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


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I can (or at least could) speak Spanish. I know basically nothing about their culture outside of general and likely incorrect knowledge from movies.
In my experience and observation, learning a language involves learning concepts and practices that go with it. (Of course, when it comes to learning Spanish in the US I would expect those to be Latin American in some or other fashion, rather than Spanish in the geographical sense.)

I can't imagine that Dwarves and Gnomes learn the language of Kobolds simply by being drilled in it but knowing nothing of Kobolds as such. Doesn't seem very verisimilitudinous to me.
 

Except I'm not asking if you are still embezzling funds. I'm asking if embezzling funds is okay. It's not a hard question to answer, you just don't want to.

For that matter, you don't even have to answer from a D&D perspective. I'm curious how other games handle it.
Dungeon World explicitly says play is a conversation and you work through what is going on that way. In general, you are in the fiction. It neither has nor needs mechanics because you're just describing things and asking questions. However, sometimes, the fiction requires clarification: an attempted action where both failure and success are interesting outcomes, or where there's a clear doing of something that is relevant to the evolving story. When, and only when, something like that happens, it "triggers" a move. Every move has a trigger phrase, and (for any well-made move) it's pretty clear what does or doesn't trigger something.

This invokes two DW rules: You have to do it to do it, and If you do it, you do it. "You have to do it to do it" means that if you want to use a move, you don't declare it and then roll or the like: you have to do the trigger, in the fiction. We would then execute the move, and then return to the fiction again. Hence, it is explicitly against DW's rules to say "I roll Diplomacy." You instead would need to do something like, "I say to the guard, 'Surely, ser, you have a sense of decency, of fair play! How can my accuser go on to this meeting with the judge, while I am stuck out here? No law could possibly call itself just if it listens only to the accuser and not the accused!" (In DW, this would be either a Parley, with the NPC's desired thing being their reputation of honor and decency, or a Defy Danger, with the PC taking the risk that this is a corrupt guard or jackbooted thug or the like.) That's the trigger from one direction, and the other makes it bidirectional; that is, "if you do it, you do it" means that whenever the trigger happens, the move must happen. The player can't just "closely examine a situation or person" and then hope to squeeze benefits out some other way: you DO trigger Discern Realities (because that is its trigger phrase), and we execute the move's text. Hence, the first is an "only if" condition (you do the move only if the fiction matches it) and the second is an "if" condition (you always do the move if the fiction matches it).

As part of this, there are rules that are straight up binding on me as a GM, e.g., I am not allowed to give anything but an honest answer to Spout Lore or Discern Realities questions, and I cannot tell a player that Ritual magic effects are flatly impossible ("Ritual effects are always possible, but...") Likewise rules that are binding on players: if they get a partial success on Spout Lore, it's on them to make the merely interesting answer useful; the only questions I am obligated to answer for Discern Realities are listed, or added by special moves elsewhere; they must accept the 1-4 requirements I posit for their Ritual magic, or else not perform it in the first place.

Together, we "Play to find out what happens." Both the players and I make proposals, and we talk it out. Sometimes, their opinion carries more weight than mine, not because theirs dominates mine but because we agree that their opinion was the better one. Sometimes, probably often I'd say, my opinion carries more weight than theirs, but that's because I persuade them, not because I lay down the law and threaten ejection if faced with defiance. Just like the conversation that play is described as.

I am not an absolute authority on the world we play in. If I were, it wouldn't be possible for me to play to find out what happens. Instead, I am merely one contributing factor, though certainly the largest individual one. This world would not exist in a recognizable form without the things the players have personally introduced into it.
 

In my experience and observation, learning a language involves learning concepts and practices that go with it. (Of course, when it comes to learning Spanish in the US I would expect those to be Latin American in some or other fashion, rather than Spanish in the geographical sense.)

I can't imagine that Dwarves and Gnomes learn the language of Kobolds simply by being drilled in it but knowing nothing of Kobolds as such. Doesn't seem very verisimilitudinous to me.

In my experience we learned to speak the language and that was it. I don't have an issue with a PC knowing more, especially if it fits their backstory. But knowing a language and knowing a culture are not the same thing.
 

Ultimately any game rule is subject to the consent of the participants. If participants do not agree that long swords should deal d8 damage then that rule does not function. This doesn't mean that rule is pointless. Rules are package that establish procedure of playing the game. When the players agree to play the game they agree to that structure. That they could withhold their consent doesn't mean the structure is pointless.
I'm glad you raised this, because I thought of putting it in my post but left it out due to the risk of distraction/over-complication.

You are correct about action resolution rules (and some other RPG rules too). They offer (or purport to offer) a structure for working out what to imagine together that is better (whatever exactly that means!) than what a group will do unaided.

But rule zero is not like this. It is redundant - a group can do whatever they want, adopt whatever fragment of the rules they like, etc whether or not rule zero is stated - and is also misleading, insofar as it implies that one person's imagination can be governing by dint of authority, when what is actual important for a GM is that the stuff they imagine and put forward be engaging. (Setting aside some atypical examples, like everyone signing on for a D&D tournament.)
 

Dungeon World explicitly says play is a conversation and you work through what is going on that way. In general, you are in the fiction. It neither has nor needs mechanics because you're just describing things and asking questions. However, sometimes, the fiction requires clarification: an attempted action where both failure and success are interesting outcomes, or where there's a clear doing of something that is relevant to the evolving story. When, and only when, something like that happens, it "triggers" a move. Every move has a trigger phrase, and (for any well-made move) it's pretty clear what does or doesn't trigger something.

This invokes two DW rules: You have to do it to do it, and If you do it, you do it. "You have to do it to do it" means that if you want to use a move, you don't declare it and then roll or the like: you have to do the trigger, in the fiction. We would then execute the move, and then return to the fiction again. Hence, it is explicitly against DW's rules to say "I roll Diplomacy." You instead would need to do something like, "I say to the guard, 'Surely, ser, you have a sense of decency, of fair play! How can my accuser go on to this meeting with the judge, while I am stuck out here? No law could possibly call itself just if it listens only to the accuser and not the accused!" (In DW, this would be either a Parley, with the NPC's desired thing being their reputation of honor and decency, or a Defy Danger, with the PC taking the risk that this is a corrupt guard or jackbooted thug or the like.) That's the trigger from one direction, and the other makes it bidirectional; that is, "if you do it, you do it" means that whenever the trigger happens, the move must happen. The player can't just "closely examine a situation or person" and then hope to squeeze benefits out some other way: you DO trigger Discern Realities (because that is its trigger phrase), and we execute the move's text. Hence, the first is an "only if" condition (you do the move only if the fiction matches it) and the second is an "if" condition (you always do the move if the fiction matches it).

As part of this, there are rules that are straight up binding on me as a GM, e.g., I am not allowed to give anything but an honest answer to Spout Lore or Discern Realities questions, and I cannot tell a player that Ritual magic effects are flatly impossible ("Ritual effects are always possible, but...") Likewise rules that are binding on players: if they get a partial success on Spout Lore, it's on them to make the merely interesting answer useful; the only questions I am obligated to answer for Discern Realities are listed, or added by special moves elsewhere; they must accept the 1-4 requirements I posit for their Ritual magic, or else not perform it in the first place.

Together, we "Play to find out what happens." Both the players and I make proposals, and we talk it out. Sometimes, their opinion carries more weight than mine, not because theirs dominates mine but because we agree that their opinion was the better one. Sometimes, probably often I'd say, my opinion carries more weight than theirs, but that's because I persuade them, not because I lay down the law and threaten ejection if faced with defiance. Just like the conversation that play is described as.

I am not an absolute authority on the world we play in. If I were, it wouldn't be possible for me to play to find out what happens. Instead, I am merely one contributing factor, though certainly the largest individual one. This world would not exist in a recognizable form without the things the players have personally introduced into it.

Right. So in DW, someone declares a move that is obviously out of bounds and not appropriate to the theme of the game. What happens? They declare that they have a tactical nuke in their inventory and say that they nuke the enemy city. What next? What happens if when resolving something they grab a handful of extra dice?

Those are extreme examples but I assume something happens at least now and then, at least with new or casual players, that doesn't fit the expected gameplay.

Saying "you have to do it to do it" is pretty meaningless.
 

Here is what the 2024 Players Handbook says about being a DM.

The players drive and steer the narrative:
"The players decide."
"The players choose."
"You [the DM] determine the results of the adventurers decisions."

"
Guide the Story. You narrate much of the action during play, describing locations and creatures that the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions.

"


The job of a DM is to "serve" the fun of the players.

"
Adjudicate the Rules. You oversee how the group uses the game’s rules, making sure the rules serve the group’s fun.

"


The DM is a "lead storyteller", a "guide", even a "mastermind" who creates an adventure. But "the DM isnt your adversary". "Dungeons & Dragons [is] a cooperative game."

In 5e, such talk about a "DM dictator" isnt a thing. This notion of a DM saying "my way or the highway" didnt age well, and didnt survive into the D&D of future generations.
 

I'm glad you raised this, because I thought of putting it in my post but left it out due to the risk of distraction/over-complication.

You are correct about action resolution rules (and some other RPG rules too). They offer (or purport to offer) a structure for working out what to imagine together that is better (whatever exactly that means!) than what a group will do unaided.

But rule zero is not like this. It is redundant - a group can do whatever they want, adopt whatever fragment of the rules they like, etc whether or not rule zero is stated - and is also misleading, insofar as it implies that one person's imagination can be governing by dint of authority, when what is actual important for a GM is that the stuff they imagine and put forward be engaging. (Setting aside some atypical examples, like everyone signing on for a D&D tournament.)

It is not any more redundant than other rules. It sets the assumed baseline of authority distribution in the game. It is directly related to the rules and instructions that tell who is supposed to decide what, and how. That you don't like is nothing more than a personal preference.
 

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