Tactics And Combat In Fantasy RPGs

Think of the old days of FRPGs when parties bumbled into encounters, opening doors without preparation or scouting. Think of how few parties actually took prisoners in order to gather information! And how few parties ran away occasionally rather than engage in a fight that had nothing to do with their mission and might get them killed. And today?


Think of the old days of FRPGs when parties bumbled into encounters, opening doors without preparation or scouting. Think of how few parties actually took prisoners in order to gather information! And how few parties ran away occasionally rather than engage in a fight that had nothing to do with their mission and might get them killed. And today?

"Battles are won by slaughter and manoeuvre. The greater the general, the more he contributes in manoeuvre, the less he demands in slaughter." --Sir Winston Churchill

I want to talk about tactical styles. There are two extremes of approaching a fight in a magic-rich environment. These can be seen as something like an American football team that runs the ball constantly ("4 yards and a cloud of dust") and a team that passes constantly. Sixty years ago in football, the former predominated, nowadays the latter.

Translating into FRPG terms, the first method is to charge in and cut the enemy down thanks to suitable character classes and lots of perks and magic items that make your folks "meat cleavers." (As in the 9th level character I watched recently do more than 90 points of melee damage in one round.) The second is to set up a defense while the specialist spell casters use area effect and selected individual spells to blow the enemy away. In the first method the characters are more or less like running backs and linemen; in the second they are quarterbacks (and receivers) and linemen. In the first the linemen fire out and try to wipe out whoever they’re up against (run blocking), in the second the linemen are more interested in protecting the “skilled positions” (pass blocking) while the latter do most of the damage.

The first method is more common, perhaps partly because it requires less thought and planning. It’s easier for players and for the GM. As a person who knew the first time he played D&D that he was going to be a magic user, I favor the second method because you "should" use magic instead of brawn. That’s what magic-use is about!

A lot depends on the rules. 1e D&D, where the "squishy" magic users had to be protected, encouraged combined arms cooperation rather than individual flair, and the essence of the "passing" method is exactly that, while the essence of the "running" method can run to individual flair. In days of 3e D&D the "one-man army" was in vogue and individualism was everywhere, while cooperation was rare. From a design point of view, having a typical party include only four characters required the one-man-army approach. The spellcasting method requires a larger group.

In a sense, the "cloud of dust" treats the fight more as a sport, while "pass them to death" treats it more as war. Sports are supposed to be fair; "war is hell," and in war the ideal is to force the enemy to surrender because they face annihilation, or if they won’t surrender, to annihilate them without loss on your side. This is more elegant, and efficient, than hacking the enemy down in pools of blood. But perhaps less satisfying for some...

“Your mileage may vary,” and most campaigns are somewhere in between. Some sets of rules, and some GMs, don’t allow one method or the other to be practical.

Article contributed by Lewis Pulsipher
 

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Bill Reich

First Post
The scouting game can be very important in ones tactics. The obstacle to using scouting and stealth effectively is that stealth is not multiplied and having the whole group move with the scout makes the whole thing rather pointless. Having the one or two characters best suited to the environment scouting ahead leads to a non-tactical problem. Players sometimes resent doing nothing for several minutes so you have to compromise between really good scouting/stealth rules and some time limit. My Thursday group is extremely tolerant and they really want the advantage that good scouting can provide. So, they will let their point and slack and I work out what happens but I try not to abuse their tolerance.

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https://sites.google.com/site/grreference/
 

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mflayermonk

First Post
I just want to point out that the author used a real sports antecdote with real sports terminology to a bunch of D&D nerds, and no one even batted an eye. Maybe because none of us basement-dwelling, jock-strap fearing, asthma-suffering geeks understood a word he said? Go sports!

I don't know exactly how Lew formed the analogy, but there is a reasonable chance he read the Michael Lewis story in the NY Times about Texas Tech and the rise of the passing offense and The Blind Side about why the Left Tackle became the second highest paid position in football (because so many plays are passing).
 

S

Sunseeker

Guest
Tactics are entirely a matter of campaign and personal preference. You can't be a tactical party if your DM is not playing the enemies tactically, for example. I don't know if people were more tactical in the "old days" or not, but my general experience if that how tactically your play is based heavily on how the players like to play, and the level of tacticality(?) imposed upon them by the DM.
 

Hussar

Legend
And, there is also the mechanical aspects of tactics as well.

Imagine a 20x20 room, one fighter, one orc. Now, how much tactics will you actually have? Well, it depends on edition.

In AD&D, you have pretty much no tactics. Move up, and pelt the orc with dice until it dies. That's about the long and the short of it. There's pretty much no decision points to be made here.

In 3e and onwards, the game changes pretty significantly. You now have numerous, mechanically supported choices to be made. Keeping with 5e, your fighter could Action Surge, Second Wind, Push, Trip, Dodge, and/or straight up attack. A Battlemaster fighter gains at least 4 more options with his Maneuvers.

Add in an ally for our fighter and the choices explode. Maybe the fighter has Defender as his specialization, meaning he's going to want to stay within 5 feet of an ally to provide cover. Maybe the fighter Battlemaster has Commander's Strike, meaning he gives up an attack to allow an ally to attack with damage bonuses (handy if your ally is a rogue with sneak attack). IOW, even with a very simple set up - 1 orc and 2 allied PC's, (and pick a different monster if you don't like orcs) - you have several choice options every single attack.

The tactical level of D&D has exploded since 3e. AD&D simply never supported that level of tactical choice. Which has led to a very different game in play.
 

Jhaelen

First Post
In our games we've often found the saying that 'no battle plan survives contact with the enemy' to be true.

Also, my players would often discuss strategies endlessly until one of them got fed up and just charged the enemy to stop it and get back into the action.
A particularly memorable occasion involved the party's paladin storming a castle garrisoned by a bunch of giants and being brought down in a hail of hurled rocks.

Hence the running gag in our group of shouting: "Storm the castle!" whenever a fight starts :)
 

Argyle King

Legend
I prefer a more balanced playbook. I think both types of plays are equally valid, but how well they work depends upon the game's situation. With that in mind, I prefer allies and fellow players who can fit roles which work well in a variety of situations. The fullback who can catch the occasional pass and the quarterback who can manage to scramble for a few yards while under pressure are what I value.
 

pemerton

Legend
lewpuls said:
A lot depends on the rules. 1e D&D, where the "squishy" magic users had to be protected, encouraged combined arms cooperation rather than individual flair, and the essence of the "passing" method is exactly that, while the essence of the "running" method can run to individual flair. In days of 3e D&D the "one-man army" was in vogue and individualism was everywhere, while cooperation was rare. From a design point of view, having a typical party include only four characters required the one-man-army approach. The spellcasting method requires a larger group.

In a sense, the "cloud of dust" treats the fight more as a sport, while "pass them to death" treats it more as war. Sports are supposed to be fair; "war is hell," and in war the ideal is to force the enemy to surrender because they face annihilation, or if they won’t surrender, to annihilate them without loss on your side. This is more elegant, and efficient, than hacking the enemy down in pools of blood.
The sports analogy is lost on me, but I don't see how fighters holding the line while MUs blow things up or charm them is more "war like" and less "sports like" than the fighters engaging directly.

As far as I'm aware, the whole "combat as sport"/"combat as war" terminology was coined in the context of 4e, which is all about an integrated "combined arms" approach rather than "hacking the enemy down in pools of blood".

The idea of "loss on one's side" is also weird in this context: from the point of view of resource management, it's no more efficient to spend MU spells blowing things up then it is to spend healing spells restoring hit points lost by a fighter who engaged the enemy directly in melee. (And this comparison extends to other contexts, like charges from blast-y wands or curing wands.)
 

AriochQ

Adventurer
I am another who would disagree with the first statement. In AD&D my groups were way more focused on tactics than later editions, mostly for the reasons already outlined above.

I do think there is a discussion to be had regarding the impact different game systems/mechanics have on tactical choices, but I think this brief article misses that mark.
 

Wrathamon

Adventurer
(3) the incentive of gold for XP over combat encouraged PCs to rob people blind rather than fight them, and extort every trick possible for making more money even via non-adventurous means.

I never really connected the dots, but we did way more non-adventurous money making schemes in 1e as a kid then I have done since. I dont think we did it to level up faster or anything but it just connected for us.

I think this is missing with today's game. I am in a game right now where I'm playing more like I did as a kid. But, I'm not really rewarded for it other than fun... the gold doesn't matter, as it's a plot driven sandbox opposed to a open-ended sandbox. There is a clear victory condition in the plot but how we get there is up to us.

anyways, just wanted to thank Henry for this, as it clicked with me.

- W
 


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