Our V.A.L.U.E. House Rules

VIENNA ADVENTURER’S LEAGUE ULTIMATE EXPERIENCE

Welcome to our little RPG community! :tada: :woman_mage: :man_supervillain: :woman_superhero: :man_cook: :tada:

Here we will list the rules we will use for our open D&D 5E games.

  • to organize play characters and adventures are grouped in Tiers:

    • Tier 0 (T0): Levels 1-2
    • Tier 1 (T1): Levels 3-4
    • Tier 2 (T2): Levels 5-10
    • Tier 3 (T3): Levels 11-16
    • Tier 4 (T1): Levels 17-20

CHARACTER CREATION

All officially released resources such as printed books (like PHB, MPMM, ERLW, MOT, VRGR, XGtE, … ) and material officially released for Adventurer’s League (like ALCoS, ALEE, ALRoD, …) are allowed. You can use stuff from all these resources without restriction. You cannot use playtest material (such as Unearthed Arcana), homebrew and 3rd-Party materials.

Exceptions & Clarifications:

Should something have got an updated version, you have to use the updated version.

When leveling up you don’t roll Hit Die, use the fixed value shown in your class entry instead.

All Races with flying speed have the following ability instead as long as they are below Tier 2:

Glide. You can glide or slow your fall. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.

Custom Lineage characters are not allowed to pick any Feat, that would grant an increase to an Ability Score as their Bonus Feat gained at Level 1 (e.g. the “Telekinetic” Feat).

Backgrounds that would grant Feats and/or add Spells.

In V.A.L.U.E. Backgrounds neither grant Feats nor Spells. You are allowed to acquire the Feat when you reach an Ability Score Improvement per usual, even if that Feat would normally be restricted to be acquired by getting the Background. You still are allowed to pick a Background, that would grant Feats and/or Spells, but you would only benefit from that Background’s other Features.

Tables like “This Is Your Life” (from XGtE p61ff) and “Heroic Chronicle” (from EGW p190ff) may not be used.

Firearms won’t be used in a game unless the DM at your table tells you otherwise.

The Spell silvery barbs is banned.

Alignment

Your character can be any Alignment, but please keep in mind that your character should still be able to work in a group. Basically that means the party you are traveling in is always assumed to be working together and even a mismatching alignment will not get into the way with party interactions.

Generating Ability Scores

To generate your character’s Ability Scores, we still use Standard Array or Point Buy, but we increase the limits on point buy. You’ve got a total of 27 points to invest into the 6 Ability scores utilizing the following table:

Starting Level

You can create a character at the following levels

  • Level 1 (therefore Tier 0)
  • Level 3 (therefore Tier 1)
  • Level 5 (therefore Tier 2)
  • Level 11 (therefore Tier 3)
  • Level 17 (therefore Tier 4)

Equipment

Please disregard page 143 PHB when creating your character.

At Level 1 you get the equipment your Class and Background provides. You do not roll for gp. You can only choose items.
You can sell items for 1/2 their gp cost however.

should you generate a character at higher level, you gain extra Gold as listed below:

  • Level 3 = + 160 gp
  • Level 5 = + 320 gp
  • Level 11 = + 1760 gp
  • Level 17 = + 11360 gp

Before your character goes to their first adventure, as well as between adventures, your character is allowed to purchase any item listed in the Player’s Handbook with their (starting) money.

  • You can buy equipment and spell components using the rules in the Player’s Handbook. You can sell equipment for 1/2 the listed price using the rules in the Player’s Handbook.

Clarifications:

  • Equipment and Consumable items can be lent to other characters during the adventure but must return at the end of the session (unless it’s been consumed or lost).
  • Potions and Scrolls can be crafted (see Downtime Activities below).
  • Permanent magic items can be traded (see Downtime Activities below). You can only trade with the characters of other players. Unique magic items may not be traded.

Starting Magic Item (Level 5+)

Characters at starting Level 5 or higher, begin with one (or even more) magic items from the following “everygreen magic item lists”.

  • At Level 5 you gain one pick, at Level 11 you get another and at Level 17 yet another from the following lists. You have to take the picks for the Level-Thresholds in order (e.g. a new Level 11 character picks one item from the [5, 11, or 17] and one from either the [5, 11, or 17] or the [11 or 17] list).

at Level 5, Level 11, or Level 17

bag of holding, +1 shield, +1 weapon, +1 wraps of unarmed prowess, +1 wand of the war mage, +1 all-purpose tool, +1 amulet of the devout, +1 arcane grimoir, +1 bloodwell vial, +1 moon sickle, +1 rod of the pact keeper, +1 rythm-maker drum, +1 dragonhide belt, insignia of claws, or any one Common magic item.

at Level 11 or Level 17

+1 armor, +2 shield, +2 weapon, +2 wraps of unarmed prowess, +2 wand of the war mage, +2 all-purpose tool, +2 amulet of the devout, +2 arcane grimoir, +2 bloodwell vial, +2 moon sickle, +2 rod of the pact keeper, +2 rythm-maker drum, or +2 dragonhide belt

only at Level 17

+2 armor, +3 shield, +3 weapon, +3 wraps of unarmed prowess, +3 wand of the war mage, +3 all-purpose tools, +3 amulet of the devout, +3 arcane grimoir, +3 bloodwell vial, +3 moon sickle, +3 rod of the pact keeper, +3 rythm-maker drum, or +3 dragonhide belt


REWARDS

Rewards - Downtime Days

You gain +20 Downtime Days at the end of each adventure. You can spend these Downtime Days to level up (see below). You gain hit points listed as the fixed value for your class (plus any modifiers) when you level up.

  • Every time, when you hit a new 2+ Tier, at Level 5 as well as Level 11 and Level 17, you are allowed to pick up any ONE item from the following lists:

at Level 5, Level 11, or Level 17

bag of holding, +1 shield, +1 weapon, +1 wraps of unarmed prowess, +1 wand of the war mage, +1 all-purpose tool, +1 amulet of the devout, +1 arcane grimoir, +1 bloodwell vial, +1 moon sickle, +1 rod of the pact keeper, +1 rythm-maker drum, +1 dragonhide belt, insignia of claws, or any one Common magic item.

at Level 11 or Level 17

+1 armor, +2 shield, +2 weapon, +2 wraps of unarmed prowess, +2 wand of the war mage, +2 all-purpose tool, +2 amulet of the devout, +2 arcane grimoir, +2 bloodwell vial, +2 moon sickle, +2 rod of the pact keeper, +2 rythm-maker drum, or +2 dragonhide belt

only at Level 17

+2 armor, +3 shield, +3 weapon, +3 wraps of unarmed prowess, +3 wand of the war mage, +3 all-purpose tools, +3 amulet of the devout, +3 arcane grimoir, +3 bloodwell vial, +3 moon sickle, +3 rod of the pact keeper, +3 rythm-maker drum, or +3 dragonhide belt


Rewards - Gold & Loot

Whenever your party finds treasure of a monetary value, they can keep it with them to use during play. Any remaining treasure unused at the end of the adventure is converted to gold pieces and divided (evenly) between all of the characters. The Dungeon Master can assist in this process. Mundane items, such as found equipment, are divided however the party chooses at the end of the adventure.

  • There is a limit how much Gold every character can keep after every game. This depends on your character’s Tier as listed below.
  • All mundane gear being found by your character can be kept and used by the character.
  • This includes non-magical spellbooks.
  • Between adventures your character is allowed to purchase any item listed in the Player’s Handbook with your characters gp.


Rewards - Magic Items

Whenever your party finds a magic item during play, the party determines who has it for the remainder of the adventure. At the end of the adventure, any number of characters may keep the magic item if it wasn’t consumed or destroyed during play. You can only keep ONE magic item after a game from each game session. You may keep as many magic items as you are awarded but must limit the number of magic items you bring on an adventure based on the table below.

Clarifications:

  • Uncommon, rare, very rare, legendary, and unique permanent magic items are included in the “Uncommon+” column. Common permanent magic items are included in the “Common” column. “Consumable” items include any magic item that is consumed if used (potions, scrolls, ammunition, etc.). Stat increasing books (i.e. Manual of Bodily Health) do count towards the magic item limit, even if already read.
  • If an item is destroyed, consumed, or lost during play, it is removed from your character and cannot be reacquired unless rewarded again through play.
  • Additional magic items may be available through events, such as a trading post or a special play opportunity. These items are subject to the magic item limits presented above.

Rewards - Story Awards

Sometimes you and others in the party may earn a Story Award. This is a special award or item, sometimes presented as a certificate, that may have significance in future adventures in the same storyline. Whenever applicable, the DM may ask if any of the characters in the party possess a Story Award. In certain circumstances, such as the case of story items, the party may have to determine who has it for the purposes of that adventure.

  • Note that granted Story Awards only work at a table with the same DM, who gave said Story Award, or in a game of the same story arc, that is a coproduction of several DMs.

DOWNTIME ACTIVITIES

Your character earns +20 Downtime Days after every adventure. Your character can participate in Downtime Activities between adventures as listed here:

  • “Level Up”.

You character may spend 10 Downtime Days to gain one Level. You gain Hit Points listed as the fixed value for your class (plus any modifiers) when you level up.

  • “Brewing”.

Your character may brew one potion depending on their tier (see the list below) for 5 Downtime Days each. This does not cost your character any gp. Be aware that these potions still count towards your character’s consumable magic item limit.

  • Tier 0: a potion of healing (2d4+2 HP)
  • Tier 1: a potion of healing (2d4+2 HP)
  • Tier 2: a potion of greater healing (4d4+4 HP)
  • Tier 3: a potion of superior healing (8d4+8 HP)
  • Tier 4: a potion of supreme healing (10d4+20 HP)
  • “Copying Spells”.

If your character can copy spells, you may use the rules presented in the “Your Spellbook” sidebar in the Player’s Handbook to copy spells found in adventures, except it costs 1 Downtime Day for each spell up to 4th level and 2 Downtime Days for each spell 5th level and above. If you are copying spells from another character’s spellbook, you may do so immediately after an adventure in which both players were present and agree to do so. You are always successful at copying spells from scrolls.

Keep in mind that some Wizard Subclass features might reduce the Downtime Days and Gold needed.

  • “Magic Shop”

Your character can spend 10 Downtime Days and the Gold listed below to get one magic item from the Starting Magic Item (Level 5+) list. Your character must have the level listed or higher to get a magic item from a list.

  • a level 5 item costs 860gp
  • a level 11 item costs 6400gp
  • a level 17 item costs 24000gp
  • “Re-Training”

Your character can change one of the following things for 10 Downtime Days each. You still need to fulfill the prerequisites of your new choice.

  • exchange one Ability Score Increase / Feat with another Ability Score Increase / feat
  • exchange one Skill proficiency with another Skill Proficiency
  • exchange one Language with another Language
  • exchange one Tool proficiency with another Tool Proficiency
  • exchange one Fighting Style with another Fighting Style
  • (Bards, Rangers, Sorcerers, Warlocks, Eldritch Knights, & Arcane Tricksters) exchange one known spell with another spell from your spell list of the same spell level
  • “Relaxation”

Your character can get rid of a disease between adventures for 10 Downtime Days.

  • [Wizards] “Researching Spells”

Your Wizard character may research a spell for the listed Downtime Days & gold cost below to add that spell into their spellbook. Wizards with the Savant class feature, play only 1/2 of the Downtime and Gold required (rounded down), when researching spells from their School of Magic.

  • Spell Level 1 = 2 Downtime Day & 50 gp
  • Spell Level 2 = 10 Downtime Days & 500 gp
  • Spell Level 3 = 20 Downtime Days & 1000 gp
  • Spell Level 4 = 20 Downtime Days & 2000 gp
  • Spell Level 5 = 40 Downtime Days & 4000 gp
  • Spell Level 6 = 60 Downtime Days & 8000 gp
  • Spell Level 7 = 80 Downtime Days & 16000 gp
  • Spell Level 8 = 100 Downtime Days & 32000 gp
  • Spell Level 9 = 120 Downtime Days & 64000 gp
  • “Scribing Scrolls”

Your character may scribe Spell Scrolls of Spells that your character knows, for the listed Downtime Days & gold cost below. Scrolls scribed count towards your consumable item limit. Wizards with the Wizardly Quill feature can halve the Downtime Days and Gold cost. \

Your character must have the Material Components of that Spell, if there are any. Should the Spell have consumeable Material Component with a Gold cost, the Gold cost for you to spend for scribing that Scroll would increase by that amount.

  • Cantrip (as Level 1 caster) = 1 Downtime Day & 15 gp
  • Spell Level 1 = 1 Downtime Day & 25 gp
  • Spell Level 2 = 5 Downtime Days & 250 gp
  • Spell Level 3 = 10 Downtime Days & 500 gp
  • Spell Level 4 = 10 Downtime Days & 1000 gp
  • Spell Level 5 = 20 Downtime Days & 2000 gp
  • Spell Level 6 = 30 Downtime Days & 4000 gp
  • Spell Level 7 = 40 Downtime Days & 8000 gp
  • Spell Level 8 = 50 Downtime Days & 16000 gp
  • Spell Level 9 = 60 Downtime Days & 32000 gp
  • “Story Award”

Before the game starts, your DM may offer your character Story Awards for Downtime Days. Your DM will tell you, if that would be possible and how many Downtime Days your character would have to spend.

Note that granted Story Awards only work at a table with this DM, or in a game of the same story arc, that is a coproduction of this and another or several DMs.

  • “Temple Service”

This allows you to get cast a single spell on your character from the following list after an adventure for 10 Downtime Days as well as spending the Gold price listed below.

remove curse (90gp), greater restoration (450gp), regenerate (490gp), raise dead (1250gp), resurrection (2490gp), true resurrection (50810gp)

  • “Trading Magic Items”

Whenever your character trades a magic item, BOTH characters involved have to spend 5 Downtime Days each. Trading permanent magic items with other characters is on a one-for-one basis of equivalent rarity. You can only trade with the characters of other players. Unique magic items may not be traded.


DM-ING

Choosing an Adventure

You can run any adventure you want … be it AL, DM’s Guild, or Homebrew. Keep in mind that the Tier of your game should match the Tier of your players. Should you have questions regarding what to run, feel free to ask us in the #dm channel of the RPGVienna Discord.

Giving Out Treasure

Please keep in mind that characters will be able to keep the gold they find and/or get paid, up to a certain limit per session depending on their Tier listed below.

Clarification:

All mundane gear being found can be kept and used by the characters

Max. Magic Item Drops Per Game

You are allowed to drop TWO Non-Consumeable Magic Items in your adventure. Every player character, who survived, can choose ONE of those magic item after the game to keep as a reward.

A DM can increase this number by reducing the Rarity of an item to drop two of a lower Rarity instead (e.g. 2 Uncommon instead of 1 Rare magic item).
This can be done multiple times (e.g. 4 Rare instead of 1 Legendary).
Every player still can choose only ONE of those magic items as a reward.

  • The Magic Items must be of the Tier of your game or lower.

The Tiers of magic items are as follows:

  • Common Magic Items = Tier 0
  • Uncommon Magic Items = Tier 0
  • Rare Magic Items = Tier 2
  • Very Rare Magic Items = Tier 3
  • Legendary Magic Items = Tier 4

So example Options for a DM to drop in a T2 game would include:

  • 2 Rare magic items
  • 1 Rare magic item and 2 Uncommon magic items
  • 1 Rare magic item, 1 Uncommon magic item, and 2 Common magic items
  • 1 Rare magic item and 4 Common magic item
  • 4 Uncommon magic items
  • etc.

Exceptions & Clarifications:

  • all Uncommon magic items, that grant a flying speed, are Rare.
  • all ability-score-changing magic items (such as amulet of health, gauntlets of ogre power, headband of intellect and all belts of giant strength ) are are one Rarity higher, than their rarity would indicate (e.g. a headband of intellect would be a Rare magic item), up to a maximum of Legendary.
  • bag of beans is an Uncommon magic item.
  • bag of devouring is a Rare magic item.
  • bead of force is an Uncommon magic item.
  • chime of opening is an Uncommon magic item.
  • folding boat is an Uncommon magic item.
  • Heward’s handy haversack is an Uncommon magic item.
  • horseshoes of a zephyr is a Rare magic item.
  • horseshoes of speed is an Uncommon magic item.
  • You can also drop a magic item of a lower Tier than the Tier of your adventure.
  • You may not drop a magic item of a higher Tier than the Tier of your adventure.
  • :exclamation: Not dropping any magic item at all is fine too … you do not have to drop one.

Max. Consumable Items (with 1 charge) Drops Per Game

You can give out additional Consumable items (with 1 charge): ONE per player on your table at maximum. Those are not part of the “Drop Max. Items Per Game” rule. * The Consumable Magic Items must be of the Tier of your game or lower.

The Tiers of magic items are as follows:

  • Common Magic Items = Tier 0
  • Uncommon Magic Items = Tier 0
  • Rare Magic Items = Tier 2
  • Very Rare Magic Items = Tier 3
  • Legendary Magic Items = Tier 4
  • You can also drop consumable magic items of a lower Tier than the Tier of your adventure.
  • You may not drop consumable magic items of a higher Tier than the Tier of your adventure.
  • :exclamation: Not dropping any consumable magic item at all is fine too … you do not have to drop one.

Grant Story Awards

You can give out Story Awards, even “homebrewed” ones.

  • You can also grant Story Awards for Downtime Days (see above), before you start dm-ing your adventure.
  • Note that granted story awards only work at a table with you as the DM, or in a game of the same story arc, that is a coproduction of you and another or several DMs.

DM-Rewards

As a DM-REWARD for dm-ing an adventure at V.A.L.U.E, you may choose one of the following options (not both). Should you have multiple DM-Rewards, you may choose a different option for each of your Rewards:

DM-REWARD Options choose only one

EITHER: one of your created characters gains one of the Magic Items, you have dropped in this game, OR: one of your characters gains +10 Downtime Days

should you choose the +10 Downtime Days that character also gains Gold as listed below:

  • character was Level 1-2 = +80 gp
  • character was Level 3-4 = +80 gp
  • character was Level 5-10 = +240 gp
  • character was Level 11-16 = +1600 gp
  • character was Level 17-20 = +6000 gp

QUESTIONS & MORE INFO

Should you inquire “quick answers to quick questions” you could seek us out at Discord.

  • There is also a #dm channel, should you have questions about running a game at V.A.L.U.E.
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Allowed DND Books at V.A.L.U.E.


since we still use the 2014 DND rules, the following WotC books are allowed for character creation:

  • (2014) Player’s Handbook
  • (2014) Dungeon Master’s Guide
  • Acquisitions Incorporated
  • Astral Adventurer’s Guide
  • Bigby Presents: Glory of the Giants
  • The Book of Many Things
  • Dragonlance: Shadow of the Dragon Queen
  • Eberron: Rising from the Last War
  • Explorer’s Guide to Wildemount
  • Fizban’s Treasury of Dragons
  • Ghosts of Saltmarsh
  • Guildmasters’ Guide to Ravnica
  • Mordenkainen Presents: Monsters of the Multiverse
  • Mordenkainen’s Tome of Foes
  • Mythic Odysseys of Theros
  • Strixhaven: A Curriculum of Chaos
  • Sword Coast Adventurer’s Guide (note: most subclasses & spells have been updated)
  • Tasha’s Cauldron of Everything
  • Van Richten’s Guide to Ravenloft
  • The Wild Beyond the Witchlight
  • Xanathar’s Guide to Everything

the following PDFs from WotC (Extra Life Partnership) are also allowed for character creation:

  • Locathah Rising
  • The Tortle Package

the following WotC books don’t add anything to character creation, but include magic items a DM might drop:

  • Baldur’s Gate: Descent Into Avernus
  • Candlekeep Mysteries
  • Chains of Asmodeus
  • Critical Role: Call of the Netherdeep
  • Curse of Strahd
  • Dragons of Stormwreck Isle
  • Hoard of the Dragon Queen
  • Hunt for the Thessalhydra
  • Icewind Dale: Rime of the Frostmaiden
  • Infernal Machine Rebuild
  • Journeys through the Radiant Citadel
  • Keys from the Golden Vault
  • Out of the Abyss
  • Phandelver and Below: The Shattered Obelisk
  • Princes of the Apocalypse
  • Return to Glory
  • Quests from the Infinite Staircase
  • Rise of Tiamat
  • Storm King’s Thunder
  • Tales from the Yawning Portal
  • Tomb of Annihilation
  • Vecna: Eve of Ruin
  • Vecna: Nest of the Eldritch Eye
  • Waterdeep: Dragon Heist
  • Waterdeep: Dungeon of the Mad Mage

the following books were allowed once, but the material inside was updated in other books. So currently they are NOT allowed in V.A.L.U.E.

  • Elemental Evil Player’s Companion
  • Lost Mine of Phandelver
  • Volo’s Guide to Monsters

the following books are available on DNDBeyond but are NOT allowed in V.A.L.U.E., since we are still using the 2014 rules:

  • (2024) Player’s Handbook

the following sources are are NOT allowed in V.A.L.U.E. (even if some are available on DNDBeyond), since they are from 3rd party publishers:

  • Book of Ebon Tides
  • Blood Hunter Class
  • Dungeons of Drakkenheim
  • Grim Hollow
  • Heliana’s Guide To Monster Hunting
  • Humblewood and Humblewood Tales
  • The Illrigger Revised
  • Journeys Beyond the Radiant Citadel
  • Minecraft
  • Obojima: Tales from the Tall Grass
  • Planeshift: Amonketh, Innistrad, Kaladesh, and Zendikar
  • Tal’Dorei Campaign Setting Reborn
  • Where Evil Lives

DOWNLEVELING

Should you want to play a character at a table, but you only have characters of a higher Tier, you cannot level-down your stronger characters.
You can however create a new character :slight_smile:.
Should you need help with creating a new character, please tell us in advance, and we try to make sure, that there will be one who can help you. :slight_smile:


CHARACTER RESET (Saturday 22nd of March 2025)

Since this will be a new V.A.L.U.E. season … we will do a Character-Reset.

:point_right: This means that ALL our characters from the previous season(s) will be gone.

  • However feel free to re-create any of your characters from previous season(s) as a new character, using the V.A.L.U.E. RULES found in this post.

:point_right: all old DM-Rewards will be likewise gone :slight_smile:

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