D&D (2024) I have the DMG. AMA!

Status
Not open for further replies.

log in or register to remove this ad


How does the encounter building and pacing work? There was talk about "adventuring day" being gone, but what does this mean in practice?
My impression (and I really want to share details, but I have a physical copy of the book, and it is quite difficult to hold up and copy - I'll be able to speak more on this stuff tommorrow when I get a digital copy that I can cut-and-paste small sections of to discuss.

But to answer your question as best as I can, the book focusses more on the "Art" of Encounter Design, and a little less on the "Science" of it - there's a chart with 3 different difficulties (XP budgets per player) to build encounters with (the science), and then there's a lot of advice on WHY you might want to pressure pacing, or not, depending on tension-building. IMO, it's quite good advice, for making an exciting and fun game, with more emphasis on designing a session and more advice on what you'll get depending on what choices you make.

Does that make sense?
 


@FitzTheRuke

My other question (my serious ones are about the taste and whether or not it has a warning about the NAMELESS ONE within)...
BE WARNED: The Nameless One is named, with nothing to protect your eyes from its sight. I made my save, but you might not be so lucky.

What is the most surprising thing you've found in there that hasn't received coverage?
I'm gonna have to have more time with it to answer this - but I WILL ANSWER.
 





My impression (and I really want to share details, but I have a physical copy of the book, and it is quite difficult to hold up and copy - I'll be able to speak more on this stuff tommorrow when I get a digital copy that I can cut-and-paste small sections of to discuss.

But to answer your question as best as I can, the book focusses more on the "Art" of Encounter Design, and a little less on the "Science" of it - there's a chart with 3 different difficulties (XP budgets per player) to build encounters with (the science), and then there's a lot of advice on WHY you might want to pressure pacing, or not, depending on tension-building. IMO, it's quite good advice, for making an exciting and fun game, with more emphasis on designing a session and more advice on what you'll get depending on what choices you make.

Does that make sense?
Maybe? But my concern is that if full resource reset by night's sleep remains (and there isn't even an alternative now apparently?) and the guidance for crazy number of encounters per day is gone too, then the game simply becomes even more ludicrously easy than it was before. Like players can just nova the one or two encounters they will have per day and will never have to fear running out of spells and stuff. 🤷 Like is there anything stopping this from being the outcome?
 

Status
Not open for further replies.
Remove ads

Top