D&D Adventurers League Amendments to Out of the Abyss


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The edits look good -- I have a problem with only one of them, the one for drowcraft items.

Currently, the rules for magic items are that a broken magic item still counts against your total number of magic items, which makes drowcraft items an exception to that rule, which might be confusing. If, however, this rule presages a change to the general rule, then I wouldn't have a problem with it, since by the time Season 4 rolls around, that would mean broken magic items are treated consistently again.

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Pauper
 

Its because of how OotA starts. You have no items (magical or otherwise), so you are forced into taking items temporarily that you might not otherwise. For example, your archer character has nothing, but finds a +1 dagger and no one else wants it. Normally you might let it lie, but in this adventure since you don't even own a protein bar, much less anything useful as a weapon, you might take it due to the unusual start of the adventure. This way lets you get rid of it later and not have it count against you since you forced into taking it.
 

I can see where that would make sense for characters who solely play through Out of the Abyss, because all the characters are in the same boat when it comes to magic items (though if the campaign staff really believes that 'leaving an item on the table' is a valid option for other AL games, I'm not sure why the same wouldn't be true here).

The problem I see is for characters who transition between OotA and Expeditions play -- for those characters, acquiring a drowcraft item is a definite advantage, because now you have an item that you can arbitrarily destroy in order to lower your magic item count and 'win' an item you want. This will not only cause players to contest for magic items they can't effectively use simply to have access to the benefit, but it will likely also convince players to bring Expeditions characters into Encounters in order to get the drowcraft items in order to bring them back to Expeditions.

Again, if the general rule on broken items counting against your magic item total changes so that broken items don't count, regardless of whether they were drowcraft items or not, then I have less of an issue with this ruling, since it puts everyone back on a level playing field and treats all items the same with respect to breakage. I'm just not sure that having a class of items that's superior to other magic items with respect to that rule, and that are only accessible by playing that one adventure (unless drowcraft items are seeded as treasure in Expeditions play as well, in which case, hold onto your hats, folks) is going to end up being a good thing for the campaign as a whole.

I guess we'll see -- I can remember people suggesting that most 5E wizards would be mountain dwarves, since they can wear medium armor and still cast spells, and it doesn't look like that's happened, so maybe my fear is overblown. Still, based on the number of complaints I read about the existing magic item breakage rule, I can't imagine something like this not having a larger impact than anticipated.

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Pauper
 

I can see where that would make sense for characters who solely play through Out of the Abyss, because all the characters are in the same boat when it comes to magic items (though if the campaign staff really believes that 'leaving an item on the table' is a valid option for other AL games, I'm not sure why the same wouldn't be true here).

The problem I see is for characters who transition between OotA and Expeditions play -- for those characters, acquiring a drowcraft item is a definite advantage, because now you have an item that you can arbitrarily destroy in order to lower your magic item count and 'win' an item you want. This will not only cause players to contest for magic items they can't effectively use simply to have access to the benefit, but it will likely also convince players to bring Expeditions characters into Encounters in order to get the drowcraft items in order to bring them back to Expeditions.

Again, if the general rule on broken items counting against your magic item total changes so that broken items don't count, regardless of whether they were drowcraft items or not, then I have less of an issue with this ruling, since it puts everyone back on a level playing field and treats all items the same with respect to breakage. I'm just not sure that having a class of items that's superior to other magic items with respect to that rule, and that are only accessible by playing that one adventure (unless drowcraft items are seeded as treasure in Expeditions play as well, in which case, hold onto your hats, folks) is going to end up being a good thing for the campaign as a whole.

I guess we'll see -- I can remember people suggesting that most 5E wizards would be mountain dwarves, since they can wear medium armor and still cast spells, and it doesn't look like that's happened, so maybe my fear is overblown. Still, based on the number of complaints I read about the existing magic item breakage rule, I can't imagine something like this not having a larger impact than anticipated.

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Pauper

I foresee a small percentage of the metagaming population to act upon this ruling, but not so much from the core AL community. If anything, they'll find it as a surprise the first time it affects them.

Glad to see the random item generator includes Goggles of Night, as I ended up rolling one last week from a Raider Leader. I'll make sure to use the description from the amendment. Should I adjust any future Mad Creature encounter to have the potion instead, should it come up in our random encounter? Or is the possibility of a second pair of GoN dropping okay? Most of the players at my table have darkvision, but I end up with a surface dweller or two every week.


Pauper, I don't think we needed to worry about Mountain Dwarf Wizards as much as we will have to look out for High Elf Swashbucklers, once the SCAG is legal. Add a Fighter dip for Dueling and armor/shield proficiency, and you have a Greenflame Blading Dodge Tank. But that's a topic for another discussion.
 

Pauper, I don't think we needed to worry about Mountain Dwarf Wizards as much as we will have to look out for High Elf Swashbucklers, once the SCAG is legal. Add a Fighter dip for Dueling and armor/shield proficiency, and you have a Greenflame Blading Dodge Tank.

Not really seeing that as a problem -- since the action is spent to cast the spell, not to make the attack, you wouldn't get Extra Attacks. That means net damage is going to be significantly less than a straight fighter/rogue/what-have-you of the same level. I'd be more fearful of a dip into Ranger for armor/shield, Dueling, Hordebreaker, and an extra skill.

But that's a topic for another discussion.

Ah, fair enough. I'll wait for that thread before continuing.

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Pauper
 


The only addition I would actually make to the document is also to have it include the Downtime/Renown points in it as its a question thats constantly asked and deserves just as much attention. Saying per chapter is good, but considering some Chapters are reused it would be good to address.

I have yet to actually even view the pdf or module hardback however.
 

This is an awesome thread, thank you for posting this... I am currently looking at running this at my local store... I did find one thing that was hoping someone could help me on.

I started a new thread on it, but maybe someone from this one can assist me with it...

Cloak of Arachnida

My store has a cert for this, but it appears to be missing from the module...

I'd prefer to not just say, "Well it was missed... "

That seems like such a waste for such a unique and thematically awesome item...

Here is a link to my Thread, included in that thread is a picture of the cert...

[http://www.enworld.org/forum/showthread.php?470339-Cloak-of-Arachnida&p=6727130#post6727130]
 


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