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

DMs often the one doing all the organization, sometimes providing the location and food or drinks.

Ultimately they also get to choose who plays.
Just because volunteered to do a job doesn't mean they deserve to be put above everyone else participating.

If one can't have fun DMing without prioritizing themselves, they should let someone who doesn't need that run instead.
 

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Just because volunteered to do a job doesn't mean they deserve to be put above everyone else participating.

If one can't have fun DMing without prioritizing themselves, they should let someone who doesn't need that run instead.

Not what I said at all. I've got two great groups and a waiting list. I'm filtering out chuds, push talk types etc.

ENworlds about the only place online where you get much pushback acknowledging that basic reality. Those horror stories you hear online don't really happen here. Cultural reasons plus those players don't get to play at least not for long.
 

Well to be honest I just didn't understand what is fun about killing a non-threatening animal for no reason? And why the characters would want to that?

I mean if the players were bored then there were things they could do to make something happen that would still be logical in-game.

For example the druid could have used her speak with animals spell to talk to the beasts of the forest and maybe learn some helpful information about the brigands' camp (I had prepared some information for this possibility). Or cast find familiar and use the familiar to scout out the surrounding area.

They could have carefully examined the tracks of the brigands to try to determine how many there are and also what race/species they are from the sizes of the footprints.
The things you suggest don't sound as immediately gratifying as blowing something up with a Firebolt.

What you describe doesn't sound to me like a player who can't make good roleplaying decisions. It sounds like a player who isn't really interested in exploring the world that you have created, so as to puzzle out the details about the brigands.

When I am a player and one of my fellow party members wants to do something like that, I just say "Hold on, what are we trying to achieve here? What are the ramifications of our characters doing that? Why would our characters want to do that?" Not in a rude way, just emphasizing that we should be making decisions based on some kind of logic. The characters should have some kind of reason for doing what they are doing. We should be imagining what the characters are thinking and feeling based on their situation, abilities, experience, loyalties and surroundings.
I don't think your outlook on play is the same as that of the Firebolt-ing player.

He said his character was a noble and a wizard. Didn't mention anything specific about his personality apart from he was an adventurer seeking fame and fortune.
This is classic in itself - my PC has no background or motivation other than doing adventuring hijinks . . .

Or if the players were keen to get into combat as soon as possible they could have just told me "We pick up our pace and charge forward with our weapons drawn to try to reach the brigand camp as quickly as we can".
There doesn't need to be any correlation between the pace at which the PCs are moving and the pace at which events are narrated at the table. If the PCs are sneaking, but the players are restless, then you can just cut to the scene of the stealthy PCs arriving at the brigands' camp.

I know lots of people enjoy the combat side of D&D and I had prepared some encounters accordingly. It was made very clear in the introduction that these brigands were ruthless and were not going to go down easily, it was going to be a serious battle. And the players had also encountered an NPC in the town who had warned of other dangerous monsters and ancient ruins deeper in the forest. So there were obviously going to be several opportunities for major confrontations. There was no need to randomly attack animals.
Well, my suggestion would be that - the next time this comes up - when a player tells you they want to Firebolt a bird, you narrate something like "As you're eyeing the bird to take your shot, you heard something crashing through the forest towards you!" And frame the PCs into an encounter with one of those dangerous monsters.

In other words, instead of hoping to control the PCs, use your control over the elements that are yours as GM - like the framing and pacing of events - to steer the game in a direction that is more interesting to you.

I would let it happen but there may be consequences. Eg offending the local elves/Druids.
If there are never any negative consequences for Resting whenever they want, then, of course, the group will rest whenever they want.

<snip>

On the other hand, if there are actual consequences for resting whenever they want? They get to the treasure hoard and find it emptied out. They get to the adventurer's hall and find all of the lucrative contracts have been handed out. They rest in enemy territory and get swarmed, etc. Maybe they will be a bit more judicious about resting?
My own view is that this sort of relatively heavy-handed GMing - where the GM uses their control over the background and setting to retroactively impose stakes onto player decisions - can lead to an adversarial relationship at the table, and/or to rather passive players who are scared of making decisions because they don't know what will flow from them.

I think it's better to be up-front about stakes. For instance, if the player declares their PC is about to blast a bird, and you want to make this a druidic matter, have a druid come onto the scene as they are about to take their shot: make it an express part of the stakes before the player commits to their action.

Something similar can be done with resting, though often the conversation might be a bit more "meta".
 

The things you suggest don't sound as immediately gratifying as blowing something up with a Firebolt.

What you describe doesn't sound to me like a player who can't make good roleplaying decisions. It sounds like a player who isn't really interested in exploring the world that you have created, so as to puzzle out the details about the brigands.

I don't think your outlook on play is the same as that of the Firebolt-ing player.

This is classic in itself - my PC has no background or motivation other than doing adventuring hijinks . . .

There doesn't need to be any correlation between the pace at which the PCs are moving and the pace at which events are narrated at the table. If the PCs are sneaking, but the players are restless, then you can just cut to the scene of the stealthy PCs arriving at the brigands' camp.

Well, my suggestion would be that - the next time this comes up - when a player tells you they want to Firebolt a bird, you narrate something like "As you're eyeing the bird to take your shot, you heard something crashing through the forest towards you!" And frame the PCs into an encounter with one of those dangerous monsters.

In other words, instead of hoping to control the PCs, use your control over the elements that are yours as GM - like the framing and pacing of events - to steer the game in a direction that is more interesting to you.

My own view is that this sort of relatively heavy-handed GMing - where the GM uses their control over the background and setting to retroactively impose stakes onto player decisions - can lead to an adversarial relationship at the table, and/or to rather passive players who are scared of making decisions because they don't know what will flow from them.

I think it's better to be up-front about stakes. For instance, if the player declares their PC is about to blast a bird, and you want to make this a druidic matter, have a druid come onto the scene as they are about to take their shot: make it an express part of the stakes before the player commits to their action.

Something similar can be done with resting, though often the conversation might be a bit more "meta".

Session 0 I point out that actions have consequences. If you go round killing things randomly don't be to surprised if it happens to you. Or at least attempted. Don't be a jerk don't roleplay a jerk.

Killing animals randomly (vs for food) when Elves and Druids are around.....
 

Not what I said at all. I've got two great groups and a waiting list. I'm filtering out chuds, push talk types etc.

ENworlds about the only place online where you get much pushback acknowledging that basic reality. Those horror stories you hear online don't really happen here. Cultural reasons plus those players don't get to play at least not for long.
I hae noticed that ENworkd has double standard, where problem DMs are apparently behingd every corner, but problem players don't exist or are the DM's fault.
 

I hae noticed that ENworkd has double standard, where problem DMs are apparently behingd every corner, but problem players don't exist or are the DM's fault.

Yup you post at AitAH or a D&D sub reddit they'll point blank tell you to boot the player or leave if it's the DM being the jerk. Or anywhere else.

Sometimes no one's the jerk incompatible playstyles (roll vs role play).

10 years I've booted 4 players. 3 went out at once they got booted from 2 more games no D&D for them. Other ones banned from several stores. Chaos Monkey/fish malk and outright toxic.

One recently didn't get invited back his friend will likely join him once game wraps.
 

Just because volunteered to do a job doesn't mean they deserve to be put above everyone else participating.

If one can't have fun DMing without prioritizing themselves, they should let someone who doesn't need that run instead.
This type of argument is pointless. It just lead to the logical counter: if one can't play without prioritizing themselves, one shoud not play.

If the group majority says "hey, let's start off at 10th level and kick ass!" and the normal DM is only comfortable and enjoys tiers 1 and 2, then yes they can step aside and let someone else run the game. But if no one else wants to DM (typically the case...), what then? And if the normal DM won't step aside, the players can choose a new DM (if, again, on volunteers) from the group or find a new one and the DM is left by themselves without a game.

And if just one player wants it, that player can accept they dont' get to prioritize themselves either or move on.
 

My own view is that this sort of relatively heavy-handed GMing - where the GM uses their control over the background and setting to retroactively impose stakes onto player decisions - can lead to an adversarial relationship at the table, and/or to rather passive players who are scared of making decisions because they don't know what will flow from them.

I think it's better to be up-front about stakes. For instance, if the player declares their PC is about to blast a bird, and you want to make this a druidic matter, have a druid come onto the scene as they are about to take their shot: make it an express part of the stakes before the player commits to their action.

Something similar can be done with resting, though often the conversation might be a bit more "meta".

If the DM frames the scenarios properly, none of the resting scenarios should be retroactive. The players should know the stakes and the likely consequence of their decisions.

The empty treasure room? The players should absolutely know others are gunning for the treasure. They should know delay, especially a long delay could make them lag behind.

The monsters swarming? The DM needs to make the situation (enemy territory with lots of baddies) fully clear.

It should not be a gotcha on the players. I've always found clear stakes make for much happier/more involved players.
 

And if just one player wants it, that player can accept they dont' get to prioritize themselves either or move on.
The issue is how many times that player is the DM and they are encourage the harangue and browbeat the others with Rule 0 until they get their way.
 

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