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Is D&D Too Focused on Combat?
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<blockquote data-quote="talien" data-source="post: 7733198" data-attributes="member: 3285"><p><strong><em>Dungeons & Dragons' </em></strong>wargame roots are well-known, but what is sometimes forgotten is how much its origins influenced role-playing games. Although D&D has been a platform to tell many different kinds of stories, its mechanics focus on a few core themes and one of them is combat -- but it's not the only one.</p><p style="text-align: center"></p> <p style="text-align: center">[ATTACH=full]283551[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/illustrations/ai-generated-knight-warrior-sword-7896729/" target="_blank">Picture courtesy of Pixabay.</a></p><h3>The Three Modes</h3><p>Jon Peterson in <a href="http://amzn.to/2Gm79VB" target="_blank"><em><strong>Playing at the World</strong></em></a> explained that there are three modes of D&D play, in which dramatic pacing is achieved by transitioning between the three:</p><p></p><p>These modes are interrelated in important ways, and modern role-players tolerance for all three has changed over time. Exploration has experienced a resurgence with sandbox-style play. Combat has been de-emphasized, particularly in story-telling games. And logistics are back in vogue thanks to the Old School Renaissance. Let's take a look at each in turn.</p><h3>The First Mode: Exploration</h3><p>In the original boxed set of D&D, exploration was important, but beyond the scope of the rules. It was a key part of emergent play -- using basic guidelines to encourage creative strategies -- but it wasn't actually part of D&D itself. Instead, D&D encouraged players to buy Avalon Hill's <a href="http://amzn.to/2FmzpGG" target="_blank"><em><strong>Outdoor Survival</strong></em></a> board game, <a href="http://www.enworld.org/forum/showthread.php?469961-Minecraft-The-Gateway-to-D-amp-D" target="_blank">as Peterson explains</a>:</p><p></p><p>Evidence of D&D's interest in hexcrawling is <a href="http://boggswood.blogspot.com/2011/10/secrets-of-monster-manual.html" target="_blank">strongly represented</a> in the <a href="http://amzn.to/2Eerz2u" target="_blank"><em><strong>Advanced Dungeons & Dragons Monster Manual</strong></em></a><strong><em>, </em></strong>which was published after the original set but before the rest of the AD&D line. Each monster has a few noteworthy statistics, particularly: frequency, number appearing, and % in lair. Much of these stats do not make sense in a typical dungeon context, where the rooms are planned out; DMs would likely know the monsters that were to appear in their dungeons, and in fact author Gary Gygax states, "...It is not generally recommended for use in establishing the population of Dungeon Levels." But when used in hexcrawling they're useful in describing the encounters there, beginning with frequency, then determining if the monster encountered is in its lair, and then concluding with number of appearing (which could sometimes be in the hundreds, befitting a camp but not a dungeon room).</p><p></p><p>For a time, hexcrawling and emergent play were out of favor as more scripted adventures came into vogue. The OSR has reinvigorated sandbox-style play, in which the players generate the world as they adventure, one roll at a time.</p><h3>The Second Mode: Combat</h3><p>D&D's second mode is the one most gamers are familiar with: killing things. D&D grew out of <a href="http://amzn.to/2Gm8Jqv" target="_blank"><em><strong>Chainmail</strong></em></a><strong><em>, </em></strong>itself a product of wargaming, so combat's relevance to D&D goes all the way back to its first iteration. Additionally, it mimics the style of the fiction that influenced it, including the violent Conan among other swords and sorcery novels. What's changed is how D&D scales combats. The emphasis on leveling up was treasure, as explained in a previous article, "<a href="http://www.enworld.org/forum/content.php?4597-The-Original-End-Goal-of-Dungeons-Dragons" target="_blank">The Original End Goal of Dungeons & Dragons.</a>" Kiva Maginn (<strong><em>Battletech </em></strong>design lead) on Twitter explains <a href="https://twitter.com/HBS_thratchen/status/951569894075645953" target="_blank">how this changes the style of play</a>:</p><p></p><p>This changed with Third Edition, in which experience points were rewarded for defeating a monster:</p><p></p><p>Ironically, D&D became MORE about killing than less, as PCs were no longer incentivized to just accumulate gold to advance. Third Edition also did away with name levels and retainers as being an end gold, so the purpose of spending gold had shifted from building strongholds and hiring mercenaries to personally enriching the character through acquisition of magic items. This change was a recognition that players were less interested in leading armies and transitioning back to a life of perpetual adventuring, and the game shifted gears to reflect that.</p><p></p><p>Of course, role-playing has since moved beyond combat -- <a href="https://en.wikipedia.org/wiki/Indie_role-playing_game#Story_Games" target="_blank">relying more heavily on the narrativist style of play</a> -- even if it started with the primarily tactical dungeon and overland exploration of D&D.</p><h3>The Third Mode: Logistics</h3><p>Logistics have largely fallen out of favor today due to onerous nature of keeping track of encumbrance, equipment, and gold. These factors were all intentional controls on player greed, ensuring that PCs couldn't just cart out mountains of gold (and thus experience points) without some challenges. You can read a more detailed discussion of inventory management and encumbrance in a previous article, "<a href="http://www.enworld.org/forum/showthread.php?488855-The-Lost-Art-of-Packing-It-All-In" target="_blank">The Lost Art of Packing it All In</a>."</p><p></p><p>Third Edition's shift towards combat meant that the nature of logistics changed to be less about accumulating gold and more about personal advancement, exemplified by Pathfinder which spins out even more options than Third Edition for character development.</p><h3>D&D Today</h3><p>So where does that leave us with D&D today? Kiva points out that the combat biases are still there, but now D&D has expanded to encompass other styles of play -- <a href="https://twitter.com/HBS_thratchen/status/951569915336519681" target="_blank">it just doesn't emphasize it equally</a>:</p><p></p><p>Inspiration, Personal Characteristics, and Background were added to incentivize players to role-play but<a href="http://theangrygm.com/take-the-suck-out-of-inspiration/" target="_blank"> as the AngryDM points out</a>, many players forget all about it because of the way it's implemented:</p><p></p><p>Fifth Edition D&D has also changed how experience points are gained, providing an option to level up through milestones instead. This shifts the incentives yet again away from combat.</p><p></p><p>Is combat overemphasized in D&D? Maybe, but that's at least partially due to the other two modes of exploration and logistics falling out of favor. If the eight pages detailing combat are any indication in the Basic D&D Rules, combat is still an integral part of the game, and many players are just fine with that.</p></blockquote><p></p>
[QUOTE="talien, post: 7733198, member: 3285"] [B][I]Dungeons & Dragons' [/I][/B]wargame roots are well-known, but what is sometimes forgotten is how much its origins influenced role-playing games. Although D&D has been a platform to tell many different kinds of stories, its mechanics focus on a few core themes and one of them is combat -- but it's not the only one. [CENTER] [ATTACH type="full" alt="ai-generated-7896729_960_720.jpg"]283551[/ATTACH] [URL='https://pixabay.com/illustrations/ai-generated-knight-warrior-sword-7896729/']Picture courtesy of Pixabay.[/URL][/CENTER] [HEADING=2]The Three Modes[/HEADING] Jon Peterson in [URL='http://amzn.to/2Gm79VB'][I][B]Playing at the World[/B][/I][/URL][B][I] [/I][/B]explained that there are three modes of D&D play, in which dramatic pacing is achieved by transitioning between the three: These modes are interrelated in important ways, and modern role-players tolerance for all three has changed over time. Exploration has experienced a resurgence with sandbox-style play. Combat has been de-emphasized, particularly in story-telling games. And logistics are back in vogue thanks to the Old School Renaissance. Let's take a look at each in turn. [HEADING=2]The First Mode: Exploration[/HEADING] In the original boxed set of D&D, exploration was important, but beyond the scope of the rules. It was a key part of emergent play -- using basic guidelines to encourage creative strategies -- but it wasn't actually part of D&D itself. Instead, D&D encouraged players to buy Avalon Hill's [URL='http://amzn.to/2FmzpGG'][I][B]Outdoor Survival[/B][/I][/URL][B][I] [/I][/B]board game, [URL='http://www.enworld.org/forum/showthread.php?469961-Minecraft-The-Gateway-to-D-amp-D']as Peterson explains[/URL]: Evidence of D&D's interest in hexcrawling is [URL='http://boggswood.blogspot.com/2011/10/secrets-of-monster-manual.html']strongly represented[/URL] in the [URL='http://amzn.to/2Eerz2u'][I][B]Advanced Dungeons & Dragons Monster Manual[/B][/I][/URL][B][I], [/I][/B]which was published after the original set but before the rest of the AD&D line. Each monster has a few noteworthy statistics, particularly: frequency, number appearing, and % in lair. Much of these stats do not make sense in a typical dungeon context, where the rooms are planned out; DMs would likely know the monsters that were to appear in their dungeons, and in fact author Gary Gygax states, "...It is not generally recommended for use in establishing the population of Dungeon Levels." But when used in hexcrawling they're useful in describing the encounters there, beginning with frequency, then determining if the monster encountered is in its lair, and then concluding with number of appearing (which could sometimes be in the hundreds, befitting a camp but not a dungeon room). For a time, hexcrawling and emergent play were out of favor as more scripted adventures came into vogue. The OSR has reinvigorated sandbox-style play, in which the players generate the world as they adventure, one roll at a time. [HEADING=2]The Second Mode: Combat[/HEADING] D&D's second mode is the one most gamers are familiar with: killing things. D&D grew out of [URL='http://amzn.to/2Gm8Jqv'][I][B]Chainmail[/B][/I][/URL][B][I], [/I][/B]itself a product of wargaming, so combat's relevance to D&D goes all the way back to its first iteration. Additionally, it mimics the style of the fiction that influenced it, including the violent Conan among other swords and sorcery novels. What's changed is how D&D scales combats. The emphasis on leveling up was treasure, as explained in a previous article, "[URL='http://www.enworld.org/forum/content.php?4597-The-Original-End-Goal-of-Dungeons-Dragons']The Original End Goal of Dungeons & Dragons.[/URL]" Kiva Maginn ([B][I]Battletech [/I][/B]design lead) on Twitter explains [URL='https://twitter.com/HBS_thratchen/status/951569894075645953']how this changes the style of play[/URL]: This changed with Third Edition, in which experience points were rewarded for defeating a monster: Ironically, D&D became MORE about killing than less, as PCs were no longer incentivized to just accumulate gold to advance. Third Edition also did away with name levels and retainers as being an end gold, so the purpose of spending gold had shifted from building strongholds and hiring mercenaries to personally enriching the character through acquisition of magic items. This change was a recognition that players were less interested in leading armies and transitioning back to a life of perpetual adventuring, and the game shifted gears to reflect that. Of course, role-playing has since moved beyond combat -- [URL='https://en.wikipedia.org/wiki/Indie_role-playing_game#Story_Games']relying more heavily on the narrativist style of play[/URL] -- even if it started with the primarily tactical dungeon and overland exploration of D&D. [HEADING=2]The Third Mode: Logistics[/HEADING] Logistics have largely fallen out of favor today due to onerous nature of keeping track of encumbrance, equipment, and gold. These factors were all intentional controls on player greed, ensuring that PCs couldn't just cart out mountains of gold (and thus experience points) without some challenges. You can read a more detailed discussion of inventory management and encumbrance in a previous article, "[URL='http://www.enworld.org/forum/showthread.php?488855-The-Lost-Art-of-Packing-It-All-In']The Lost Art of Packing it All In[/URL]." Third Edition's shift towards combat meant that the nature of logistics changed to be less about accumulating gold and more about personal advancement, exemplified by Pathfinder which spins out even more options than Third Edition for character development. [HEADING=2]D&D Today[/HEADING] So where does that leave us with D&D today? Kiva points out that the combat biases are still there, but now D&D has expanded to encompass other styles of play -- [URL='https://twitter.com/HBS_thratchen/status/951569915336519681']it just doesn't emphasize it equally[/URL]: Inspiration, Personal Characteristics, and Background were added to incentivize players to role-play but[URL='http://theangrygm.com/take-the-suck-out-of-inspiration/'] as the AngryDM points out[/URL], many players forget all about it because of the way it's implemented: Fifth Edition D&D has also changed how experience points are gained, providing an option to level up through milestones instead. This shifts the incentives yet again away from combat. Is combat overemphasized in D&D? Maybe, but that's at least partially due to the other two modes of exploration and logistics falling out of favor. If the eight pages detailing combat are any indication in the Basic D&D Rules, combat is still an integral part of the game, and many players are just fine with that. [/QUOTE]
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