The new Dungeons & Dragons Adventurers League campaign rules change treasure from a prize for looting to an award for the real hours players spend pursuing an adventure’s goal. This change aims to reward more styles of play, to balance the power characters gain from magic items, and to offer players a better choice of items. While the new rules promise improvements, they reshape the campaign in unexpected ways.
1. Treasure does much less to drive exploration and tempt characters to take risks.
D&D started as a game where characters plundered dungeons and kept score in gold. The rules awarded as much of 80% of experience points for gold, so no one missed the game’s point. Tomb of Horrors stands as co-creator Gary Gygax’s earliest dungeon to reach print, and its villain has no grand plot, just a knack for killing grave robbers. In Gary Gygax’s home games, his players beat the tomb by snatching the treasure while ignoring the demi-lich.
Modern D&D adventures still use treasure to tempt and motivate players. Recently, my players in the Tomb of Annihilation landed in a classic Dungeons & Dragons situation: They entered a room with a deadly monster and heaps of treasure. The monster caught them unprepared, so they fled, and then they debated whether the treasure merited the risk of battle.
Does this predicament still have a place in the D&D Adventurers League?
Single-session League adventures usually rely on loot as a symbolic motivation for players. In the first scene, a patron might offer a reward, but also a job that does good. To finish within a set time, these adventures avoid treasure-hunting tangents. Authors contrive these adventures so a well-behaved do-gooder will win as much treasure as grave robbers and thieves. I have never played or run a single-session League adventure where players lost treasure because they failed to find it or failed to slay a monster. The new rules for treasure awards won’t change how these scenarios play.
The hardcover adventures stay closer to D&D’s tradition: Treasure drives exploration and tempts characters to take the risks that make D&D exciting. The new League rules for treasure undermine some of the rewards that propel these adventures. Characters probably won’t choose to risk a battle for a promise of gold.
To be fair, the new rules offer a sliver of motivation for grave robbers and treasure hunters. Characters who find a magic item don’t just keep it, but they do unlock the ability to spend treasure points for the item.
Still, few players will feel lured to a risky fight by treasure, and I’ll miss that predicament. On the other hand, my players spent hours looting the seemingly endless crypts under Castle Ravenloft. I won’t miss another grind like that.
The flavor of treasure points takes some adjustment. In my mind’s eye, heroes open a chest and a golden glow lights their faces as they look down in wonder at a treasure point.
2. Tables will stop fighting for imaginary items.
By the old League rules, players seeking the best magic items worked to take as few magic items as possible. A low count of items meant your character could claim an adventure’s permanent item. It also might mean that another character particularly suited to the item lost it. In a way, this made sense. In the imaginary world of the game session, only one wand exists. By delivering only one wand each time an adventure runs, the campaign imposes some scarcity. But the League’s campaign world might include thousands of the same item. A character who claimed a “unique” wand might spend their next adventure with 2 other characters wielding the same wand.
Why should a particular character be denied the item just because another character who happens to play at the same table wants the item too? The new League rules still impose scarcity, but not in a way that capriciously denies some characters the magic items they want.
3. Scarce gold imposes tight limits on healing potions, spellbooks, and material components.
In most D&D campaigns, characters get tons of gold, but have nowhere to spend it. That applies to fifth-edition games that award hoards by the Dungeon Master’s Guide, and to the first 7 seasons of the League. All that gold meant characters could easily afford enough healing potions to enter every fight a full health. From level 11 up, parties with a cleric would always split the 1000 gp cost for Heroes’ Feast and laughed at poison and fear effects—and at assassins, yuan-ti, and green dragons. Power-hungry, teen-level wizards brought simulacrums and, in one case, soured an adventure by winning D&D for me. Of all the classes, only wizards might run short of gold. They bore the cost of adding spells to their books. At conventions, when wizard players shared a table, they snapped photos of each others spell lists, and then spend gold and downtime to share spells. Avid wizards collected every spell.
By delivering a fraction of the gold to players, the new League rules rebalance the campaign’s economy. Level 11 through 16 characters who sink all their gold into healing potions can still only afford 11 per level. Simulacrums come at a cost few will pay. Heroes’ Feast becomes a luxury rather than an automatic buff.
The limitations tax wizards most. Forget collecting all the spells; now you face difficult choices. Eleventh-level wizards can add Contingency to their spell books, but even if they save every gold piece, they can’t afford the material component until level 12.
Meanwhile, in a campaign without gold for unlimited healing potions, Healing Spirit now stands as the key to starting every encounter at full health.
4. Characters don’t get magic weapons until level 5.
By the old League rules, a party of new characters will probably find a permanent magic item during their first adventure. By the time the party reaches level five, about half the group will own a magic item. By the new rules, only characters who opt for colorful trinkets like a Bag of Holding will gain permanent items in levels 1 through 4. Characters who rely on weapon attacks will save their points and, at level 5, buy the most useful item: a +1 weapon.
This changes how monsters resistant or immune to non-magical weapon attacks play. For instance, wererats make a popular foe in low-level urban adventures. They boast immunity to non-magic weapons that aren’t silvered. With scarce gold, few characters will lavish 100 gp on a silvered weapon. So until level 5, only spellcasters can hurt a humble wererat. Then, at level 5, everyone grabs a magic weapon and the immunity becomes meaningless. In the new League, resistance to non-magical attacks becomes impotent at level 5. I miss the grades of resistance in third edition.
5. Most characters will select distinctive sets of magic items.
Just like with the old campaign rules, players intent on optimizing their characters will seek adventures that unlock choice items. Every bard will still play that adventure that unlocks the Instrument of the Bards. Now, an all-bard party can play and everyone gets one! I’ll pass on that table, but I will watch that session’s movie version. In my imagination, it’s the D&D movie staring Fred, Ginger, Gene, and a tone-deaf actress voiced by Marni Nixon.
Beyond optimizers, most characters will still carry a unique mix of magic items.
For one, characters of the same type will tend to play different mixes of adventures, unlocking different sets of magic. Few items prove as compelling to a class as that violin for bards.
Also, the point costs encourage variety. A character will earn 48 treasure points advancing through tier 2, levels 5-10. By rule, those points must be spent on items available to a tier 2 character. Some characters may select three uncommon, 16-point items from table F. Others might choose rare items from table G for 20 points, and then have points remaining for curios and wonders. They could choose 2 rares and an irresistible item like an Alchemy Jug or an Immovable Rod. I expect many players to select items that catch their fancy or fit their character’s personality. The hardcover adventures even include unusual, permanent items available for just 2 treasure points.