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D&D 2024 DM Quick Reference
dnd 2024game master

D&D 2024 DM Quick Reference

6 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >D&D 2024
  3. >Dungeon Master Guides
  4. >D&D 2024 DM Quick Reference

The short answer

Use this D&D 2024 quick reference to set D20 Test DCs, build a combat encounter with the XP budget, establish an NPC starting attitude, and pace travel or rests. Check the linked full guides when you need the procedure behind a table.

Introduction

This is a lookup page, not a narrative guide - every cross-chapter table a DM reaches for mid-session, pulled from across the 2024 Dungeon Master's Guide and organized by what you're trying to do rather than by chapter. Pair it with a session in progress; the other Dungeon Master Guides cover the reasoning behind each table.

On this page

  • Introduction
  • D20 Test DCs
  • Combat Encounter Building: XP Budget per Character
  • Initial Attitude
  • Travel Pace
  • Encounter Pacing: Uncertainty and Rests
  • Related Guides

For the reasoning behind D20 Tests and combat pacing, see the Running the Game guide. For encounter and adventure design beyond the XP math below, see the Creating Adventures guide. Return to the Dungeon Master Guides hub for the full chapter map.

A cluttered dungeon master's table covered in reference cards, dice, and an open rulebook, lit by warm gold lamplight with a faint violet glow from a nearby spell effect

D20 Test DCs

TaskDC
Very easy5
Easy10
Moderate15
Hard20
Very hard25
Nearly impossible30

Easy, Moderate, and Hard cover most checks - the DMG itself notes a DM can run an entire game using just those three. Keep saving throw DCs you set yourself between 10 and 20.

Calculated DC (creature-sourced effects): DC = 8 + ability modifier + Proficiency Bonus. Use this whenever a creature is the source of an effect forcing a save (a spell, poison, or special ability), or to set the DC for an ability-check contest between two creatures.

Combat Encounter Building: XP Budget per Character

Cross-reference the party's level against the target difficulty to get an XP-per-character value, then multiply by party size for the encounter's total XP budget. Spend that budget on monsters using each one's stat-block XP value, aiming to use as much of the budget as possible without going over.

Party LevelLowModerateHigh
15075100
2100150200
3150225400
4250375500
55007501,100
66001,0001,400
77501,3001,700
81,0001,7002,100
91,3002,0002,600
101,6002,3003,100
111,9002,9004,100
122,2003,7004,700
132,6004,2005,400
142,9004,9006,200
153,3005,4007,800
163,8006,1009,800
174,5007,20011,700
185,0008,70014,200
195,50010,70017,200
206,40013,20022,000

What each difficulty tier means:

  • Low. One or two scary moments, but the party should come out without casualties, possibly burning some healing resources. A single monster with a Challenge Rating equal to the party's level is a rough proxy for a low-difficulty fight against four characters.
  • Moderate. Could go badly without healing and other resources in reserve - weaker characters might get knocked out of the fight, with a slim chance of a character death.
  • High. Potentially lethal for one or more characters without smart tactics, quick thinking, and some luck.

Worked example: A moderate-difficulty encounter for five level 3 characters draws a budget of 225 x 5 = 1,125 XP. Two Nothics (450 XP each) plus nine Stirges (25 XP each) spends 1,125 XP exactly; a Wight (700 XP), a Warhorse Skeleton (100 XP), and six Skeletons (50 XP each) spends 1,100 and leaves a small unspent margin, which is fine.

Troubleshooting thresholds:

  • More than two monsters per character raises the risk of a lucky streak dealing more damage than the XP math implies - mix in fragile, fast-to-defeat creatures once you cross that ratio, especially against a level 1-2 party.
  • A monster with a higher Challenge Rating than the party's level can end a character in one hit even in an otherwise-reasonable encounter (a CR 2 Ogre can kill a level 1 Wizard outright).
  • Referencing more than two or three distinct stat blocks in one encounter gets hard to run at the table, particularly for complex creatures.
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Start Building

Initial Attitude

For an unscripted creature's starting disposition toward the party:

d12 RollInitial Attitude
4 or lowerHostile
5-8Indifferent
9 or higherFriendly

Travel Pace

ValueFormula
Miles per hourSpeed + 10
Miles per day (Normal pace)Miles per hour x hours traveled
Fast paceNormal-pace miles per day x 4/3 (round down)
Slow paceNormal-pace miles per day x 2/3 (round down)

Terrain caps the maximum pace a group can sustain on a given journey stage - rougher terrain (Mountain, Swamp) forces a Slow pace regardless of what the party would otherwise prefer, while easier terrain (Grassland, Arctic) permits a Fast one. Vehicles use their own miles-per-hour speed instead of a character-based pace.

Extended travel. Pushing past 8 hours of travel in a day risks Exhaustion: at the end of each additional hour, each character makes a Constitution save (DC 10, +1 per hour past the eighth) or gains 1 Exhaustion level.

Foraging. A foraging character makes a Wisdom (Survival) check once per journey stage (or once per day on a stage shorter than a day), with the DC set by how abundant food and water are in that terrain. On a success, roll 1d6 plus the character's Wisdom modifier for pounds of food found, then roll again for gallons of water. Each foraging character rolls separately.

Encounter Pacing: Uncertainty and Rests

The 2024 DMG frames rest access as a pacing lever. Scattering small, defensible rooms in a dungeon lets a cautious party rest safely and lower the tension, while occasionally interrupting a rest raises urgency without changing the rest rules. Use it as a narrative dial rather than a new subsystem.

Related Guides

For the reasoning behind these numbers - D20 Tests, combat pacing, exploration - see the Running the Game guide. For encounter design beyond the raw XP math, see the Creating Adventures guide. For on-the-fly rules referenced at the table (hazards, traps, environmental effects, doors), see the DM's Toolbox guide. Return to the Dungeon Master Guides hub for the full chapter map.

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