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

In our games, we take turns DMing during the same campaign.

Generally, each DM provides an adventure for a level up. But sometimes someone DMs for several levels.

During a session, what a DM arbitrates goes. Discussions for reconsiderations happen between sessions. Because it is a shared world, each DM tends to integrate the decisions of the previous DMs.
That's not DMing by committee, though. That's rotating DMs and I have a couple players in my group that occasionally take over and run a short campaign of their own when I need a break.

The discussion at hand is about a DM ruling as it happens in real time. A committee doesn't really work for running a game of D&D.
 

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That's not DMing by committee, though. That's rotating DMs and I have a couple players in my group that occasionally take over and run a short campaign of their own when I need a break.

The discussion at hand is about a DM ruling as it happens in real time. A committee doesn't really work for running a game of D&D.
Yeah. During a session, the DM referees any uncertainties. Any difficulties are dealt with between sessions.

But rotating DMs does imply dealing with the rulings of other DMs. While it is possible for a DM to abolish a decision of a previous DM it doesnt happen. Heh, moreover, when the previous DM rotates back again, one could reestablish an abolished ruling. Overall DMs and players make an effort to accommodate each other.
 

If that is so, do you not think it is then possible for a group of good players to deal with at least some bad DMs?

And if that is true, might it then actually be true that good rules could at least help to deal with some bad DMs, even if they don't fix everything?

I think it depends entirely on what "bad DM," means in that context.

If the DM is bad because they don't apply the rules properly due to ignorance, or they are not good at scene framing but willing to learn, issues like that - sure a good set of rules and good players will likely help a lot.

If the DM is "bad," because they are highly adversarial, confrontational, shows extreme favoritism, things like that? No rules set, no matter how good, or players, no matter how good, will likely fix that.

And if it's a clash of playstyles issue, there may not even be a bad DM involved, just bad for that particular player (or the player is bad for that particular DM) - it certainly happens.

Bottom line is pretty simple. If everyone approaches the game in good faith, adjustments can be made, or realizations can be had that the styles are just too different. If there is bad faith involved (when a DM OR Player is out for their own amusement regardless of everyone else at the table is the usual issue) then the situation is likely not salvageable.
 

Yeah, the presumption of "shared fiction" really needs a firm definition if it's going to be discussed.
Above I mentioned purple grass. It was just an example but if someone really did insist on that, then they are not talking the game seriously. While we joke and laugh a lot, it can also have serious dramatic moments.

At a certain point if I say the grass is not purple and they insist it is, I'm gonna ask the player to clarify. Is their PC insane or do they just want a different style of campaign than I'm running? Because I'm not going to play "silly world" unless it's a short term game or some weird tangent. It hasn't ever been an issue.
 

Really? You can't conceive of any way that could make this work?

Because there are degrees of flight. Consider the 4e Pixie; it can fly, but it has a height limit of 5 feet, meaning it's more like a hover. Sorta like having a race that can cast fey step once per short rest--they can fly across a gap, but they can't fly up a wall or over a building.

And there are ways to get always-on flight through class or subclass, liked druid's wild shape or dragon sorcerer's wings, or a ring of flight.

And there are spells that grant flight pretty much whenever you might need it, especially once you're level 7+ and thus have plenty of spell slots of 3rd level or higher.

So...clearly PCs having sometimes-on flight isn't a problem, otherwise you'd be banning spells too. Clearly, PCs having (effectively) always-on flight at high level isn't a problem, otherwise you'd be banning Sorcerers. Clearly, PCs having limited or resource-costing flight isn't a problem, or you'd be banning Druids (or at least banning the ability to transform into songbirds etc.) Point being: it's not "the PC has access to flight, therefore it's intolerable." It's "the PC has too much access," or too easy access, or too early access, etc. Those things admit shades of grey, and thus provide extremely fruitful ground for seeking compromise. Example drafted in five seconds: maybe a race that grants 1/day feather fall at 1st level, and then 1/day levitate at a higher level, and finally 1/day fly at a higher level still, just as some Tieflings get a cantrip at 1st level, a 2nd level spell at level 3, and a 3rd level spell at level 5.

Even the "no evil PCs" thing--which is a hard line for me, in the sense of "I won't run a game for a PC that is genuinely, unequivocally, unrepentantly evil"--still admits a lot of leeway, a lot of possibility for finding mutually-acceptable solutions. I'm absolutely on board for a recovering evil person, someone hoping to achieve redemption or at least to compensate somewhat for the evil they did. I think it's wonderful to have a good PC who has one or two exploitable temptations that they can wobble about or even occasionally succumb to so long as they don't happily embrace it. I currently have a player's PC who is pretty hard neutral but pacifist, and thus is much more open to listening to villainous NPCs than most other characters. That's incredibly juicy, because it presents an opening for manipulative, desperate, or self-preserving antagonists to potentially get the PCs to let them get away with some of what they want, or to work with groups that other PCs would be too stuffy or do-goody to accept.

None of this requires that much creativity. It just requires that, even when you have a hard line, you think about what the hard line really requires. I say "I can't--and thus won't--run a game for unrepentant Evil PCs." The reason for that is, I not only don't enjoy doing the DM work to create interesting stakes, challenges, and rewards for unrepentant evil PCs...doing that would absolutely slowly sour my experience. Hence, things which avoid that slow souring are not a problem. If I'm still making interesting stakes, challenges, and rewards for either repentant or non-evil PCs, things are fine. So...it behooves me to look at those things.

The exact same process can be applied to what players want to do. Maybe they want to play evil because they think playing a good person is boring, which is...not generally the case in my game. Maybe they want to play someone who gets to break the rules--there's lots of ways to do that without unrepentant evil. Maybe what they really care about is nuance and depth, and that's something the two of us can work out a zillion different ways. Hence: both sides find the things they really truly can't budge on, and I find that pretty much always, there's room for some kind of compromise.

It's basically becsuse no at will flight at level 1. Higher up I don't care espicially if there's opportunity cost eg you aquire it via class feature. That probably won't come up.

No silvery barbs either. No at will flight, that spell or evil PCs. Those are the big red lines.

Compromise on flight is an Aasimar. Be grateful vs no flight.
 
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It's basically becsuse no at will flight at level 1. Higher up I don't care espicially if there's opportunity cost eg you aquire it via class feature. That probably won't come up.

No silvery barbs either. No at will flight, that spell or evil PCs. Those are the big red lines.

Compromise on flight is an Aasimar. Be grateful vs no flight.
These decisions with regard to flight are setting tropes. There is no problem if this the setting that a DM chooses to use.
 

These decisions with regard to flight are setting tropes. There is no problem if this the setting that a DM chooses to use.
According to some here, it is a problem if a player wants flight and the DM doesn't. For me what the DM says in their own game goes. Though they should give the players a good hearing and keep an open mind, ultimately the DM makes the call.
 

According to some here, it is a problem if a player wants flight and the DM doesn't. For me what the DM says in their own game goes. Though they should give the players a good hearing and keep an open mind, ultimately the DM makes the call.
Part of Session Zero is the DM and players deciding which setting to use, and which adventure to go on. (Normally the DM has a setting on mind, and is explaining the details.) If anybody cares about flight, whether for or against, it is part of the setting choice that everyone as a group makes.

As I mentioned earlier, for my taste, I prefer limited flight at level 1, then temporary full flight at level 5, then prefer that every player character has a means to permanently fly at level 9.

But if there is a setting where full flight is ubiquitous (such as Fairy), or oppositely unheard of, I am fine either way.
 

These decisions with regard to flight are setting tropes. There is no problem if this the setting that a DM chooses to use.
Aarakocra (a flying race) are canon Greyhawk, they are also a playable 5e race. If the DM is running 5e, in Greyhawk, but states, no flying PCs?

Flying PCs, at low level, for a DM that's new, or simply doesn't want to deal with the extra element CAN be an issue.
 

Aarakocra (a flying race) are canon Greyhawk, they are also a playable 5e race. If the DM is running 5e, in Greyhawk, but states, no flying PCs?

Flying PCs, at low level, for a DM that's new, or simply doesn't want to deal with the extra element CAN be an issue.
Actually, I have never seen Aarakocra in my games.

But I do offer a homebrew "Wings" cantrip that grants limited flight. It requires the use of an Action to Move, there is no hover, and takeoffs require a running a distance. It is mainly useless in combat.

(The "Avariel" Elves have this as their innate Elf cantrip.)

Heh, most Humanoid populations have longbows and can easily shoot down any flyers who get annoying.
 

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