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<blockquote data-quote="Shadowdweller00" data-source="post: 7488104" data-attributes="member: 6778479"><p>No, the individuals responsible for the changes ARE in fact imbeciles. I don't think I've ever met a single person with even moderate gaming experience who would think any of the treasure/faction changes are anything short of egregiously stupid. My five year old nephew who probably doesn't know what Dungeons and Dragons even IS (<em>could be wrong about this, little guy's a lot more canny and aware than you'd expect</em>) would write more intelligible, better balanced, and more enabling rules.</p><p></p><p>1) <strong>Decouples treasure rewards from player agency:</strong> Did you like gambling? Picking pockets? Did you have some sort of in-character motivation or personal character arc for seeking out Penzance the Pirate's lost treasure? Did you feel some sense of accomplishment upon slaying the evil dragon and getting hold of it's fabulous hoard? Pity that's all completely meaningless now. I'm sorry you lost three fingers opening that trapped chest; those accountants over there who stayed home earned the exact same amount of treasure. Perhaps worst of all, this is a terrible example to show new players introduced to the game through organized play.</p><p></p><p>2) <strong>Cuts out Whole Swaths of System Functionality:</strong> See above re: pickpocketing and gambling. Also: Cursed items, gone. Logistics of carrying large amounts of loot back to town, disappeared. And a background tax now on those wanting to play an "evil" role.</p><p></p><p>3) <strong>Brings back the magic mart:</strong>...that several books made such a hullabaloo of trying to remove from the game, with good reason. Expect never again to see a whole slough of oddball items like wands of wonder in AL play; or others that had the misfortune to be placed on a more expensive treasure chart that was never designed for item balance in the first place. Because all magic items now have a huge opportunity cost, because the player base has automatic access to all of the very best items they've unlocked.</p><p></p><p>4) <strong>Needlessly complicated, poorly edited, poorly written:</strong> Necessary information is presently spread out over no fewer than five documents. Adds multiple documents and another book (the 5e DMG) which players now need to reference for leveling/character development.</p><p></p><p>5) <strong>Screws over existing characters:</strong> Evil characters and others deeply involved with factions that they can no longer be a member of. Those deeply affected or designed around items they no longer have access to. (Background tax now on anyone wanting to try out an evil role). AL organizers COULD have implemented a character revision as they did previously so as to adapt prior characters that people have spent months or even years now developing. But they didn't.</p><p></p><p>6) <strong>Imposed</strong><strong> from the Top Down:</strong> Without any serious discussion, vote, or reasonable trial period amongst the Adventurers League community.</p><p></p><p>Don't get me wrong, not all the changes are horrible. Advancement checkpoints work just fine; the concept of "story items" and the overall balance of banned items are mostly reasonable. And the idea of reducing gold rewards / making gold more valuable isn't <em>INHERENTLY</em> terrible. But..</p><p></p><p>Funny, people were saying the same things and were equally dismissive of player complaints right before 4e caused major portions of the D&D player base to go elsewhere...</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 7488104, member: 6778479"] No, the individuals responsible for the changes ARE in fact imbeciles. I don't think I've ever met a single person with even moderate gaming experience who would think any of the treasure/faction changes are anything short of egregiously stupid. My five year old nephew who probably doesn't know what Dungeons and Dragons even IS ([I]could be wrong about this, little guy's a lot more canny and aware than you'd expect[/I]) would write more intelligible, better balanced, and more enabling rules. 1) [B]Decouples treasure rewards from player agency:[/B] Did you like gambling? Picking pockets? Did you have some sort of in-character motivation or personal character arc for seeking out Penzance the Pirate's lost treasure? Did you feel some sense of accomplishment upon slaying the evil dragon and getting hold of it's fabulous hoard? Pity that's all completely meaningless now. I'm sorry you lost three fingers opening that trapped chest; those accountants over there who stayed home earned the exact same amount of treasure. Perhaps worst of all, this is a terrible example to show new players introduced to the game through organized play. 2) [B]Cuts out Whole Swaths of System Functionality:[/B] See above re: pickpocketing and gambling. Also: Cursed items, gone. Logistics of carrying large amounts of loot back to town, disappeared. And a background tax now on those wanting to play an "evil" role. 3) [B]Brings back the magic mart:[/B]...that several books made such a hullabaloo of trying to remove from the game, with good reason. Expect never again to see a whole slough of oddball items like wands of wonder in AL play; or others that had the misfortune to be placed on a more expensive treasure chart that was never designed for item balance in the first place. Because all magic items now have a huge opportunity cost, because the player base has automatic access to all of the very best items they've unlocked. 4) [B]Needlessly complicated, poorly edited, poorly written:[/B] Necessary information is presently spread out over no fewer than five documents. Adds multiple documents and another book (the 5e DMG) which players now need to reference for leveling/character development. 5) [B]Screws over existing characters:[/B] Evil characters and others deeply involved with factions that they can no longer be a member of. Those deeply affected or designed around items they no longer have access to. (Background tax now on anyone wanting to try out an evil role). AL organizers COULD have implemented a character revision as they did previously so as to adapt prior characters that people have spent months or even years now developing. But they didn't. 6) [B]Imposed[/B][B] from the Top Down:[/B] Without any serious discussion, vote, or reasonable trial period amongst the Adventurers League community. Don't get me wrong, not all the changes are horrible. Advancement checkpoints work just fine; the concept of "story items" and the overall balance of banned items are mostly reasonable. And the idea of reducing gold rewards / making gold more valuable isn't [I]INHERENTLY[/I] terrible. But.. Funny, people were saying the same things and were equally dismissive of player complaints right before 4e caused major portions of the D&D player base to go elsewhere... [/QUOTE]
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