FallenRX
Adventurer
I was building a dungeon, and i kinda just realized it while making it, the "Adventuring Day" Budget, is just a budget for filling out your dungeon basically, you just pick monsters to fill out that budget, make a dungeon, add some traps/hazard, place treasure, and then add some details. Thats 5e Prep really.
Honestly thinking about it that way recontextualized a lot of 5e's design for me in an interesting way, which is this game is really designed around dungeons, the adventuring day is just trying to explore that dungeon really, with monsters moving around the environment, and some hourly random encounters thrown in(And restocking rooms using the random encounters). A lot of the game makes sense in that context really. It particularly feels made for an old-school kinda dungeon crawl in a big environment with a lot of loops and routes. Now note, this doesnt mean you need to rail your players into every encounter(The game only really expects a minimum of 3 encounters that burn some daily resources really). But mainly thats kinda what the adventuring day is designed around.
But it also made me realize you can abstract this to do a bit more with it on a larger scale, like making a wilderness pointcrawl where the dungeon is kinda this, and also minimize with some effort the adventuring day to about 3-4 encounters per day too.
Honestly thinking about it that way recontextualized a lot of 5e's design for me in an interesting way, which is this game is really designed around dungeons, the adventuring day is just trying to explore that dungeon really, with monsters moving around the environment, and some hourly random encounters thrown in(And restocking rooms using the random encounters). A lot of the game makes sense in that context really. It particularly feels made for an old-school kinda dungeon crawl in a big environment with a lot of loops and routes. Now note, this doesnt mean you need to rail your players into every encounter(The game only really expects a minimum of 3 encounters that burn some daily resources really). But mainly thats kinda what the adventuring day is designed around.
But it also made me realize you can abstract this to do a bit more with it on a larger scale, like making a wilderness pointcrawl where the dungeon is kinda this, and also minimize with some effort the adventuring day to about 3-4 encounters per day too.