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Is D&D Too Focused on Combat?
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<blockquote data-quote="Blue" data-source="post: 7733267" data-attributes="member: 20564"><p>I feel that D&D makes the assumption that combat will be a lengthy mechanical part of a session whenever it occurs, so that every character should be good at it. This doesn't mean that you need a lot of combat, or that every session has combat. It does mean that when it occurs it's going to take a good chunk of time and involve everyone.</p><p></p><p>And this is part of the definition of what D&D is as a roleplaying game. That's not good or bad, it's like saying that blue light has a shorter wavelength than red. You may prefer red, and I prefer blue, and they are both right for us.</p><p></p><p>Now, if the question was "is D&D too little focused on X", there I might be more opinionated. For non-casters, it feels like 80%+ of character creation and advancement is about combat-related items. We get cases where people look at the Fighter (Champion) and say tat it has little feel outside of combat (and the new UA Brute has even less). </p><p></p><p>Everyone being useful and having a niche in combat is a sacred cow of D&D and I accept that (and can easily play systems that don't have that when I feel like it), and that I accept. Where it could grow even stronger is if it too that assumption about combat and applied it across other pillars, so everyone had niches in them and could contribute, instead of only needing one Face, or one tracker, or one PC who can find and disarm traps. Having multiple feels like it's a small tacked on bonus instead of allowing different niches that naturally complement.</p></blockquote><p></p>
[QUOTE="Blue, post: 7733267, member: 20564"] I feel that D&D makes the assumption that combat will be a lengthy mechanical part of a session whenever it occurs, so that every character should be good at it. This doesn't mean that you need a lot of combat, or that every session has combat. It does mean that when it occurs it's going to take a good chunk of time and involve everyone. And this is part of the definition of what D&D is as a roleplaying game. That's not good or bad, it's like saying that blue light has a shorter wavelength than red. You may prefer red, and I prefer blue, and they are both right for us. Now, if the question was "is D&D too little focused on X", there I might be more opinionated. For non-casters, it feels like 80%+ of character creation and advancement is about combat-related items. We get cases where people look at the Fighter (Champion) and say tat it has little feel outside of combat (and the new UA Brute has even less). Everyone being useful and having a niche in combat is a sacred cow of D&D and I accept that (and can easily play systems that don't have that when I feel like it), and that I accept. Where it could grow even stronger is if it too that assumption about combat and applied it across other pillars, so everyone had niches in them and could contribute, instead of only needing one Face, or one tracker, or one PC who can find and disarm traps. Having multiple feels like it's a small tacked on bonus instead of allowing different niches that naturally complement. [/QUOTE]
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