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The Adventuring Day has nothing to do with encounter balance.
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<blockquote data-quote="FallenRX" data-source="post: 8990987" data-attributes="member: 7033472"><p>I remember a while back i made a post about how the adventuring day is based on hit dice, as resources and nothing else, and after thinking about it more and looking into a few matters on this.</p><p></p><p>Jeremy Crawford asserts that the adventuring day is a maximum but not a <a href="https://twitter.com/jeremyecrawford/status/1012366625985609728" target="_blank">minimum</a> here.</p><p></p><p>So why is the problem people have with the adventuring day? Some fights feel a bit easy than they should, most people think its because the game is balanced around the party being withered down due to the 6-8 adventuring day.</p><p></p><p>Well that has nothing to do with that, the actual issue is the encounter building rules for fifth edition are broken.</p><p></p><p>I've come to realize the adventuring day has nothing to do with our issues with encounter balance but encounter building rules themselves.</p><p></p><p>You see the adventuring day basically is just a gauge of how many fights they can take before they run out of hit dice, thats it, ive talked about this in length in my post <a href="https://www.enworld.org/threads/the-adventuring-day-is-based-hp-hit-dice-as-the-primary-resource.693088/" target="_blank">here</a>. Where I go into some things about how it is just a measure of how many fights you can take before your you run out of hit dice. And how class balance and resources have less to do with it.</p><p></p><p>In fact, i will argue monsters are designed with the idea that the players have all of their strongest resources, this is backed up the lead designer of 5e saying this <a href="https://twitter.com/JeremyECrawford/status/936045559026028544" target="_blank">himself</a></p><p></p><p>But after experiencing with a different set of encounter building rules, and some points, i've come to realize something.</p><p></p><p>The actual issue we are having is coming from the fact the encounter building rules in the DMG are nonsense, and simply do not account for the fact that when the party outnumbers a solo monster, the action economy different breaks it.</p><p></p><p>I when into this more here in this <a href="https://www.enworld.org/threads/so-i-figured-out-why-5es-encounter-building-is-broken-and-how-to-fix-it.694822/" target="_blank">post</a>. but ill give it a bit of an excerpt.</p><p></p><p></p><p>And after adjusting the encounter difficulty appropriately, most of the issues i had, kinda went away.</p><p></p><p>The core issue is, the encounter building rules of 5e are actually busted, they do not account for the action economy different of normal monsters vs the party well at all.</p><p></p><p>They do for monsters but not quite for players.</p><p></p><p>This causes whole encounters to basically be a tier of difficulty easier if the party outnumbers a monster by like 3, two tiers of difficulty if outnumbered by 5. Because the action economy kinda makes those fights hyper easier.</p><p></p><p>Luckily a quick fix for this above sorts out the issue for the monster part, just dont use it for legendary monsters as their action economy can keep up for the most part.(The fix is consider the difficulty of the encounter one tier less if the party outnumbers the monster by 3, if they outnumber it by 5 reduce the difficulty tier by two.)</p><p></p><p>This adjusts most of the issues but there is still one more critical issue, which is how some fights can just get kinda blown up on bad saves.</p><p></p><p>Which the issue comes down to, a flaw in monster design...where most monsters do not have saving throws proficiencies.</p><p></p><p>See according to the rules of the monster design, monsters can have 2 saving throw proficiencies and the CR is unaffected, despite this...no monster has saving throw proficiencies, this is a minor but big important effect on the game, which is big spells like hypnotic pattern that can shut down encounters are way more powerful because most monsters are likely to fail the saving throws since they have no proficiencies, this makes encounters extremely easy to circumvent unless its a legendary monster or one that have resistances, or actually has saves.</p><p></p><p>This is luckily an easy error to fix as you can just give them proficiency is their best strong save(Dex, Con, Wis) and their best weak save(Str, Int, Cha). you can do this on the fly easily since PB's are on statblocks now, making the game much easier.</p><p></p><p>The point of what im saying is,</p><p></p><p>TLDR: The Adventuring day is just a gauge of how many encounters can they take before they run out of hit dice, it has nothing to do with encounter balance or game balance, the actual issues we have with 5e are being caused by bad encounter building rules, and an odd monster design choice making monsters much easier to circumvent if they arent legendary or dont have resistances.</p><p></p><p>This is also backed up by JC himself saying that the adventuring day doesnt have much to do with balance, and i think it explains the disconnect between us and him. He knows the adventuring day has nothing to do with encounter balance, its just a gauge of how long you can go before you run out of Hit Dice, like it was in 4e.</p><p></p><p>We think it is the reason our encounters are much easier, and the issue with the game, this is not the case.</p><p>This is why they mentioned nothing about adjusting the adventuring day for One DnD, because it has nothing to do with the encounter building issues, but you know what they did announce?</p><p>Fixing their monster design, and updating their encounter-building rules. The actual problem.</p><p></p><p>What are your thoughts on this?</p></blockquote><p></p>
[QUOTE="FallenRX, post: 8990987, member: 7033472"] I remember a while back i made a post about how the adventuring day is based on hit dice, as resources and nothing else, and after thinking about it more and looking into a few matters on this. Jeremy Crawford asserts that the adventuring day is a maximum but not a [URL='https://twitter.com/jeremyecrawford/status/1012366625985609728']minimum[/URL] here. So why is the problem people have with the adventuring day? Some fights feel a bit easy than they should, most people think its because the game is balanced around the party being withered down due to the 6-8 adventuring day. Well that has nothing to do with that, the actual issue is the encounter building rules for fifth edition are broken. I've come to realize the adventuring day has nothing to do with our issues with encounter balance but encounter building rules themselves. You see the adventuring day basically is just a gauge of how many fights they can take before they run out of hit dice, thats it, ive talked about this in length in my post [URL='https://www.enworld.org/threads/the-adventuring-day-is-based-hp-hit-dice-as-the-primary-resource.693088/']here[/URL]. Where I go into some things about how it is just a measure of how many fights you can take before your you run out of hit dice. And how class balance and resources have less to do with it. In fact, i will argue monsters are designed with the idea that the players have all of their strongest resources, this is backed up the lead designer of 5e saying this [URL='https://twitter.com/JeremyECrawford/status/936045559026028544']himself[/URL] But after experiencing with a different set of encounter building rules, and some points, i've come to realize something. The actual issue we are having is coming from the fact the encounter building rules in the DMG are nonsense, and simply do not account for the fact that when the party outnumbers a solo monster, the action economy different breaks it. I when into this more here in this [URL='https://www.enworld.org/threads/so-i-figured-out-why-5es-encounter-building-is-broken-and-how-to-fix-it.694822/']post[/URL]. but ill give it a bit of an excerpt. And after adjusting the encounter difficulty appropriately, most of the issues i had, kinda went away. The core issue is, the encounter building rules of 5e are actually busted, they do not account for the action economy different of normal monsters vs the party well at all. They do for monsters but not quite for players. This causes whole encounters to basically be a tier of difficulty easier if the party outnumbers a monster by like 3, two tiers of difficulty if outnumbered by 5. Because the action economy kinda makes those fights hyper easier. Luckily a quick fix for this above sorts out the issue for the monster part, just dont use it for legendary monsters as their action economy can keep up for the most part.(The fix is consider the difficulty of the encounter one tier less if the party outnumbers the monster by 3, if they outnumber it by 5 reduce the difficulty tier by two.) This adjusts most of the issues but there is still one more critical issue, which is how some fights can just get kinda blown up on bad saves. Which the issue comes down to, a flaw in monster design...where most monsters do not have saving throws proficiencies. See according to the rules of the monster design, monsters can have 2 saving throw proficiencies and the CR is unaffected, despite this...no monster has saving throw proficiencies, this is a minor but big important effect on the game, which is big spells like hypnotic pattern that can shut down encounters are way more powerful because most monsters are likely to fail the saving throws since they have no proficiencies, this makes encounters extremely easy to circumvent unless its a legendary monster or one that have resistances, or actually has saves. This is luckily an easy error to fix as you can just give them proficiency is their best strong save(Dex, Con, Wis) and their best weak save(Str, Int, Cha). you can do this on the fly easily since PB's are on statblocks now, making the game much easier. The point of what im saying is, TLDR: The Adventuring day is just a gauge of how many encounters can they take before they run out of hit dice, it has nothing to do with encounter balance or game balance, the actual issues we have with 5e are being caused by bad encounter building rules, and an odd monster design choice making monsters much easier to circumvent if they arent legendary or dont have resistances. This is also backed up by JC himself saying that the adventuring day doesnt have much to do with balance, and i think it explains the disconnect between us and him. He knows the adventuring day has nothing to do with encounter balance, its just a gauge of how long you can go before you run out of Hit Dice, like it was in 4e. We think it is the reason our encounters are much easier, and the issue with the game, this is not the case. This is why they mentioned nothing about adjusting the adventuring day for One DnD, because it has nothing to do with the encounter building issues, but you know what they did announce? Fixing their monster design, and updating their encounter-building rules. The actual problem. What are your thoughts on this? [/QUOTE]
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