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In Adventurers League, can you change Full Plate armour into Half Plate?

Playing in AL my barbarian has acquired a set of adamantine full plate armour. As this prevents him from his rage benefits, I was wondering if I could simply use it as adamantine half plate, using the half plate stats?

From the Player’s Handbook:

Plate armour: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Half plate: Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg Protection beyond simple greaves that are attached with leather straps.

Could you simply decide not to wear the whole set?

Princess Elizabeth’s Space Marines gaming league?

Does anyone have any information about the gaming league described in this recent post on Reddit’s r/DungeonAndDragons?

Back in the early 2000s, a coworker used to be involved in a game league that used [styrofoam packing inserts as dungeons]. It was called something like “Princess Elizabeth’s Space Marines”. It was not Warhammer, it was some ad hoc wargaming thing that people were playing in the mid atlantic and northeastern US during that time. I have never been able to find documentation about it and I might be misremembering the name, but they primarily used these as their dungeons. Now I’m going to go into a google rabbit hole looking for this for hours. I never got to play but he had tons of pics of the games they played.

Is an Adventurers League DM allowed to adjust an encounter to max out the combat XP reward?

I DM an AL group of four. They agree to create new level 1 characters (they are experienced), but ask me to adjust the combat to give maximum possible XP in an adventure, in case they miss out the non-combat XP reward, so they can advance more quickly.

The easiest to do this is by increasing the number of enemies, especially the less threatening ones, like kobolds, zombies, etc.

I try to search AL DMG and found this part (emphasis mine):

You can also adjust the adventure on the fly, beyond the guidelines given in the adventure, or make other changes as you see fit in order to insure your players have a good time.

AL FAQ (emphasis mine):

Sometimes characters fall behind the adventure’s expected level. In these situations, there are two main methods of supplementing character experience. […]

Random Encounters. You can’t grant players roleplaying experience to make up the deficit; however, they may add random encounters as needed (assuming the adventure provides a list of random encounters). See below for more guidance on random encounters.


The FAQ states that to give more XP to players, you can only use two methods, one of them is giving random encounter, if the adventure has a list of random of encounter.

This makes me think that adding more enemies (or changing the enemies with more XP ones) for the sole reason of guaranteeing maximum XP for each adventure is not in line with the spirit of AL, and wondering if this is ever within the bounds of AL DM “empowered to alter an encounter”.

Is giving more enemies than the guidelines (for very strong) or changing the types, for the reason to guarantee max XP, allowed for an AL DM?

Relevant: What are Adventurers League DMs empowered to do for encounter scaling purposes?

How is PC experience calculated when higher level CR allies help in Adventurers League?

The recent adventure Tomb of Annihilation released by WotC includes allies that can join the party. As an open-world adventure spanning multiple PC levels and Tiers, PCs could potentially gain allies more powerful than themselves such as the NPCs below.


How does one calculate awarded experience when the PCs have allies that are more powerful than themselves in Adventurers League?

We are wondering if there is an official formula – something like:

$ $ \text{Awarded_XP} = \text{Received_XP} \times \frac{\text{Expected CR}}{\text{Actual CR}}$ $

As opposed to the answers to the question Determining "level" of an NPC ally for purpose of budgeting encounter XP, we are looking for official Adventurers League guidance or acceptable practices — not homebrew suggestions.

DnD 5e Adventure’s League (AL) legal, Max starting gold, without using XGtE “This is your life” options

From my understanding of this text:

Prior to the start of any adventure (including your first), characters can sell any of their unwanted equipment for 50% of its listed value, and/or purchase new equipment. New characters can use this rule to sell some (or all) of their starting gear, and use the proceeds toward the purchase of better equipment

The most I can get my hands on from class starting equipment seems to be:

Fighter PHB (option to take 200gp & no other equipment, including any given by background choice)

Selling: 2 hand crossbows (sells for 75gp), light crossbow & bolts (sells for 13gp), Chainmail (sells for 37.5gp), dungeoneer’s pack (sells for 6.15gp)

Class total: 131.65gp

The most I can get my hands on from background starting equipment seems to be:

Detective Rats of Waterdeep: Appendix A (Does NOT count as your +1)

Selling: Magnifying glass (sells for 50gp), Bottle of ink (sells for 5gp), Quill (sells for 0.01gp), Folded parchment notepad, (how many pages..1…10?, sells for 0.1gp if 1), Common clothes (keep), Greatcoat (robe?, sells for 1gp), and hat (trinket?). Also a belt pouch containing 8 gp

Background Total: 64.11gp

Adding both together: 131.65 + 64.11 = 195.76gp

Even selling your common clothes & belt pouch you cant get to the ability of buying Splint armor for 200gp.

Did I miss any way of getting more gp, other than DM rewards and/or XGtE’s “This is your life” options?

I’d be happy to get splint armor, a quarterstaff (pike would be ideal), a sack & 1 day of rations. Under 201gp worth of gear, 5gp more would get me there