[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...

Tony Vargas

Legend
I want to duel the Cardinal's Guards in a convent courtyard.

And I want to push a bastion wall over on a sortie of Huguenots.
Man, I loved that movie. ;)

And, you certainly don't need a broken system or overpowered casters to do it. Heck, Flashing Blades was pretty decent for that kind of thing, and it was a rather rudimentary system.

The kinds of tricks the musketeers played in those scenes, including using the environment - like the loose wall - is just the kind of things 4e martial exploits, "p 42," and terrain powers do quite well. 'Cinematic' action oriented combat.

Also, having a functional party consisting entirely of martial characters wasn't really an option before. (Though you could stretch a point, they did have a 'student of divinity.')

Frankly, it's still not as good an option as it should be.
 

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In case you missed it, the OPs take-away was that 3.5 was a 'combat as war' game, and 4e a 'combat as sport' game. That is, 4e presents no challenge, while 3.5 does.

This is patently false. The difference between 3.5 and 4e is that the former is poorly balanced. That does mean that you can go all 'combat as war' with it - against your players, against your DM, pvp, whatever - in that the rules aren't up to the task of making you 'play fair.' That's not really 'war,' it's more like a sport without referees, with doping, and mob involvement. It's a /bad/ sport that plays out like a war.

. . .

Which is all this thread is. Rationalizing a preference for a game that isn't quite as technically good as its successor.

Got it. You think 3e and all versions of D&D before 4e are bad, with primitive, poorly written unbalanced rules that supported only CaW, which you think is no fun. OK, you're entitled to your opinion, and you are surely right (and not alone in your opinion) that the older editions didn't give you what you wanted.

But you know what? Grognards like playing traditonal D&D, and we just don't like 4e. We like CaW, and like the old rules that we think better support it.

Many of us dislike the "modern" redesign goals of 4e, like balance and rechargeable powers. We actually think WOTC's goals in 4e were counterproductive for what we want from traditional D&D. They took out the resource management/logistics by making spells/powers recharge. They took out the flavor differences between character classes by making every class have spells/powers that were mechanically similar -- even the warrior classes essentially are spellcasters now, and there's no Vancian magic. They took out tradeoffs between classes dating back to AD&D, when Rangers clearly rocked at 1st level (2d8 hit points) and Wizards were weak to start, but at higher level, Wizards came into their own, if they survived -- the class and race differences had already been filed down by 3e, but 4e obliterated them in the name of balance. And WOTC also tried to get rid of the "danger" we craved, because no one likes having a character die -- no more "save or die" effects, no need for a cleric to heal, and advice to DM's about "balanced" (there's that word again!) treasure and equipment, rules about what gear you can have at what level, advice that you should skip the "boring" stuff like dungeon crawling or talking to the gateguards, etc.

The thing is, both sets of opinions are strongly held. People who dislike traditional D&D or dislike 4e have had 4 years of edition wars to reconsider their opinions, and I don't think anyone is going to convert at this late stage, especially by being told "what you are doing is wrong".

It's fine for people to say what they like, and for people to say what they don't like, but what's the point of arguing with other people's opinions and telling them they should think the opposite?

Both sides know what they want, and actually want what they want. Let's just agree to disagree.
 

Tony Vargas

Legend
Got it. You think 3e and all versions of D&D before 4e are bad, with primitive, poorly written unbalanced rules that supported only CaW, which you think is no fun.
I think D&D, though doing so slowly, had been improving over it's various editions. AD&D was more ambitious than 0D&D, 2e refined AD&D and improved production values, 3e made a real stab at modernizing the game, roughly balanced it at single-digit levels, and took the bold step of going open source. 4e further improved over 3e.

Seemingly, a perfectly desireable state of afairs...

But you know what? Grognards like playing traditonal D&D, and we just don't like 4e.
I do know that. And I am totally OK with it. Indeed, I'm an older gamer myself, and have my first loves from the olden days. I adore 1st ed Gamma World, even though I recognize that it's a terrible game by modern standards, and a pretty marginal one even by the standards of 1978 (that did have it competing with RuneQuest, afterall).

I don't go around trying to tell people that it's /better/ than later, more refined, better executed versions of the game. (Though, nothing could be quite as bad as the 3rd ed...)

We like CaW, and like the old rules that we think better support it.
The OP just made up 'CaW' a little bit ago.

Many of us dislike the "modern" redesign goals of 4e, like balance.
Kudos to you for admiting an actual dislike of balance. That actually heads off a lot of back-and-forth we might otherwise have.

They took out the resource management/logistics by making spells/powers recharge. They took out the flavor differences between character classes by making every class have spells/powers that were mechanically similar -- even the warrior classes essentially are spellcasters now, and there's no Vancian magic.
Here's were we get into the problem areas. There's opinion, and there's misrepresentation.

4e did not take resource management out of the game. Far from it, there are still dailies, more broadly in fact, and in addition to hps and healing there are surges to manage, there are still one-shot items like potions, and there's an extra layer of resource management in encounter powers.

Consistent mechanics do not take away flavor. Again, far from it, they allow the game to cover a much broader range of possible flavors without unecessary complexity. Your claim of similar mechanics robbing flavor is doubly bogus, because common mechanics have always been in use. In 1e, shocking grasp, for instance, did 1d8+n damage. So did a scimitar. They were not the same, even though they shared that mechanic.

The wizard still uses recognizeably Vancian magic. In fact, the wizard's dailies are a bit closer to the magic of the Dying Earth than they ever have been, since they don't memorize rediculous numbers of them at high level.

Warriors are not spellcasters - 'essentially' or otherwise. They are merely no longer inferior to casters. Martial characters use expoits. Wizards use spells. Attack exploits are virtually always weapon powers - and /never/ implement powers. Attack spells are virtually always implement power. Attack exploits typicaly do untyped damage, or damage based on the weapon. Attack spells do a whole range of typed damages. The mechanical difference, alone are significant. The similarities are only significant in terms of balance. In terms of flavor/fluff or concept, they're meaningless.

By all means, feel free to express your opinions about 4e class balance and your preferences and opinions. But do not say that 4e classes are the same, that fighters cast spells, or that wizard's don't prepare spells. Because those statements are false.


They took out tradeoffs between classes dating back to AD&D, when Rangers clearly rocked at 1st level (2d8 hit points) and Wizards were weak to start, but at higher level, Wizards came into their own, if they survived.
Sure, part of balance, which you don't like. No problem.

race differences had already been filed down by 3e, but 4e obliterated them in the name of balance.
Actually, with all the racial feats and powers 4e introduced, the differences among races were probably a little greater than in 4e. PC races. Not LA races, that is.

And WOTC also tried to get rid of the "danger" we craved, because no one likes having a character die -- no more "save or die" effects, no need for a cleric to heal, and advice to DM's about "balanced" (there's that word again!)
Yep, and once again, feel free to go on in that vein all you like. You'll get no argument from me. 4e takes a very different direction in what it's trying to model or simulate. 3e modeled an internally consistent world in which the elements of fantasy stories might exist (and, once in a blue moon, the story of a PC party might even end up resembling one, slightly, if the dice were being really crazy). 4e modeled the story rather than the world. In most fantasy stories, most of the heroes don't die meaningless deaths at 1st level (whatever '1st level' would be in a narrative...). Different aproach, different results, different preferences. No bearing on how good a game either one is (was).

The thing is, both sets of opinions are strongly held. People who dislike traditional D&D or dislike 4e have had 4 years of edition wars to reconsider their opinions, and I don't think anyone is going to convert at this late stage, especially by being told "what you are doing is wrong".
3 years. It hasn't even been 4 yet. They've also had those 3 years to get their facts straight.

It's fine for people to say what they like, and for people to say what they don't like, but what's the point of arguing with other people's opinions and telling them they should think the opposite?
Aparently, if done often enough, stridently enough, viciously enough, and combined with a veritable boycott, it can kill a 3-year-old edition of D&D for the first time in the history of the game.
 

Hassassin

First Post
4e did not take resource management out of the game. Far from it, there are still dailies, more broadly in fact, and in addition to hps and healing there are surges to manage, there are still one-shot items like potions, and there's an extra layer of resource management in encounter powers.

It certainly didn't take all resource management out of the game, but it did significantly lessen its impact on encounters. 4e was designed so that what happened before an encounter would have limited effect on the encounter itself. This is at odds with CAW, where resource attrition in a string of easy encounters should (sometimes) be an important strategic concern.

I still have faith that 5e can be designed to support both styles of play very well. For that to be true, it has to have balanced combat mechanics that CAS groups can use, but it also has to offer a lot of interesting mechanics and resources that CAW groups can use to "unbalance" encounters within their game.

HP attrition from encounter to encounter is the most difficult part. CAS style without resetting HP or CAW style with are both problematic. This is where I think there must be an optional choice that groups will have to make. Probably from attrition to resetting, because adding a reset mechanic seems, to me, to be easier than removing one. But that's just my view, maybe they'll surprise me.
 
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Oni

First Post
If a game has a certain play style for most or all of it's life and then you suddenly change that emphasis, it's not really the same game anymore. If 5e doesn't emphasize CaW like every edition other than 4e did, then it's not really going to be in the spirit of D&D and it will likely fail, not matter how good a system it might be, because it won't meet the expectation of what D&D has always been. It may say D&D on the tin, but it won't be the D&D that we've always played, it'll be some other game.
 

The Shaman

First Post
Man, I loved that movie. ;)
Me too. :cool:

And, you certainly don't need a broken system or overpowered casters to do it. Heck, Flashing Blades was pretty decent for that kind of thing, and it was a rather rudimentary system.
More than decent, I'd say.


In any case, regardless of rules, I do expect a roleplaying game to offer opportunities for both 'combat as sport' and 'combat as war.' Sometimes I want a duel on a rolling quarterdeck, and sometimes I want to send a fireship at my enemy's flagship while it's at anchor.
 

Noumenon

First Post
I'm just skipping ahead from page 3 to say I hate combat-as-war and I can't finish reading the thread because I'm getting so mad at people talking about it like it's fun.

I think I'm learning something about myself today...
 


valis

Explorer
I think D&D, though doing so slowly, had been improving over it's various editions. AD&D was more ambitious than 0D&D, 2e refined AD&D and improved production values, 3e made a real stab at modernizing the game, roughly balanced it at single-digit levels, and took the bold step of going open source. 4e further improved over 3e.

My metric of what value a game has is how fun it is to play.

A game can only be "improved" if it is more fun.

I have certain activities I find that are fun, and others that I do not.

A game that removes my ability to do certain things because they are not "fair" because otherwise balance is ruined is about the most miserable experience I've ever had at a table playing a game.

It is galactically myopic to make a statement that a thing that has changed is somehow a global improvement, when in fact it is a thing a great many people find boring to the point of tedium.

Your rhodomentade is successful in that it got a response, and that it showed your organic inability to comprehend that other people might not like what you like.
 

Nagol

Unimportant
Aparently, if done often enough, stridently enough, viciously enough, and combined with a veritable boycott, it can kill a 3-year-old edition of D&D for the first time in the history of the game.

People not buying a game and its accessories because they don't like it fails the definition of boycott. Its called rational consumerism.
 

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