, but in practice, encounter adjustments often end up simply adjusting the difficulty of an encounter without changing the XP much (this is especially true where the encounter adjustment consists solely of changing the HP and/or attack bonus of existing monsters rather than adding or subtracting monsters). Changing the XP system to focus on time rather than difficulty of encounters both allows players to feel equally rewarded for combat or non-combat encounters, and also allows the encounter adjustment system to focus solely on encounter difficulty without having to be concerned with maintaining XP balance across difficulty tiers.

In theory, a time-based XP system could also remove an incentive for optimization and power-gaming, by divorcing a character's XP awards from its ability to deal damage or defeat monsters in combat. Only time will tell if this actually happens, though -- PFS has had an adventure-based XP system for some time, and optimization is still rampant in that organized play structure.

--
Pauper
 

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