Dungeons & Dragons Has Done Away With the Adventuring Day

Status
Not open for further replies.
dnd dmg adventuring day.jpg


Adventuring days are no more, at least not in the 2024 Dungeon Master's Guide. The new 2024 Dungeon Master's Guide contains a streamlined guide to combat encounter planning, with a simplified set of instructions on how to build an appropriate encounter for any set of characters. The new rules are pretty basic - the DM determines an XP budget based on the difficulty level they're aiming for (with choices of low, moderate, or high, which is a change from the 2014 Dungeon Master's Guide) and the level of the characters in a party. They then spend that budget on creatures to actually craft the encounter. Missing from the 2024 encounter building is applying an encounter multiplier based on the number of creatures and the number of party members, although the book still warns that more creatures adds the potential for more complications as an encounter is playing out.

What's really interesting about the new encounter building rules in the 2024 Dungeon Master's Guide is that there's no longer any mention of the "adventuring day," nor is there any recommendation about how many encounters players should have in between long rests. The 2014 Dungeon Master's Guide contained a recommendation that players should have 6 to 8 medium or hard encounters per adventuring day. The 2024 Dungeon Master's Guide instead opts to discuss encounter pace and how to balance player desire to take frequent Short Rests with ratcheting up tension within the adventure.

The 6-8 encounters per day guideline was always controversial and at least in my experience rarely followed even in official D&D adventures. The new 2024 encounter building guidelines are not only more streamlined, but they also seem to embrace a more common sense approach to DM prep and planning.

The 2024 Dungeon Master's Guide for Dungeons & Dragons will be released on November 12th.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer

I actually think it's a good idea to drop the whole idea of the adventuring day. It's almost impossible to predict how many encounters the players will get through before they rest. D&D is full of powers and abilities to avoid encounters, and players often come up with creative solutions that don't use up resources or result in combat.

I think it's much more useful to focus on how to make encounters memorable and fun.
The whole issue is that it hasn't been dropped. It has only been hidden and new DMs really need to know about it so that they can make an informed decision on how they want to run encounters.
 

log in or register to remove this ad

While many of your points make sense as far as educating new players today, I would like to point out that there were no "this is how to balance encounters" in AD&D that I am aware of, and we learned and continued to play the game.
That's because the PCs just got hacked to bits if the gm overshot and because of vancian prep the party has a clear "this is too much, we need to back off" line if they were reckless or the gm got it wrong with how many encounters were doable. If the players bailed back to town early and came back expecting a 5mwd in a few days they might find that a good bit of the treasure they very much needed has been looted by the original occupants or some other party. None of that is true with 5e
 
Last edited:

That's because the PCs just got hacked if the gm overshot and because of vancian prep the party has a clear "this is too much, we need to back off" line if they were reckless or the gm got it wrong with how many encounters were doable. If the players bailed back to town early and came back expecting a 5mwd in a few days they might find that a good bit of the treasure they very much needed has been looted by the original occupants or some other party. None of that is true with 5e
I feel every bit of that is true...especially the treasure being gone after a retreat.
 


That's their line to us, yes, but it's very clearly false. The party can't be fresh for every encounter, so if they are building monsters to challenge fresh parries, than a party that isn't fresh would lose PCs or TPK when they are down resources and get into a fight.

Just because individual monsters are designed for a fresh group, it has nothing to do with whether encounters shouldn't take attrition into account. There's always going to be the first fight after a long rest, so that's the default. But people tend to misunderstand CR. As they've explained since the release of 5E, CR is just a general yardstick, in Perkins' words "CR is a guideline like that for an amusement park ride. You should be this tall to ride this ride." It's not a hard and fast rule though, just noting that higher CR monsters may be able to take out an individual PC quickly. Whether they hit that target with the 2014 MM is a different issue.
 

AD&D is a very different beast. It had save or die, save or suck, far lower hit point totals, etc. It wasn't at all balanced around resource attrition in order to challenge groups.
Yes it was; only the resource being attritioned was characters in the party. :)
The way it balanced the game made it easier to challenge a group with one or two encounters.
Agreed.
 

It’s what Gygax did.
It absolutely is not. I did not care for Gygax's design preferences, but his design skills were much, much more respectable than that. Almost everything in early D&D that has his fingerprints on it has a very good reason for being there, and is not driven by "guesswork." In fact, his design intuitions, within the context of his preferences, were often quite good--and the more I learn about the actual, practical effects of his design choices, the more I see how they very much were a matter of producing the experience he wanted the player to have. That it isn't an experience I want to have is irrelevant to whether it is good at doing so.

You've almost certainly heard me speak highly of the DCC "adventure funnel." That's a modern example of smart, effective design which achieves (most of) the desired experience, while eliminating a significant hurdle that made it hard or even impossible for current-day fans of classic-style D&D to get that experience. Same exact thing applies to many parts of Gygax's rules for D&D. Particularly when coupled with how wild and woolly things were back then, when TTRPGs were genuinely in their infancy, that he achieved what he did in so short a time is a testament to his design skill.
 

Gaining a level resets you to full hit points?

Even without that, if a long rest is (as is typical) assumed to mean an overnight sleep, that's a level every three in-game days.

Am I the only one who thinks that's crazy-stupid fast?

While that is very fast I've been pretty okay with the narrative conceit considering we are talking about a magical story world.

To bring up The Wandering Inn series again it has solidified my view that quick levelling is okay as long as the heroes are doing amazing things.

Most people in the world level very slowly but they also don't usually have encounters which both test their limits and have a large effect on the world.

In a world governed by magic this is completely believable for me.

Now, actually doing things every 3 in game days would be a blisteringly fast narrative that I probably wouldn't be interested in but to pull it back a little bit and say 6 months to go from level 1 to level 10? That would probably still feel very fast to me but also be okay if I felt the narrative weight of what they were doing justified it.
 

WotC tried that in 5e. It sounds like few people agreed with what WotC told them.
Well, the problem is more that they agreed and didn't care? Or did care, but hated the consequences of doing the thing they knew was expected?

Because that's really the problem. 5.0 (and, I have no doubt, 5.5e) was designed with the mathematical expectation of 6-8 actually combat encounters per day, with somewhere between 3 and 6 rounds per combat, and somewhere between 1 and 3 encounters per short rest. If you go much beyond 8 combat encounters while keeping the short rests proportional, daily-resource classes begin to fall behind. If you fall below about 5 combat encounters, unless you raise the proportion of short rests (closer to 1:1 rather than the roughly 2:1 expected), LR-based classes clearly have far too many resources and will thus be encouraged to blow through as many powerful spells as they can, which substantially skews the numbers in their favor.

But.....actually running 6+ combat encounters between long rests is exhausting for most groups. From my mostly-anecdotal but slightly-data-supported experience, the typical preference is 3-5 encounters between long rests, leaning toward the high end (so an average of around 4.3-4.5 per LR), and one SR every other encounter but occasionally after every encounter. My current (mostly-)5.0 group generally takes slightly more short rests, but that's because our Barbarian is the only one who has daily resources at this point. And if we did move to 5.5e, none of us would (Open Hand Monk/Barbarian, Wolf Totem Barbarian, BM Fighter/Rogue, and my PT7 Celestial Warlock), because Rage became semi-SR-based in 5.5e, as you regain one Rage per SR.

This is something Mr. Crawford openly spoke about in the lead-up to the "One D&D" playtest. Warlocks were explicitly described as falling behind because they weren't getting enough short rests per long rest, because players were fighting fewer combats per long rest than intended, etc. As a result, Warlocks genuinely lacked for the resources to keep up with Wizards or Land Druids or Clerics who were pumping out spells left and right--sure, the Warlock gets all their (5th-or-lower) spells automatically upcast, which is very nice, but if you're only getting one SR per LR, that's four best-level slots...vs the 3-4 that the Wizard can get via Arcane Recovery. That is, for character levels 3, 5, 8, and 10, the Wizard gets three max-level spells per day plus all their lower-level spells; for character levels 4 and 6, it's four; level 7 and 9, I admit, it's only two. But that still means that at nearly all pre-11th levels, if there's only one SR, the Warlock is casting at best two more max-level spells than the Wizard, and oftentimes exactly as many, while the Wizard still has 4-10 lower-level slots to draw on as well.

If--and I want to stress that this IS an if, because other preview content has been pretty positive IMO, so I'm trying to be generous here--if their advice really genuinely does boil down to pretending that the adventuring day just doesn't exist, that will be a major disappointment for me and will cast a pretty serious pall over this portion of the DMG. I'm very much hoping that this article is dramatically overplaying things, and that the adventuring day still matters, it just might go by a new name or be presented in a more ground-up fashion (e.g. guidance on how to manage many different proportions of encounters per LR, encounters per SR, and SRs per LR.) If the latter is closer to the true situation, then I might still have some beef with their presentation, but the core information would still be good, constructive advice.

You make it sound like monsters won't have Challenge Ratings anymore.
Oh they will! They just almost certainly will be about as useless as they were before, little better (and sometimes much worse) than eyeballing everything. But if they're genuinely trying to pretend that adventuring-day resources don't exist, those CRs are liable to be even less productive than they were in 5.0.

Or that new DMs are going to say, "oh, man. I just can't challenge my PCs. But when I do, they all die. Oh well, I'll just keep running monster encounters purely by die rolls, stat blocks, tables, and Matt Mercer advice. Fie to Rule Zero!"
I've no idea what Rule Zero has to do with this, other than a specious "because you can rewrite the rules, the rules can't actually cause problems!" argument. But DMs have been saying exactly that about 5.0 for its entire decade-long run (really, decade-plus, since there were rumblings about this even during the playtest!) Being very charitable, I suppose I could read this as "new DMs are going to continue saying..." but that's a pretty weak argument, because the expectation of continuity with the past unless clearly overridden is hardly weird. That's what "backwards compatible' is usually understood to mean.

Oh, wait. That does sound like WotC's latest mantra...
the silence of the lambs pit GIF
I'm afraid I don't get the link between the reference ("it puts the lotion on its skin", yes?) and the WotC mantra.
 
Last edited:

We were well on the way to punking new DMs when we went back to CR.
Something I will always find so funny is that Challenge Rating and Experience Budget should be more or less equivalent. Like...they should accomplish pretty much the same thing for the same reasons.

Yet the latter works great in 4e and 13A, and the former....let's just say it's notoriously unreliable in 3.x, PF1e, and 5e.

I just...I don't understand how things that SHOULD be so similar work out so completely differently. Especially since 13A keeps much more of 3.x's DNA than 4e did, but still manages to make it work.
 

Status
Not open for further replies.
Remove ads

Remove ads

Top