D&D General 5e (2014 and 2024) pacing Issues and how to fix them (+Thread)

M_Natas

Hero

Rethinking Pacing in D&D: From Anti-Climactic to Crescendo


Lately we have had two great threads here about pacing problems in the current edition of D&D:
Both point at the same underlying issue. In D&D, the best tactic, whether for one fight or a whole day, is to NOVA early.
Use your strongest spells and abilities first, win fast, and rest afterward.

That means fights and adventure days are often anti-climactic: they start with a bang and end with cantrips and basic attacks or with the 5mwd.
The rules themselves reward that playstyle, so DMs have to work against the system to create tension.

Other RPGs already solve this problem with escalation mechanics:
  • 13th Age has the Escalation Die. Every round, a d6 counter increases, giving PCs a cumulative bonus to attack rolls. Combat grows more intense as it goes on.
  • Draw Steel uses Heroic Resources that increase each combat with the number of victories you had before. Momentum builds across scenes, encouraging heroes to keep going instead of resetting, because taking a reprise resets those victories.
These systems make battles and adventures end with a crescendo, not a whimper.

How to Bring That to 5e


We can borrow the same idea for D&D with a two-part system:
  1. Battle Rush – Characters build adrenaline within a single combat, gaining dice they can spend to boost attacks, damage, or spell potency.
  2. Fate’s Favor – The longer the party adventures without a long rest, the larger those dice become, rewarding endurance and tempting heroes to press on.


Battle Rush & Fate’s Favor

A homebrew pacing rule for D&D 5e

The Philosophy​

Most heroes start strong and fade as a fight or an adventuring day goes on.
These rules reverse that curve: the longer you endure and press forward without resting, the more momentum and destiny gather behind you.

Battle Rush - Adrenaline in Combat​

At the end of each of your turns in combat, gain 1 Battle Rush Die of the size shown on the Fate’s Favor table (below).
You can hold a number of dice equal to your Proficiency Bonus.
All unspent dice fade when combat ends.

Using Battle Rush Dice

When you make an attack roll, ability check, or force a creature to make a saving throw, you may declare that you’re expending any number of your Battle Rush Dice before any dice for that action are rolled. Choose one of the following:
  • Precision: Roll the expended Battle Rush Dice and add the total to all attack rolls made as part of one Attack action, or to one attack roll made by another action, bonus action, or reaction.
  • Potency (Save DC): For a spell or feature that requires a saving throw, roll the expended Battle Rush Dice before targets roll and add the total to the effect’s save DC (applies to all targets of that use).
  • Impact: Roll the expended Battle Rush Dice and add the total to one damage roll against a single target made by that same action.
    If an effect deals damage to multiple creatures using a single shared damage roll (e.g., fireball), choose one of those creatures; only that creature takes the additional damage.
Once declared, the dice are spent whether the action succeeds or fails.
A single expenditure can’t be split between different actions or turns.

Quick rulings
  • Criticals: If you chose Impact and that attack is a critical hit, Battle Rush Dice are doubled with the rest of the damage dice.
  • Extra Attack: Precision covers every attack in that Attack action (not bonus-action or reaction attacks).
  • Multi-target saves: Potency applies to all targets of that spell/effect.

Bloodied Surge

When you become bloodied (current HP ≤ 50% of max HP), gain 1 Battle Rush Die.
You can gain this benefit once per combat.

Fate’s Favor: The Temptation to Press On​

After each encounter completed without a long rest, your party’s Fate’s Favor Level increases by 1 (maximum 5).
It resets to 0 after a long rest. Short rests don’t affect it.
Fate’s Favor LevelBattle Rush Die Size
0d4
1d6
2d8
3d10
4d12
52d6

So, what this system does is make PCs more precise or impactful the longer they keep fighting and pushing forward.
It also adds a new layer of strategy: waiting a few rounds before using your strongest abilities or spell slots is now a smart choice, because your chances of success increase as you build momentum. There is finally a reason not to nova everything in round one.


To keep things balanced, boss monsters and legendary creatures can use the same Battle Rush Dice. That way, big fights still feel dangerous and intense for both sides.


The rules are very easy to run at the table.
Players simply place one die in front of them at the end of each of their turns to show their current Battle Rush pool, which they can spend later, like an automatic form of Bardic Inspiration.
The DM only needs to track the number of encounters since the last long rest to know the current Fate’s Favor Level.

I will implement this at my table and see how it goes.

What do you think of this idea, and what are your own ideas or homebrew rules to fix the mechanical pacing issues of 5e?
 

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I am really interested in your reports from your table! I once already considered something like the escalation die from 13th age for my game, but didn't follow up and your homebrew is more well-thought out. In general I like the idea of rewarding pushing forward instead of punishing early and multiple rests. In the end I think it really depends on the mood and vibe of the game and setting. Rests at a cost feel more fitting for more grim games, but your rule definitely could help with the pacing in more heroic games.
 

My solution is always two-fold:

1) Halve (rounded down, minimum 1) all resources that recover on long rest.

2) Fill dungeon and dungeon-like areas with potions, scrolls, pearls of power, that monsters would naturally hoard themselves.
 

Interesting mechanics! I do fear that it will power up the PC's, which is against my personal goal when dealing with this issue.

I have actually tried a similar thing. I gave the PC's a 1.1x XP modifier and inspiration after 2 encounters, an action point and 1.25x XP after 4, and some more scaling. It also worked well, but I stopped using XP and action points were kinda broken.

In my new campaign, I made the house rule that PC's could not get a full long rest outside of a save haven. However, they can take a long rest, but it will only restore their hit points. Not hit dice or any other resource.

We'll see how the party does when it comes to long journeys.
 

1. Remove short rests.
Calculate short rest resources as having 2 short rests. 3 short rests at levels 11+
warlock can only use highest level slot twice. other slots need to be at one level lower. Not counting 1st level spells or mystic arcanums.
IE: 5th level warlock has 6 spell slots.
2 of them can be used as 3rd level, rest as 2nd level.
11th level has 9 spell slots. 2 can be used for 5th level, 1 for mystic arcanum(6th level), rest(6 of them) can be used as 4th level spell slots.
17th level has 12 spell slots: 2 can be used for 5th level, 4 for mystic arcanum(6th to 9th level) and rest(6 again) can be used as 4th level spell slots.

2, HD usage.
as part of Dodge action you can spend a HD and heal per short rest HD rules
at 5th level you can spend up to 2 HDs
at 11th level you can spend up to 3 HDs
at 17th level you can spend up to 4 HDs

3. Fighters action surge:
you cannot surge two rounds in a row.
at 17th level, this is removed. you can still only surge once per round.

Others can be fixed if some problem arises.



Now that everyone in on the same level(Rest wise), we can do more about pacing.

Boss fight can be now designed that will use 99% of party resources and everyone in party will look like the just went through 10 rounds of UFC match.
Last session we had one encounter only that we barely survived. 5 PCs and 2 NPCs for utility. we are 4th level and NPCs are 2nd level. Everyone except one PC was downed multiple times. We used 20+ healing potions during the fight and 8 Arcana potions(Restores 1st level spell slot), ended up with 0 spell slots and everyone downed or bloodied at the end.

or there can be more encounters with no safe space for Long rest(patrols can always come withing few hours).
Long rest can even be 12hrs long with 8hrs of sleeping, but that is also a moot point. only thing that matter is can you find a safe place to rest that is relatively comfortable.


Now, about the Idea of battle rush die.
I like it, but maybe we can link it to HDs.

Just gain and spend HDs as Battle rush dice.
Some can use it's own value and some your table value.

but there is always a problem, what is an encounter?
1 orc?
12 orcs?
bag of rats issue?
slapping your party member across the face for 1 damage?

this is why "when roll initiative" abilities need to all go away.

as for bloodied, it should reset counter when you are healed to 100% HP or atleast 75% HP.
maybe add near death threshold at 25% for extra dice
or even when you are 1st time reduced to 0 and healed.
 

I was looking for a
Interesting mechanics! I do fear that it will power up the PC's, which is against my personal goal when dealing with this issue.

I have actually tried a similar thing. I gave the PC's a 1.1x XP modifier and inspiration after 2 encounters, an action point and 1.25x XP after 4, and some more scaling. It also worked well, but I stopped using XP and action points were kinda broken.

In my new campaign, I made the house rule that PC's could not get a full long rest outside of a save haven. However, they can take a long rest, but it will only restore their hit points. Not hit dice or any other resource.

We'll see how the party does when it comes to long journeys.
I was looking to create a mechanic that incentives the players and not feels like punishment (what it mostly feels, when you take away or change a rule that benefits a party).
 

Interesting mechanics! I do fear that it will power up the PC's, which is against my personal goal when dealing with this issue.
Yup. 5e characters are already pretty potent.

To OPs original point, could just restoring small amounts of class resources for pushing themselves accomplish a similar goal? That of course would require that the 5 minute adventuring day couldnt occur, but personally I haven't had that problem usually due to decoupling long rests from sleep, long rests taking a couple uninterrupted days.

Only half awake atm so I'll think on this further later.
 

I was looking for a

I was looking to create a mechanic that incentives the players and not feels like punishment (what it mostly feels, when you take away or change a rule that benefits a party).
Yeah I get that. It's hard to implement a rule that feels bad to the players. I personally prefer house rules to be as simple as possible. More then a sentence to explain the rule and it has to be REALLY important to me. This was closest to my goal.

I think your design should work, but it does add a layer of complexity.

To me, the issue with this kind of design, is that it doesn't actually solve the issue. Instead as a DM, you now have to scale up the difficulty of your combats even higher, which often means longer combats, which means an adventuring day takes more time to play out. I prefer the opposite. Making sure that the players can have 1-2 encounters every day on a short journey and still have the combats feel dangerous and the resources sparse.
 

1. Remove short rests.
Calculate short rest resources as having 2 short rests. 3 short rests at levels 11+
warlock can only use highest level slot twice. other slots need to be at one level lower. Not counting 1st level spells or mystic arcanums.
IE: 5th level warlock has 6 spell slots.
2 of them can be used as 3rd level, rest as 2nd level.
11th level has 9 spell slots. 2 can be used for 5th level, 1 for mystic arcanum(6th level), rest(6 of them) can be used as 4th level spell slots.
17th level has 12 spell slots: 2 can be used for 5th level, 4 for mystic arcanum(6th to 9th level) and rest(6 again) can be used as 4th level spell slots.

2, HD usage.
as part of Dodge action you can spend a HD and heal per short rest HD rules
at 5th level you can spend up to 2 HDs
at 11th level you can spend up to 3 HDs
at 17th level you can spend up to 4 HDs

3. Fighters action surge:
you cannot surge two rounds in a row.
at 17th level, this is removed. you can still only surge once per round.

Others can be fixed if some problem arises.



Now that everyone in on the same level(Rest wise), we can do more about pacing.

Boss fight can be now designed that will use 99% of party resources and everyone in party will look like the just went through 10 rounds of UFC match.
Last session we had one encounter only that we barely survived. 5 PCs and 2 NPCs for utility. we are 4th level and NPCs are 2nd level. Everyone except one PC was downed multiple times. We used 20+ healing potions during the fight and 8 Arcana potions(Restores 1st level spell slot), ended up with 0 spell slots and everyone downed or bloodied at the end.

or there can be more encounters with no safe space for Long rest(patrols can always come withing few hours).
Long rest can even be 12hrs long with 8hrs of sleeping, but that is also a moot point. only thing that matter is can you find a safe place to rest that is relatively comfortable.

Yeah, an adjustment on how Rests work is also possible - and I also have Ideas on those, but then it slowly becomes more of a new edition than just a little homebrew :D.

Now, about the Idea of battle rush die.
I like it, but maybe we can link it to HDs.

Just gain and spend HDs as Battle rush dice.
Some can use it's own value and some your table value.

but there is always a problem, what is an encounter?
1 orc?
12 orcs?
bag of rats issue?
slapping your party member across the face for 1 damage?

this is why "when roll initiative" abilities need to all go away.

as for bloodied, it should reset counter when you are healed to 100% HP or atleast 75% HP.
maybe add near death threshold at 25% for extra dice
or even when you are 1st time reduced to 0 and healed.

Yeah, if we remove short rests complelty like you are doing, Hit Dice become obsolete - so they could be a stand-in for the Battle Rush Dice.

Yeah, what is an Encounter is a good question. I first had written battle encounter - but removed the battle. What constitutes one is DM Fiat unless it is a battle encounter that is low moderate or high difficulty (2024 rules) or at least easy, medium, high, deadly (2014 rules) - so for example a low difficulty encounter for a first level party of 4 is worth 200xp. So anything less than 200xp, like killing a rabbit or one goblin, doesn't increase your Fate's Favor Level.
And of course a little common sense - no slapping party members to increase your Fate's Favor Level.
Yeah, new Thresholds could be fun - I wanted to keep it as simple as possible in the beginning. But getting downed should definitely increase battle rush dice.

If one doesn't like the "end a battle to increase fate's favor level" one could tie the increase of Fate's Favor Level to damage gained in combat. Like, the first time a party member gets bloodied or goes down, increase Fate's Favor Level by 1.
 

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