Dungeons & Dragons Has Done Away With the Adventuring Day

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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.
 

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Christian Hoffer

Christian Hoffer

So if I had to guess, the reason that the adventuring day guidelines were removed from the DMG is because WotC realized that it's not DMs who determine the length of the adventuring day, it's the PCs. Depending on their personal taste for risk against the rewards being offered to continue, PCs will determine when they want to rest.

As for the higher encounter budgets post level 5, I'm guessing that they are now accounting for the party having magic items (whereas in 2014 magic items were meant to be a straight up bonus against the normal difficulty) that change the difficulty level of encounters in Tier II and above.

And if I understand it correctly, the new way to challenge the party is to throw a single Hard encounter at them or keep throwing Easy/Medium encounters at them until they long rest.
 

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So if I had to guess, the reason that the adventuring day guidelines were removed from the DMG is because WotC realized that it's not DMs who determine the length of the adventuring day, it's the PCs. Depending on their personal taste for risk against the rewards being offered to continue, PCs will determine when they want to rest.

As for the higher encounter budgets post level 5, I'm guessing that they are now accounting for the party having magic items (whereas in 2014 magic items were meant to be a straight up bonus against the normal difficulty) that change the difficulty level of encounters in Tier II and above.

And if I understand it correctly, the new way to challenge the party is to throw a single Hard encounter at them or keep throwing Easy/Medium encounters at them until they long rest.

I don't think that is true re: PCs determining the adventuring day.

What if there is only 1 encounter to achieve their objective? They didn't choose to stop but there isn't anything more to do.

What if it takes 20 encounters to complete their objective and they are destined to fail? Sure, the PCs choose when to stop but they don't have a chance to succeed so it's really still on the DM.

Ideally I will design an adventure to require a few encounters to achieve success on the main goal while there are extra challenges the players can face to get a better result in some way and then the players choose how far they want to push things.

As the DM I'm still the one making choices about what the adventuring day looks like.
 

I don't think that is true re: PCs determining the adventuring day.

What if there is only 1 encounter to achieve their objective? They didn't choose to stop but there isn't anything more to do.

What if it takes 20 encounters to complete their objective and they are destined to fail? Sure, the PCs choose when to stop but they don't have a chance to succeed so it's really still on the DM.

Ideally I will design an adventure to require a few encounters to achieve success on the main goal while there are extra challenges the players can face to get a better result in some way and then the players choose how far they want to push things.

As the DM I'm still the one making choices about what the adventuring day looks like.
Yes, it's still important that the DM pace things out, but that will vary by group and situation by their risk/reward calculation. For example, in BG3, my wife likes to long rest after just about every encounter that she can rest after, whereas I like to push it as far as I can between long rests even if I have to run away from a too tough fight at the end. There is no one rule that works because it's ultimately up to PCs. Even in your 1 encounter day, the PCs could likely force a fight if they really wanted to or just have some creative fun with their remaining resources.

All that said, we have a very similar way of building an adventure I think. I love having 'bonus' or 'side' quests that force the players to choose between having a higher chance to complete their current objective and going after a reward that while great on its own could cost them the chance at their main target. I also will 'overpack' an adventure with encounters with the idea that the PCs will be able to get past some of them w/o combat or otherwise expending resources and that without doing so, it will be very difficult for them to achieve their prime objective.
 

I think what he was talking about there is that items that were less powerful tended to have a larger percentile chance of being rolled than the more powerful ones, which were often 1%.
I mean, perhaps so, but I had figured it was an oblique reference to the fact that the magic items tables blatantly favor Fighters over Magic-Users.

But only underwater! ;)
Hah!
 

Rule 0 should also be there for purely design reasons. If a group wants rogues to be the bees knees of damage, Rule 0 is what allows the DM to double or triple the sneak attack damage dice that rogues get when leveling up. Now that's a bit extreme, but I think most of us have used Rule 0 to implement rule changes in our own games so that our D&D experience better fits our needs.
That to me sounds like rank abuse of Rule 0, something that we can, and should, advocate against at pretty much every turn.

Now, maybe that's because I've seen the horrendously awful effects that such "Rule Zero" (ab)usage can have on others. As in, not just ruining a game, but potentially poisoning the very idea of playing TTRPGs ever again.
 


That to me sounds like rank abuse of Rule 0, something that we can, and should, advocate against at pretty much every turn.
I don't see how implementing something that the group wants is abuse. If it works, great. If not, they undo it.
Now, maybe that's because I've seen the horrendously awful effects that such "Rule Zero" (ab)usage can have on others. As in, not just ruining a game, but potentially poisoning the very idea of playing TTRPGs ever again.
If it's DM only and he abuses that rule, then I can see that happening. Mostly, though, I've seen it used well to enhance a game and give a unique gaming experience.
 

I think you and @EzekielRaiden are both somewhat correct here: Gygax knew what he was doing and to a decent extent tried to balance most parts of the game as best he could given the limited data he had to work with; and at the same time he was also quite intentionally unfair in some ways and - again quite intentionally - left some things unbalanced..
You're using two different senses of the word "balanced"--and only one of them is one I consider valid or appropriate.

The second, which I oppose, is "things being made precisely equal or distributed perfectly identically." This is an almost exclusively pejorative view of balance, as almost nobody actually wants this, almost everyone agrees that it is bad TTRPG game design, and to the best of my knowledge no actual games work by such a standard on anything but a very small scale.

The first, which I embrace and have explicitly said so many times, is "things being set in such a way so as to achieve a desired result." For Gygax, as I noted in my spoiler block, one of the key considerations was heist-focused play. The principle of a heist is that you are a comparatively weak invader, trying to sneak in and abscond with that which doesn't belong to you. It's pointedly not war, because in war, you'd be marshalling forces approximately comparable to those you fight against. Instead, it's spec ops! You are a small, crack team of experts trying to leverage that expertise just right so you can get in, get the goods, and get out in one piece.

In order to achieve that end, it is absolutely essential that the forces you oppose be overwhelmingly powerful...IF you play by their rules. Because that's how any bank-vault heist works. That's how any Great Train Robbery works. That's how any Mission: Impossible story works. We pay attention because it is awesome to watch a weak-but-clever figure overcome a far stronger opponent.

From this perspective, the thing you call "intentionally...unbalanced" is not unbalanced. You are absolutely correct that it is not a perfect 1:1 matchup (indeed, it's pretty much the antithesis of a 1:1 matchup!), but equality of forces is not what "balance" means in game design. What it is, is intentional design to evoke a particular mental and emotional experience: the fear of being discovered, the certainty that you cannot play by the defender's rules, the thrill of finding a clever way to defeat overwhelming opposition. And all of those things can be pretty cool! But they do, in fact, require that you be going up against opposition that you cannot defeat on its own terms. Hence, balance within that context requires that the odds be, in a sense, "only just surmountable," rather than "totally insurmountable."

Other experiences require other approaches. This is why an effective, well-designed game does not provide loosey-goosey "ehh, eyeball it" rules that barely rise to the level of suggestions, let alone guidelines. Instead, it provides clear, concrete advice on the ways its tools may be turned to various ends, what you can do when testing its limits, and what effect there will be from twisting stuff in a direction well outside designed parameters.

A well-designed D&D-like game, that recognizes the historical importance of the heist-centric model with the understanding that that model is not what most people actually want out of a D&D-like game, does not tell you to make wildly unbalanced combats, as in, combats where you have absolutely no idea whether they'll achieve the desired experience or not. Instead, it tells you "this is the experience this tool was designed for; these are the factors that went into that choice; these are the common places that that can break down, and ways you can address them; these are additional tools you can deploy when seeking adjacent but distinct gameplay experiences."

5.0, instead of doing any of that, defaults to, "You could do X. Or you could not do X! It's up to you to decide." Other than the CR-generation rules (which, based on reports I get from others, are not particularly useful), the few places where they actually deign to give any advice at all, it's worthlessly vague, e.g. the thing saying how to give XP for non-combat encounters quite literally says to pretend that it IS a combat encounter and then award XP commensurate to that combat, without even the slightest hint of, y'know, HOW to translate a non-combat encounter into the rules of a combat one! It's ludicrously bad. If you're already a skilled DM, you already know how to do this stuff far, far better than such a lame and worthless suggestion; and if you aren't a skilled DM, that advice tells you nothing whatsoever.

Gygax presenting "only just surmountable" threats IS balanced, in the context of a dangerous heist. Because you expect a dangerous heist to be extremely risky, and prone to failure if any of the steps of the plan go wrong. You expect that if you get caught by the guards, things can go south extremely quickly. You expect that there is little to no reward for doing anything except getting out with the goods in tow. Etc. The encounters are, in fact, balanced, not because they put two forces in precise equilibrium (a ridiculous and strawmanning mischaracterization of balance), but because they correctly make the heist opposition too dangerous for a frontal assault so that the players must find another way.
 

I don't see how implementing something that the group wants is abuse. If it works, great. If not, they undo it.
Let me put it this way: I've played a lot of modded games in my life. Mods can be absolutely great. But they also bend the experience. Bend it too far, and it's...not the game anymore. And something which makes one specific class horrendously, ludicrously overpowered is pretty much exactly that. No class, caster or not, should be that powerful for the kind of game D&D purports to be.

If it's DM only and he abuses that rule, then I can see that happening. Mostly, though, I've seen it used well to enhance a game and give a unique gaming experience.
I'm not speaking of the DM only doing it to their own stuff. I'm speaking of the game that prompted me to actually become a proper GM myself. Specifically, a friend of mine, call them Adam, went through a very very bad breakup about seven or eight years ago now. As part of working through his emotions regarding that breakup, he decided to get in on this whole "D&D" thing everyone was talking about (given we're all MMO players, we're all already D&D-adjacent anyway.) Adam's first DM was brand-new to the game. I don't know the specifics, but one of the players had the DM wrapped around their little finger, basically the DM giving that player and only that player anything they wanted and more.

So...in Adam's very first actual TTRPG game...there was a player who was playing a custom demigod race that gave a ninth-level spell as a racial feature. And that was only the MOST egregious thing. I vividly remember Adam discussing it with me and being, frankly, emotionally shredded by it. He didn't have the heart to complain because (a) first-time player, (b) first-time DM, (c) he genuinely wasn't sure if TTRPGs were worth this sort of experience. After only like two sessions, he was VERY much on the "bad gaming is worse than no gaming so maybe TTRPGs just aren't for me" point.

That was what finally kicked me in the butt to actually GM. I was, for a very long time, afraid of doing it wrong. Of having precious DMPCs and eyeroll-inducing storylines and cheap, trite drama etc., etc. Impostor syndrome at its finest. But I took one look at that and knew, beyond any doubt, that I could not possibly be THAT bad as a DM--and that I could do better for Adam than what he'd endured. So I did. Turns out I'm a pretty good DM (at least my players think so; I'm always doubtful.) And Adam paid me one of the finest compliments I've ever received when, for IRL reasons, he needed to pull out of all of his TTRPG games. He said that my game was the only one that it actually felt difficult to leave. That meant a lot to me.

So....yeah. The thing you described is pretty much identical to the unequivocal rank abuse of Rule Zero that I have personally known. I'm really not in favor of anything like that. Doesn't mean I don't think people should work together to make the rules sing for them. I just think there need to be some reasonable limits. As @Micah Sweet said, Rule Zero is best deployed to fix the places that don't quite work, or that do something bizarre or inappropriate. Homebrew is totally fine, but homebrew is quite distinct from Rule Zero and merits a clearly different approach and understanding vis a vis Rule Zero.
 

I don't think that is true re: PCs determining the adventuring day.

What if there is only 1 encounter to achieve their objective? They didn't choose to stop but there isn't anything more to do.

What if it takes 20 encounters to complete their objective and they are destined to fail? Sure, the PCs choose when to stop but they don't have a chance to succeed so it's really still on the DM.

Ideally I will design an adventure to require a few encounters to achieve success on the main goal while there are extra challenges the players can face to get a better result in some way and then the players choose how far they want to push things.

As the DM I'm still the one making choices about what the adventuring day looks like.
The bolded bit makes the last sentence moot, in that while you can choose what the adventuring day might look like the final choice is up to the players based on how - or how much - they want to engage with what you're trying to put in front of them.
 

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