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<blockquote data-quote="Pauper" data-source="post: 7470850" data-attributes="member: 17607"><p>So we've gone from 'D&D as a system doesn't presume you'll ever have magic weapons; the combat system is balanced that way via bounded accuracy' to 'we assume every character will have a +1 weapon of their choice before reaching 5th level'? I guess third-edition thinking never really dies.</p><p></p><p>We're also deciding that a fairly straightforward 'if you find a magic item in an adventure, one character can have it' system needs to be scrapped in favor of a more brain-bending 'if you find a magic item in an adventure, everyone gets to unlock the item for purchase, which you can do later if you don't have enough karma points saved to do it now'? The AL's logging requirements, lax as they were, were still one of the great advantages over the Pathfinder Society system, especially when explaining it to new players. Now, that benefit is lost.</p><p></p><p>I suppose the changes aren't all bad -- housekeeping to eliminate stuff like Hazirawn (which, while amusing for some, caused more headaches for others than the effort was really worth) is long overdue. But attempts to clean up downtime activities appear to just create odd inconsistencies: for example, the 'copying spells' downtime activity now must be done in the presence of a DM, while trading magic items (which has conditions that players might not be able to adjudicate, like whether a magic item has an "unusual property") doesn't. And the rules on spellcasting services need to be seriously cleaned up -- the text introducing the table seems to suggest that any spell can be purchased as a divine spell (The text should say, "Characters acquire the services of NPC spellcasters by purchasing divine spell scrolls from the below list, which the spellcaster then casts free of charge on the purchasing character." And the 'dead character pays for Raise Dead' example is particularly brain-melting: a disintegrated character can purchase a scroll of True Resurrection and have it cast on his behalf? </p><p></p><p>I'm guessing the admins are happy, even excited about these changes, or they wouldn't be happening. But for me, it's too much, and most of these changes seem too arbitrary to be more useful than the rules they're replacing. Fortunately, I'll be able to play AL at GenCon under Season 7 rules; after that, it'll be a long, involved conversation with myself as to whether or not I want to update my stable of AL characters for the new rules, or decide that, if the admins are that enamored of the Pathfinder Society rules structure, why I wouldn't just choose to play that instead.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7470850, member: 17607"] So we've gone from 'D&D as a system doesn't presume you'll ever have magic weapons; the combat system is balanced that way via bounded accuracy' to 'we assume every character will have a +1 weapon of their choice before reaching 5th level'? I guess third-edition thinking never really dies. We're also deciding that a fairly straightforward 'if you find a magic item in an adventure, one character can have it' system needs to be scrapped in favor of a more brain-bending 'if you find a magic item in an adventure, everyone gets to unlock the item for purchase, which you can do later if you don't have enough karma points saved to do it now'? The AL's logging requirements, lax as they were, were still one of the great advantages over the Pathfinder Society system, especially when explaining it to new players. Now, that benefit is lost. I suppose the changes aren't all bad -- housekeeping to eliminate stuff like Hazirawn (which, while amusing for some, caused more headaches for others than the effort was really worth) is long overdue. But attempts to clean up downtime activities appear to just create odd inconsistencies: for example, the 'copying spells' downtime activity now must be done in the presence of a DM, while trading magic items (which has conditions that players might not be able to adjudicate, like whether a magic item has an "unusual property") doesn't. And the rules on spellcasting services need to be seriously cleaned up -- the text introducing the table seems to suggest that any spell can be purchased as a divine spell (The text should say, "Characters acquire the services of NPC spellcasters by purchasing divine spell scrolls from the below list, which the spellcaster then casts free of charge on the purchasing character." And the 'dead character pays for Raise Dead' example is particularly brain-melting: a disintegrated character can purchase a scroll of True Resurrection and have it cast on his behalf? I'm guessing the admins are happy, even excited about these changes, or they wouldn't be happening. But for me, it's too much, and most of these changes seem too arbitrary to be more useful than the rules they're replacing. Fortunately, I'll be able to play AL at GenCon under Season 7 rules; after that, it'll be a long, involved conversation with myself as to whether or not I want to update my stable of AL characters for the new rules, or decide that, if the admins are that enamored of the Pathfinder Society rules structure, why I wouldn't just choose to play that instead. -- Pauper [/QUOTE]
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