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D&D 5E Understanding DM Fatigue

I... Agree with the content of what you’re saying here, but something about the presentation rubs me the wrong way. No DMing isn’t an especially difficult skill to learn, yes many DMs dedicate far more time to it than is necessary, yes that effort is generally better spent on the fundamentals than on excessive preparation... But at the same time, lots of DMs just really enjoy the time they spend on it. Many are proud of the DMing skills they have cultivated and I think rightly so. And how much prep you “absolutely need” varies from one DM to the next.

Sure, and if my point wasn't clear, what I'm saying is we don't have a leg to stand on if we complain about work we voluntarily take on that is not necessary. Do it if you like to do it - I know I do. But if the optional stuff is causing burn out - and most DMs I know and have observed do a LOT of unnecessary stuff - stop doing it.
 

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Sure, and if my point wasn't clear, what I'm saying is we don't have a leg to stand on if we complain about work we voluntarily take on that is not necessary. Do it if you like to do it - I know I do. But if the optional stuff is causing burn out - and most DMs I know and have observed do a LOT of unnecessary stuff - stop doing it.
Cool, cool. In that case I fully agree.
 

For me DM fatigue also increases progressively with level progression above 7-8th level, and drastically after level 13-14th. I'm still struggling with high-level play. There are many solutions to the high-level "problems", but none match my play style as a DM. I can cope, I can adapt, I can find new ways to challenge the players, but it gets me out of my comfort zone which in turn induces DM fatigue.

Out of curiosity, have you refereed for other systems or earlier D&D editions?
I personally enjoy when the players have 7th lvl spells, I found it made things easier as a DM, because transportation cut scenes etc could be created by the players.

Is it the spells only that trouble you?

I find Fighters to be scary at High Level. Their damage output is manageable, but their survivability is crazy.
 

Out of curiosity, have you refereed for other systems or earlier D&D editions?
I personally enjoy when the players have 7th lvl spells, I found it made things easier as a DM, because transportation cut scenes etc could be created by the players.

Is it the spells only that trouble you?

I find Fighters to be scary at High Level. Their damage output is manageable, but their survivability is crazy.

I've noticed that high level PC power is curbed by a general increase in the number of molydeus with vorpal swords they encounter, particularly if the demon has low-CR minions that just do Help actions.
 

I've noticed that high level PC power is curbed by a general increase in the number of molydeus with vorpal swords they encounter, particular if the demon has low-CR minions that just do Help actions.
I just tend to homebrew eldritch abominations from non-integrated quark realms (CR 45, of course), and toss them into the mix.
 

Out of curiosity, have you refereed for other systems or earlier D&D editions?
I personally enjoy when the players have 7th lvl spells, I found it made things easier as a DM, because transportation cut scenes etc could be created by the players.

Is it the spells only that trouble you?

I find Fighters to be scary at High Level. Their damage output is manageable, but their survivability is crazy.
There are three types of high level spells that usually throw me off. 5e is more manageable than 3.x was, but still harder than AD&D because of spell prep time, less convulsed rules, and more generous healing (as I recall anyway; it has been a while).

First, as you guessed, are the transportation spells making distances almost irrelevant (because I use time constraint as a tool to push players forward into action) or making way-points almost irrelevant (no need to go to harbor city because wind walk, or to go to fixed portal because plane shift).

Second are the “tough minions summoning” spells where summoned creatures have just as much, if not more, hp and resistances than PCs (throwing off my “eyeball gauging” of encounters because suddenly a four-PC fight turns into a five or six-PC fight).

Third are the high enchantment and divination spells allowing too-easy access to knowledge of otherwise secret plot points.

Many people seem to be much better at dealing with these than I am, and as I said I can manage, but it does contribute to DM fatigue in my case.
 
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There are three types of high level spells that usually throw me off.
:)

First, as you guessed, are the transportation spells making distances almost irrelevant (because I use time constraint as a tool to push players forward into action) or making way-points almost irrelevant (no need to go to harbor city because wind walk, or to go to fixed portal because plane shift).

Well, you just have to make it important to visit those places for some other reason than transport.

Second are the “tough minions summoning” spells where summoned creatures have just as much, if not more, hp and resistances than PCs (throwing off my “eyeball gauging” of encounters because suddenly a four-PC fight turns into a five or six-PC fight).

Once a character has one of those types of spells I just factor that in when planning how to challenge them.
I mean, they chose it, So I'm assuming they fully intend upon using it....

Third are the high enchantment and divination spells allowing too-easy access to knowledge of otherwise secret plot points.

There is no "too easy" info. Because I'm the DM & I already know what you're going to learn. :)
The only variable (assuming you ask/pursue the right questions) is how you manage it.
 

I’ve been struggling with DM fatigue the last several months, and feeling guilty because of it. It’s nice to hear I’m not alone. Here are some of the factors in my fatigue:

-the loss of the player(s) I’m closest to: A few years ago I started up an AL style game at our local library, in great part because my daughter, my son, and I were itching to play more D&D. My daughter was already busy with work and the last year or two of high school, and was only able to be there intermittently—especially after the first year. But my son was younger and there almost every week. He helped the newbies, was my walking rules encyclopedia, my porter for our gear, my listening ear as I planned and debriefed, my backup DM when I couldn’t be there. D&D is an important way we connect. Then he got old enough to get a part time job; one of his assigned shifts is over the time of the library game. Between the library’s open hours and my schedule, there wasn’t a way to move the game. So the game continues, but without either of my kids, except on rare occasion.

-not knowing until game time if we’ll have enough people to play. We only have 3 remaining regular players; we can make it work if 2 show up, but I often don’t know until I’m there if that will happen. Some of that is a lack of consideration, but a lot of it can’t be helped. 2 of the players are high schoolers, the other in their first year of community college. They don’t know until close to play time if they have homework for the next day. And other things come up. Right now one of them has cheerleading practice; a couple of years ago it was pep band that made a hash of the winter schedule. The uncertainly makes it hard for me to feel motivated to prep. (And the fact that there are so many weeks we don’t play probably makes it harder for the players to prioritize coming when it does work.)

-a genre shift in the adventure. I’m running TOA, and they are now in the tomb. The tomb is more horror oriented than I comfortable with, unlike much of the rest of the adventure. And far more traps and puzzle oriented (and one of my remaining player hates puzzles). Its nature also means I have to be familiar with a far wider range of rooms/encounters during a given session: I’m finding I’m frequently reading the room for the first time in session. In part because i don’t know which way they are going to head in the dungeon ahead of time and in part because the fatigue means I’m less excited to prep.

A few months ago I learned about an AL game in our area, which has given me a chance to play. (And, about half the time, my son comes, too! My daughter likely would, but she’s away at college.) Last time I was there I allowed myself to be roped into DMing because we had too many tier 1 players for 1 table. I ran a module I’d run a few years ago, with a table of middle school boys, all but two of whom were complete newbies, and even the “experienced” ones weren’t very. I had a blast. So the fatigue at the moment seems to be mostly with a particular game, not DMing per se. I’d still rather play at the AL games than DM, but I’m willing to pinch hit as needed. Which reminds me. Today is AL game day. I have some prep to do, just in case!
 

One source of fatigue I’ve experienced that I’m surprised no one else has mentioned yet is when I have a fun idea for my next campaign. It can be hard to stay invested in my current campaign when I’m more excited for the game I’m planning to run after it. Makes the current campaign feel like a chore I have to finish before I can get to the thing I really want.
This is an issue I deal with, but I am getting better.

i don’t really find DMing that much work. But I am a minimalist as far as DM prep goes. I use published adventures for the basic framework of adventures. I will read through the material (or at least the highlights) and then think about the story as I drive to and from work or do other tasks that don’t require a lot of mental focus. i will maybe spend time printing off monster stats prior to a session and then improv to fill in any gaps during the session. It works for me and doesn’t take a lot of time.
 
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Second are the “tough minions summoning” spells where summoned creatures have just as much, if not more, hp and resistances than PCs (throwing off my “eyeball gauging” of encounters because suddenly a four-PC fight turns into a five or six-PC fight).

So is this vexing like a player that shows up inconsistently, ( a common theme it seems)?
Are you DMing on the fly or scripted?

My own personal belief, is at high level the DM does not need to worry about balance.
It just drives the DM crazy, and adventuring parties in the groove are pretty unstoppable.
unless they roll poorly
Though, Bards, Halflings, and Fighters ( to name a few) can handle even that.
 

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