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

This thread is why we need a better DMG.

The more players trying their hand at DMing, the less perceived market power held by DMs that wish to place their preferences and fun ahead of their group's. It would also help new DMs learn to DM without being influenced by such.
Myself, I think the reason there are far fewer DMs than Players is because DMing takes more work than just playing one character and the vast majority of players just wanna show up and play for a few hours as a break from the mundane.

Which I think is awesome!

But… DMing just requires more work and dedication, including time away from the table.

No DMG is gonna fix that.
 

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I think anytime you are not enjoying yourself, you should leave the game. D&D, and most TTRPGs, are too much of a time commitment and life is too short to play in a game you dislike.

So I disagree with a lot of what Pemerton said about that incident. But they 100% are correct in leaving a game they didn't enjoy.

It's not the leaving part the reason they gave was silly. Espicially when they used out of character knowledge and described the DM in the way they did. They're in the wrong there

Game may have sucked for other reasons DM was contrarian or inexperienced or plan old bad.
 

I don't believe you. I think they had perfectly good and justifiable reasons for doing what they did. You just happened not to like their style!
Good! You're finally getting with the program. :)

You don't know. I know, though, because I was there.
Ah... feeling omniscient again, huh??

No, you don't "know", you suspect, etc. which is valid. Unless you upfront ASKED that DM what was going on in his mind and he said something like "I didn't expect that strategy, was not prepared for it, and I am railroading you to go where I have the adventure planned", ya don't "know".

So, you can keep writing "I was there" until your hands cramp up, but that doesn't mean you know what was going on in the DM's head or what they had intended IF you can continued to play out the game.

Yes it does: when all the players left the game, the GM was no longer defining the narrative as they see fit. Rather, there was no narrative!
You didn't stop the narrative though. You sat there, listened politely, and disagreed with the narrative so you left in the end. The DM already shared the narrative so it had, in fact, already occured. He very much enjoyed absolute power to establish the shared narrative. You accepted that was, in fact, the narrative--disagreed with it finding it "not fun" and not how a kobold should be played--and left.

I will agree with you that there was no further or additional narrative after you all left.

Huh? My whole point is that the visions didn't match. To such a degree that it brought the game to an end. Hence, as I've said, the GM did not enjoy absolute power to establish a shared fiction.
Again, my point was you had an expectation of what you believed a kobold captive should act like based on your interpretation of the MM. You were wrong. The DM controls the NPC and decides how smart they are as part of that. Players do not get to decide how NPCs should act. Nor do players get to decide if a door is locked, or if their boats sinks, or any other number of other parts of your "shared narrative". Through PC actions they can try to influence the narrative, sometimes succeeding and sometimes failing, but the DM is the story-teller and the one who tells the narrative.

This is an example of what baffles me - you think you know better than me what happened in an event 35 years ago that you were not party to, and that you have any knowledge of only because I have told you about it.
No, I don't think I know "better" because I don't know. But then again, neither do you. (See above... again.)

I can tell you now, all your conjectures about why this was wonderful GMing are false. The GM did not have some magnificent original vision of Kobolds, some cunning idea about their responses under interrogation, or anything else.
The DM doesn't need "some magnificent original vision of Kobolds", the DM was well within the parameters even according to the MM of playing the kobold with a low intelligence. I have no idea why you continue to not accede that point.

What actually happened was that the GM did not want the game to head in the direction we - the players - were taking it, of gathering intelligence and acting on that. And so he attempted to make up some fiction to ensure that wouldn't happen.
Maybe... maybe not. Since you left, you'll never know more.

I say "attempted to make up" rather than "made up" because his attempt failed. What he wanted to achieve was a shared fiction along his preferred lines. What he actually achieved was that there was no shared fiction, because the game came to an end.
Oh, no... he did in fact made it up. (Again, see above since I already addressed this once in this post.)

You know, you never addressed my hypothetic scenario? Any response to that...? Because I am just dying to see what you have to say on that point. ;)

You say it sarcastically, but that's the reality.
You say that, mate, but your reality---not mine, never mine. The DM (myself or whoever happens to being DMing) has the final word, ultimate authority, pick your expression, when running their game. As a player, you (or me!) can question, discuss, debate, even try to convince the DM to go the player's way on something---either after the session or during it---but in the end the DM is the person running the game. IMO it is very disrespectful to think otherwise. I know once the DM has made the final call I have NEVER disputed it. Their game--their rules.
 

They (or something akin to them) certainly are the species that best work as one-off weirdo without culture and background that is often the result of inserting a character whose species was not planned as a part of the setting in such a setting. But in a case of some sort of experimental construct that is trying to learn what it is to be a person, that actually makes perfect sense! But that still is a theme that doesn't fit in every campaign, and relies on assumptions about the nature of magitech that do not work in every world.
given how standard golems and constructs are alongside various soul/conciousness manipulation effects (reincarnate, magic jar, clone, lich phylacterals(?)) are considered of most settings i don't especially see why magitech assumptions are a huge prerequisite for their existence.
 

The current means of learning to DM is akin to being taught to swim by having your pockets filled with lead fishing weights, your arms duct taped to your sides, then being thrown into a shark infested pool of quicksand.

As per the actual topic of this thread, the basic building block of DMing, building an encounter, is currently indecipherable chaos thanks to the adventuring day and CR being a crapshoot at absolute best. I think that's the biggest obstacle to the minting of new DMs as well as the feeling of entitlement by those who managed to weather being hurled through that wall of brambles.
 

The things you say here I mostly agree with, except that in a typical D&D game, such "constraints" on the GM are self-imposed, thus I would interpret them not impeding the GMs "absolute power."
Sticking to one map-and-key is not "self-imposed" any more than (say) not lying about answers in a game of 20 questions or I Spy With My Little Eye is self-imposed.

A GM changing their notes, in map-and-key play, is like a player changing their equipment list when no one is looking. The fact that it can be done without being caught doesn't make it a permissible move in the game.

I mean, yes, sometimes not cheating requires a degree of self-restraint, but that doesn't mean that a game participant has "absolute power".

I think that in practice many GMs do mix these methods. Some things are pre-authored and the GM chooses to be bound by them, whilst other things are decided on the spot.
This is a different kettle of fish. If I'm sitting down for GM storytime, I expect the GM at least to have the decency to tell me. And then to at least try and make the storytime an interesting one.
 


The current means of learning to DM is akin to being taught to swim by having your pockets filled with lead fishing weights, your arms duct taped to your sides, then being thrown into a shark infested pool of quicksand.

As per the actual topic of this thread, the basic building block of DMing, building an encounter, is currently indecipherable chaos thanks to the adventuring day and CR being a crapshoot at absolute best. I think that's the biggest obstacle to the minting of new DMs as well as the feeling of entitlement by those who managed to weather being hurled through that wall of brambles.

Haven't read the starter sets? Latest one is about as good as it gets for a new DM.

It's an art form not a science.
 


No, you don't "know", you suspect, etc. which is valid.

<snip>

No, I don't think I know "better" because I don't know. But then again, neither do you. (See above... again.)
You're just making this up. How do you know what evidence I had. What conversations I and the other players had with one another, and with the GM? What the GM said when we expressed our dissatisfaction with his game, and told him we were starting a new game?

Answer: you know none of that.

The DM already shared the narrative so it had, in fact, already occured.
He spoke words, sure. He proposed a shared fiction. It didn't become part of a shared fiction, though. Rather, the shared fiction came to an end.

I mean, suppose that we, the players, all sat around talking about how we were so happy that the Kobold had spilled the beans, etc. We could have said words too, proposing a shared fiction. But the GM would not have accepted that, and so it would not have become part of a shared fiction either.
 

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