FarBeyondC
Explorer
As far as conditions and rules are concerned, I'd make the following adjustments:
Personally, I'd do multiple categories here, including but not limited to the following four:
I'd personally allow Point Buy for a bit of variety (65 times the variety of the Standard Array!). Also, because I'm not a fan of just one array.
I'm curious to see what people would do differently for character builds if they had max stats (i.e. if all ability scores were 20 or even 30), so I propose AS 20 and AS 30 leagues as well.
I'd do different categories here as well, though I'd keep your note about spell components the same in all categories:
Essentially I'd have categories for how much prep is allowed, noting that all prep can only affect you or entities under your control (which can only be gained through the use of one's features):
ALLOWED SOURCES
Personally, I'd do multiple categories here, including but not limited to the following four:
- Basic - Player's Handbook, Monster Manual, & Dungeon Master's Guide only.
- Advanced - Everything in Basic plus Eberron: Rising from the Last War, Elemental Evil Player's Companion, Essentials Kit, Locathah Rising, Mordenkainen's Tome of Foes, Starter Set, Sword Coast Adventurer's Guide, The Tortle Package, Volo's Guide to Monsters, & Xanathar's Guide to Everything
- Extreme - Everything in Advanced plus all other official hardcovers (Guildmaster's Guide to Ravnica, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, all adventure books and supplements, etc.)
- (Virtually) Unrestricted - Everything in Extreme plus AL adventure content, playtest content such as Plane Shift and Unearthed Arcana, and community approved third party content
ABILITY SCORES
I'd personally allow Point Buy for a bit of variety (65 times the variety of the Standard Array!). Also, because I'm not a fan of just one array.
I'm curious to see what people would do differently for character builds if they had max stats (i.e. if all ability scores were 20 or even 30), so I propose AS 20 and AS 30 leagues as well.
STARTING EQUIPMENT
I'd do different categories here as well, though I'd keep your note about spell components the same in all categories:
- Barebones - Equipment provided by / through one's class and background
- Standard - Equipment provided by / through one's class and background plus what's given in a Standard Campaign
- Deluxe - Equipment provided by / through one's class and background plus 35360 gold and up to 10 permanent magic items (1 legendary item, 2 very rare items, 3 rare items, and 4 uncommon items). Common permanent items and consumable items of any rarity can be bought with gold.
Preparation Categories
Essentially I'd have categories for how much prep is allowed, noting that all prep can only affect you or entities under your control (which can only be gained through the use of one's features):
- No prep
- "Surprise Round" prep - 1 round of prep time (Mainly allows for basic pre-casting, transformations, stances, rage, poison coating, etc.) Does not count as the actual 1st round of combat for abilities and features that check for such things
- Imminent prep - 1 minute of prep time (Mainly allows for more involved, yet still basic fight preparations)
- Short rest prep - 1 hour of prep time (Mainly allows for short term duration abilities or more advanced / longer setup pre-casting)
- Long rest prep - 1 day of prep time (Mainly allows for the type of prep done at the start of an adventuring day)
- Extended rest prep - 1 year of prep time (Allows for all but the most ridiculous setups)
- Eternal rest prep - Infinite prep time (This is where you break out the infinites - simulacra, true polymorphed minions, demiplanes laden with all sorts of pre-cast glyphs of warding - or your crazy schemes to deal with such)
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