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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All I meant here was that your capacity for trust in a D&D game might be different from mine which seemed evident from the discussion.

Mod note:

Please don't make it about the individual you are speaking to, personally. If it doesn't generalize, you probably would do better to leave it out of your discussion.
 

i would most likely present it myself as 'the GM pre-authored a neutral setting element, which when combined with player actions and/or the consequences thereof, resulted an a failure state.'

An uninformed kobold or locked door or fake relic isn't a result of attempting to make the players fail, it's a result of attempting to simulate the world being a living, breathing entity with multiple agents and forces all constantly and simultaneously influencing things and acting out their wills.
If a pre-authored element causes an action declaration to fail regardless of what resources or rolls the player uses, then it's a pre-authored fail state.

Obviously, not all pre-authored fail states are bad; pretty much everyone would narrate an attempt to stab the planet to death as a pre-existing failure.
 


Ok, I misunderstood where you answered my request to clarify the pieces of that initial statement which I then tried to put together to discern your claim.

So what is the claim?

Is the claim that people who can't or won't integrate meta considerations into their thinking when declaring actions for PCs don't like forms of challenge-centered play or Narrativism that feature meta considerations?

I mean...that is pretty noncontroversial! So if that is your claim...I agree?
No, it is not my claim! I made no claims, you did; I tried to clarify what they were and I still do not know!

But not sure this is going anywhere, I change the gears a bit. Why you present "challenge-centred play or narrativism that features meta considerations" and "passive setting tourism" like this? Like they were the only options, completely leaving out what majority of RPG play actually is, which is the players overcoming challenges and shaping the course of the story via the actions of their characters, so that there is not much need for meta considerations? Like why this colossal excluded middle?
 

I would disagree here. I start off by giving the DM the benefit of the doubt, but if they ask for trust and don't follow through, then obviously I'll consider my options.
It depends on what "the benefit of the doubt" means.

In my experience, the vast, vast, vast majority of games are a DM asking a group of people to be players, whether putting up an ad, asking friends, doing organized play, whatever. It is quite rare (as in, not quite unheard-of, but so rare as to be generally not worth bothering) for players to gather and hope that a DM elects to run a game for them.

That's why you get things like a "pitch"--that's the DM proposing something hopefully tempting, so that players will bite. Since this is far and away the most common mode of play, it is the DM hoping the players choose to buy in. As a direct consequence, it is also the DM needing to prove that that player buy-in was, in fact, justified.

The DM needs to be given the space to do that! I don't question that at all. And, of course, because trust is a two-way street, that does in fact mean that the players have some (and I really do stress some) obligation to go along, even if it's not always clear the whys and wherefores. But the players need to be given a reason to continue attending, session after session. They need to know that their time is being well spent. Hence: the DM must earn the players' trust and enthusiasm. They cannot demand either; to demand them is to destroy them. (Just ask any child on Dad's perfectly-planned vacation how they feel about Mandatory Fun.)
 

If a pre-authored element causes an action declaration to fail regardless of what resources or rolls the player uses, then it's a pre-authored fail state.

Obviously, not all pre-authored fail states are bad; pretty much everyone would narrate an attempt to stab the planet to death as a pre-existing failure.
what's your judgement on a situation where it wouldn't create a failure state if it had been encountered under different circumstances from different decisions? if the locked alley door only was only a failure state because it was encountered while being chased by guards, thus giving the players not enough time to attempt to pick the lock?
 

I reject the notion that any human beings are inherently jerks for the same reason I reject the notion that any human beings are inherently possessed of any specific personality type.
Wow. Now we have a really major disagreement. But this forum is not the place for that discussion. Let us just say that I really really disagree.
 
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And how is what the kobold knows determined?
The DM decides it. Either by their perrogative via world-building and NPC control or by random chance, their choice.

Would the players have complained if the DM judged the kobold DID know everything and spilled his guts??? NO! They would have been thrilled. Yah! Woo-hoo!!! We captured a kobold and got the info we wanted. Yeah, us!!!

It is only when the DM decided against the players that they felt it was railroading when he provided no useful intel.

If the DM just spontaneously decides it knows nothjng useful, that seems like poor DMing to me. Call it railroading or not, it seems crappy.
How is it "crappy"? It is just something that doesn't go the players' way. Unfortunate for the players yes, but nothing wrong with it as a DM.

If the DM is going to make every attempt to justify this… like your (i) to (iii) above… then hasn’t the DM already decided the outcome?
Yes, the DM has. Just like when the PCs get to the door and the DM decides it is locked. The DM shouldn't have to "roll randomly to determine if a door is locked or not". DMs decide how the world operates all the time. It is part of their job as world-builder and storyteller.

NO DM in ANY GAME determines everything by random roll that I know of. And if such a game exists, don't tell me about it, I'm better of not knowing about that crappy of a game. After all, the players don't decide everything their characters do or know by random roll, why should the DM?

I mean, instead of interrogating a prisoner, imagine the PCs were attacking a combatant. If the GM gets to just decide how it goes… no application of to hit rolls or ACs and so on… that would seem like poor GMing, no?
Ok, good example! The DM should absolutely NOT just "decide if the interrogation will get the kobold to spill the beans".

The kobold breaking under the pressure of interrogation is the kobold's AC, it's "resistance" to the "interrogation attack".
This could be a static value, a "DC" the players have to get, or could work in the other direction and be a morale check the DM rolls for the kobold against a set morale value.

The kobold knowing information is the kobold's HP. In this case, knowing nothing would mean the kobold has like 1 hp.

So, the DM does get to set the amount, if any, of the information that kobold might know--just like the DM sets the AC for the creature the PC attacks

Attack rolls have very clear success and failure results. If I don’t roll equal or higher than a creature’s AC, then I miss.

So why not apply similar rules to an interrogation?
Sorry, see above. :)

The action in question is interrogating the kobold. They learned nothing… the interrogation failed. No rules were used to determine the outcome… it was just the DM deciding in the moment. Or perhaps deciding weeks before and actually writing down “if the PCs try to capture and interrogate any of the kobolds, they don’t learn anything of use!”

It’s a railroad.
As long as the DM used a mechanic to determine IF the kobold would succumb to the interrogation (morale check, reaction roll, etc.) the interrogation, itself, did not fail. That they learned nothing useful is not the same thing.

The DM decides what NPCs know or don't know. It is really that simple and not railroading. Now, if the DM didn't use any system to determine IF the kobold would give in?--that would be railroading.

If that’s what the GM wants, why introduce the chase and the choices for the players? Why go to all that trouble? If the fight MUST happen… if the DM is so set on it that every but of judgment they apply to the game pushes thjngs toward the fight… why go through the motions? Why bother letting the players think the fight can be avoided?
This depends entirely on what the situation actually is that the DM is setting up for the encounter.

1) The fight can be avoided. The DM sets up the scene of the chase and the PCs have a chance to get through the door before the fight begins.

2) The fight cannot be avoided (it's the encounter!). The DM sets up the scene of the chase and the PCs get to the door but it is locked. Roll initiative.

There are way too many other factors and variables to know what precisely the set-up is.

But then the fight is already happening, so picking the lock at that point doesn’t seem to hold the same appeal.
Well, it doesn't hold the appeal to avoid the fight altogther, certainly, but it can hold appeal as a means of escape from the fight in progress or as a tactical bottle neck during the fight once opened.

If the DM decides the situation… the layout of the city street, the presence of the alley, the presence of the door, whether it’s locked, how far the pursuers are, and when they will catch up… and can’t find some place in all of that for something more than “DM decides” then I’d say they have a lot to learn as a DM.
LOL you do you, man. :ROFLMAO: That is all totally good scene development IMO and very much D&D!

What would YOU DO differently, huh? Where in that chain of decisions does the "good DM" do things differently?
  • You don't design the layout? Well, I think you probably do unless you roll the city layout randomly?
  • No alley? Ok... then where do the PCs go when they encounter the killers? Wherever that is, you just decided that instead of the alley.
  • No door? Fine, then the alley is a dead-end and there's going to be a fight. Which is why it's an encounter.
  • Not locked? Fine, then no encounter--the PCs escape. You just narrated the choices for where the PCs can go and they decided where to go. But then the "encounter" was never going to happen unless the PCs just decided they wanted to fight--but given the original synopsis fleeing seemed to be the decision. But then this begs the question: Why THAT door? Where does it go? Didn't you just "railroad" the PCs into going through the door--just like YOU wanted??? ;)
  • How far the pursuers are? Close enough to begin the encounter, otherwise why bother??? The DM could randomly roll this (I often do), but the range of the roll is still determined by the DM, right? So, close enough to begin the chase, but far enough that it isn't an immediate fight.
  • When they will catch up? Predetermined by the encounter distance and the speed. No DM decision here other than the above distance factor.
Given all that, you tell me what you would do differently and how that makes for a better DM, because according to you, I "have a lot to learn as a DM". Teach, man, teach! :)

That is not the example that I posted:
I did not talk about the locked door as a challenge.

The example I gave had the GM telling the players that the door is locked, and that while their PCs are trying to open it, the pursuing killers catch up.

Do you agree that that is bad GMing, and railroading?
Ok, just to be clear then since I might have misunderstood your scenario (and I want to make certain we're discussing the same thing of course!):

What is the scene the DM is setting up? The chase and possible escape OR the encounter with the killers in the alley?

If the first and the DM just narrates everything up to the fight, that is railroading as I see it. The DM gave the players no choice on where to go (you go into the alley) or chance to open the door before the fight begins (the killers engage you while you are trying to open the door). Ultimately, all this narrative choice simply led to the second option...

With the second, the scene is the fight in the alley. That is the challenge to the players. The presence of the locked door is part of that challenge. You might see this as railroading, I see this as setting the scene for the encounter.

I'll give you a scenrio in my own game we were in the middle of when we had to end our last sesssion. The PCs are traveling by boat back to town after completing their last adventure.

SCENE: While navigating the swampy waters of the wide, swollen river, the PCs are surrounded by forests on the far banks. Flying overhead are 3 manticores. With the people on the boat not being quite at all, the manticores were automatically aware of them (they are out hunting after all--there is no roll required here). One of the PCs and one of the crew spot (successulf perception) the manticores flying far above and give the alarm. The scene is set, battlemap ready, and the battle ensues. Roll initiative.

Is that railroading or scene setting?

FWIW, I randomly rolled up 4 encounters during the six-day journey. This is the 3rd encounter on day 5. The fact of the encounter is rolled, the difficulty and CR ranges is rolled; I picked the manticores, and according to the rules in the DMG, built the encounter to Deadly given the rolled difficulty. Even the time of day and weather of the day is rolled randomly. Does knowing all of this change you answer if you felt I was railroading the PCs into the battle?

Purely due to an arbitrary decision by the GM, to make the Kobold incapable of answering questions, so that we - the players - couldn't pursue our plan of gathering and acting on intelligence.
And would you have been upset if the "arbitrary decision by the GM" was to give you the information you expected and made you happy that your interrogation was "successful". Fun, fun, fun, after all???

The action that failed was the attempted interrogation.
No, you succeeded (I assume?) in breaking the kobold, but the kobold didn't know anything useful.

If the GM just makes up arbitrary fiction to make actions fail, I consider that railroading.
Really, because they do that all the time in the party's favor and no one see it as railroading then...

This is no different from knowing - which I and my fellow players did know- that we have no agency to control our characters as we wish, since the GM can just declare failures again, and again, and again, making up whatever fiction they want that will explain why our PCs do not succeed at anything they attempt.
You had total agency and control over your characters, what they did, etc. What you lack control over, as players, are the things the DM controls---which is everything not your characters.

The DM didn't strike the party dead with a lightning bolt from the sky to end the interrogation, killing off the PCs. You still had agency and control over your PCs. How did they react to the kobold's lack of intel? Did they kill the kobold? Use him as bait to capture other kobolds? Bribe him to join their sides, helping them lure other kobolds into traps?

You, as a player, control your character--that's it. The DM can use systems (if present) to determine outcomes, or choose them according to the narrative of the game.
 

But let's go with what you've said here. What happens if a DM appears to have a misunderstanding? Or if the DM appears to be doing a thing without realizing that the rules don't permit it? You've made it quite clear from past posts that any form of questioning whatsoever is not to be tolerated. Accept what the DM says or else. Is that not true? Do you permit players to speak their minds if they sincerely believe something is being done wrong? Will you accept the possibility that someone could challenge you, not because they're being a jerk, but because they think you've made an innocent mistake and wish to see that mistake corrected?
I'm hoping (hoping!) that if an enemy spellcaster casts fireball on the party from 300 feet away, and you tell the DM "I'm pretty sure that the range of fireball is 120 feet", they don't scream at you "DON'T QUESTION MY AUTHORITY!"

The correct response is either a) "My bad, let me re-do that action." or b) "Yes, that is indeed normally true that fireball only goes 120 feet." And for b), I am 100% expecting that in my authority as the scene-framer I can create NPC capabilities that go beyond the normal constraints for spells of abilities, and that I have narrative reasons for doing so.
 

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