D&D (2024) Wrapping up first 2-20 2024 campaign this week, some of my thoughts

monsters have treasure tables, adventures have placed treasure and items. While the DM can override those, having to do so to get a decent game from the books is not the DM’s fault however.
Is that true for most modules though? Most modules spell out EXACTLY what each set monster will have as loot.

If the module's underlying expectations are that the group will mostly stock with these items, but there is also room/time/money for crafting and purchasing items, your very likely to have an imbalance that impacts play.
 

log in or register to remove this ad

they said 2024 was noticeably easier, the only change were the rules from what I can tell… so what is your guess as to why they got different results and whether rules matter?

They're using old modules that presumably used the old XP budgets while using old monsters. They aren't using the new rules.

The DM should still be making adjustments to improve the balance because no module could possibly be correctly balanced for every conceivable group.

I'm getting tired of making the same response. I simply don't see this example having much meaning.
 

On the other hand if I'm DMing I'm still ultimately responsible and I'm not going to blame issues on the module or the rules. At least not once I've run a session or three.

There ARE some special circumstances in this case. Per @ECMO3 the DM was running the module "as is" as a bit of a 2024 stress test. The whole point there is to not modify the encounters to see how the party does.

And if the answer is 5e modules (3rd party and or WoTC) are way too easy "as is" for a typical 2024 party, that IS disappointing.
 

They're using old modules that presumably used the old XP budgets while using old monsters. They aren't using the new rules.

The DM should still be making adjustments to improve the balance because no module could possibly be correctly balanced for every conceivable group.

I'm getting tired of making the same response. I simply don't see this example having much meaning.
I thought the old WotC 5e adventures were supposed to be compatible? Wasn't that what backwards compatibility was all about?

Do I have the wrong idea?
 

I thought the old WotC 5e adventures were supposed to be compatible? Wasn't that what backwards compatibility was all about?

Do I have the wrong idea?
Compatible doesn't mean perfectly balanced for every group. Besides, since I don't use modules I don't really care.

What I do know is that the couple of games I've run now with the new MM I've had to lower XP budget a bit. Not doing high level yet but high level monsters seem significantly tougher.
 


The DMG suggests that the DM should roll on the Random Treasure Hoard table "about once per game session." Per that table, a CR 5-10 monster that has a treasure hoard should have about 4,400gp worth of monetary treasure, which is enough to craft two Rare items or 22 Uncommon items.
Just double checking this are we sure on those numbers? Thats likely part of the problem right there, if its assumed the players can get 22 uncommon items worth of resources every single session at even like 6th level.....I mean that's your problem right there.
 

Crafting items takes both time and money, something the DM is usually in full control of.
I will challenge this a bit.

1) Time: If the DM has established a setting with long downtimes...then suddenly changing it to "oh there is no time for that" when the players start to craft things doesn't really work.

2) Money: Its true that the DM can be super stingy...but this starts to go against a setting if its done to an extreme. When every attempt to pickpocket turns up empty, and even dragons don't have hoards anymore....the players start to question what is going on.

Further, as this OP was based on a module....what does the module assume as treasure? The DM may just be following the treasures rules the module already established.


One thing that is often overlooked in discussions. While it is true that DMs can always do anything and change anything, many Dms do like to be thematic. They establish a world, and would like consistency within that world. And so the DMs hands become "thematically tied" in many ways. This is why the "you can always throw in another dragon" doesn't always work in these kinds of settings. In a white room, sure a DM can throw anything they want against a party. But in a setting you are trying to make believable.....it doesn't always work to just add monster X to an encounter. Likewise above, you can't establish a world that has dungeons and ancient relics and xyz but then have the PCs come up short on cash every time they go out adventuring.
 

Ehh from looking I don’t really agree. Plus your high amount of magic gear, that didn’t even follow the correct rarities. Like the vicious weapon being rare not uncommon.

Also for people talking about the DMG here is the recommended max amount of magic items
13-008.magic-item-tracker-sheet.jpg
These guidelines are way overgenerous.
 


Remove ads

Top