Inconnunom
Explorer
How much flexibility do DM's have for published adventures? Many of the players continuously complain that everything is too easy. (Granted they are a little higher level than they should be.) Just trying to think of solutions.
IMO AL gets a bad rap for being 'restrictive'. Yes, there are a few (few!) hard limits, but they actually leave a *lot* of leeway for DMs to adjust the adventure to better match the PCs and players. Especially with Encounters/Hard cover adventures.
Don't give out more magic/gold than allowed for in the adventure, don't kill off important NPCs, if you add creatures to an encounter-make them the same type. That is about it for restrictions really....
I'm the DM.
I have complete flexibility.
This statement is positively false when it comes to running an adventure as part of an Organized Play program such as Adventurers League. You cannot for example do any of the following things in AL:I'm the DM.
I have complete flexibility.
This statement is positively false when it comes to running an adventure as part of an Organized Play program such as Adventurers League. You cannot for example do any of the following things in AL:
This is by no means an exhaustive list, but compared to other OP campaigns - AL allows a lot of DM flexibility.
- Add/Delete Encounters
- Increase XP, Treasure, or Item awards
- Use Milestone XP
- Introduce House Ruled creatures, items, rules, classes, races, etc
- Disallow any legal race/class
- Swap creatures in an Encounter (you can add/remove creatures of the same type, but substituting different creatures is not allowed)
- Add terrain, or other encounter features
- Change NPC motivations or allegiences beyond what is stated in the adventure
DMing =/= running adventures in AL.