I'll have to look at some of the AL adventures, but don't most of them have built in time pressure?
Stuff like, you have to do this in x days or bad things happen. Or the villain will assault the village in Y days?
Not to mention, most of the ones I remember are linear enough that rest times are built in (face the big encounter - get a rest) and if you try to rest outside that framework there's generally a reason why you can't (eg the adventure won't let you). Now that might draw different complaints from players, but it doesn't really promote the 5 minute workday.
Some yes, most no. ToA is really the only one that did. The hardcover adventures are "AL adventures" & tbh they seem to be explicitly written for AL's style of pick from a list at these levels magic item/treasure distribution after ToA without actually mentioning it to the gm why there is so little gold/treasure/magic items.Do AL games not usually have time pressure?
The few that do have some form of time pressure don't actually matter though even if if blowing the time pressure results in blowing the HC
this is the entire section word for word
LEVELING UP
You gain a level at the end of each adventure, at your discretion. If you’d like to continue playing at your current
level, you can decline to gain a level. You still keep any rewards earned. You gain hit points listed as the fixed value for your class
(plus any modifiers) when you level up.
Whenever you could gain a level (even if you decline), you may rebuild any aspect of your character. Once you achieve 5th level, you may choose a magic item as presented in “Starting Play at 5th Level” above.
THE RULES OF THE GAME
Adventurers League play uses fifth edition Dungeons & Dragons. You can issue rulings to your table when the rules of the game are ambiguous or vague, but you must otherwise adhere to the rules as they are provided in the core rulebooks and can’t change them or make up your own; “house-rules” aren’t permitted for use. You must always use the most current incarnation of a rule.
Further, the options and variant rules listed below from the Dungeon Master’s Guide and chapter 2 of Xanathar’s Guide to Everything are available for your use; others aren’t permitted without campaign documentation. In all cases, you should let your group know if you’re going to use one or more of these rules if their use would be applicable to the adventure or when the situation arises.
• Variant: Playing on a Grid (DMG)
• Variant: Skills with Different Abilities (DMG)
• Simultaneous Effects (XGE)
• Falling (XGE)
• Sleep (XGE)
• Adamantine Weapons (XGE)
• Tying Knots (XGE)
• Tool Proficiencies (XGE)
• Spellcasting (XGE)
While they aren’t official rules that must be followed, the Sage Advice column, tweets from the D&D Team on Twitter, or even discussions with other DMs on your favorite social media platform can provide good insight on how others adjudicated a particular issue. The rules as written in the rulebooks always take precedence; exceptions are noted in official D&D Adventurers League resources, such as the FAQ.
notably lacking from that list are all of the "just use gritty rests & xyz optional rule" rules that tend to get thrown around in these kind of 5mwd discussions.
You can download the ALPG here & ALDMG here to see why AL is twisted in ways that encourage players to abuse the excessive safety of 5e to exploit level 5mwd with a feeling of entitlement as they do it. Given how many players enter d&d through AL it shouldn't be much of a surprise that they keep that feeling of entitlement.