has been home to a ton of great ideas over the years, but the designers currently steering the future of the game might be the first to admit that not every concept was a winner. The 2024 core rulebooks for aren't burning anything to the ground, with an emphasis on backward compatibility that continues the legacy of 5e and the 2014 rulebooks that defined it. They do toss some things out, however, with one casualty of the rework being the idea of the "" that the 2014 featured.
In an interview with , Creative Director Chris Perkins explained the removal of the Adventuring Day, describing the original concept as "." The Adventuring Day prescribed six to eight medium or hard encounters per day, providing an XP budget table to determine how much the party should face per level. According to Perkins, the Adventuring Day ultimately didn't align with how the game was typically being played, so focusing on other advice proved more relevant.
So what we've discovered is that the Adventuring Day as a concept was kind of bogus, that in a great, great many campaigns, it was just not true. It was not how actual games were running. And so, sticking with the idea that we're presenting tried and true advice and things that actually work at the table, we abandoned the idea of the Adventuring Day and instead focused our attention on making sure that when you are building any encounter, once you've decided how difficult you want it to be, that the math is actually helping you deliver that encounter.
The basic guidelines of the Adventuring Day helped to determine the core balance of 5e, so Perkins's description of the idea might come across as surprisingly harsh. Taken as any kind of doctrine, however, the Adventuring Day didn't consistently fit into the average campaign. Meeting a daily XP threshold in combat isn't the only way to provide challenges or deplete resources, and even with a focus on combat, plenty of parties prefer fewer encounters with more intense threats to the six to
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