DnD’s adventuring day is unrealistic for a lot of reasons, but the fact that it takes so much real-world time to get through is my biggest problem with it.
#dnd #2024dnd #dmadvice
Show More Show Less View Video Transcript
0:00
Pacing D and D 5e is difficult because D
0:02
and D 5e's pacing is fundamentally about
0:05
resource attrition, but the rules also
0:07
make it incredibly difficult for dungeon
0:09
masters to meaningfully deplete the
0:11
party's resources in a timely fashion.
0:14
The game is built expecting that you'll
0:16
have six to eight encounters of roughly
0:18
medium difficulty between long rest so
0:20
that players will have to burn through
0:22
their limited resources and keep those
0:24
encounters challenging. The way that
0:26
most people play is with many fewer
0:29
encounters between long rest. So, the
0:30
players are free to go nova in basically
0:32
every combat encounter, which makes it
0:34
incredibly difficult for the DM to
0:36
challenge them. That is not the player's
0:38
fault. That's a fundamental issue in the
0:40
system itself. It's not a small group of
0:43
players having this problem either. It's
0:45
the vast majority of players, and the
0:47
higher level you get, the harder it
0:49
gets. Again, D&D expects six to eight
0:51
combat. A combat encounter is expected
0:54
to last roughly three rounds, which we
0:56
can see from the 2014 monster building
0:58
rules. But think about how long a combat
1:01
encounter takes at the table. Like
1:03
combat in Dn D 5e is kind of slow. A
1:07
really well-trained group with a good
1:09
dungeon master can get through combat
1:11
pretty quickly, but as soon as you've
1:13
got like spell effects on the table and
1:15
complicated, interesting monsters,
1:17
everything slows down. So, a typical
1:18
combat encounter frequently takes groups
1:20
of one to two hours to run. And that's
1:23
for three rounds of combat. If it takes
1:27
two hours to get through three rounds of
1:28
combat, and we're supposed to have six
1:30
to eight encounters a day, let's just
1:32
say six encounters, 2 hours per
1:34
encounter, that is 12 hours of play time
1:37
between long rest. That's simply
1:39
unreasonable. That is not how people
1:41
want to play the game. So, to fix D and
1:44
D's pacing, like we we really do need to
1:47
fix the way that combat is designed to
1:49
work. Combat needs to run faster, have
1:52
more turns in the same time frame, and
1:55
deplete more resources so that we can
1:57
get through combats more quickly, and
1:59
spend those resources more quickly. Or
2:03
they need to just change the balance
2:04
assumption of the game and reduce the
2:06
number of expected encounters.
#Games
#Roleplaying Games
#Roleplaying Games
#Table Games

