D&D 5E Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)

Majoru Oakheart

Adventurer
I doubt anyone on enworld would argue that...
I think I just did, one post up. Although I'm willing to accept that all methods of playing D&D are valid ones, I'm not willing to concede that non-combat games are anything but non-standard. D&D needs a baseline standard because otherwise it will have no focus at all. If you say "D&D is about pretending to be elves and Dwarves, everything else is optional", not only would you still have a portion of the D&D audience getting angry because they don't "pretend" to be anything...but you'd have a game that needs to support every single genre, every single playstyle, and all possible interactions. You'd need a grand unified theory of everything that exists in real life and even more stuff that is just made up.

That's impossible. A game needs focus. If you say that D&D is a game about beating up monsters and taking their stuff, at least now you have a focus for what rules to make and what rules are important to the game:

How do you beat up the orcs? What kind of stuff do they have? What do you do with the stuff after you get it? What benefits do you get for killing them other than items?

Which, non coincidentally is where the rules of D&D have focused on since the beginning:
Combat/Monsters, treasure/magic items, adventuring/worldbuilding, XP/Levels.

If I could have a multi line sig I would sig that...in a heart beat. That is by far the best thing anyone has said in this thread yet.
And that scares me like crazy. The last thing I want the game to do is concentrate on the non-combat parts of the game. It would make my games fall apart since concentrating on them means not caring about combat balance, not caring about being able to properly judge and guess difficulty of monsters, not having interesting things to do in combat for some classes, etc.

I want the non-combat parts to exist, but I want the rules and the effort and focus of the game to be on the combat since it is the part that needs it the most.
 

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And that scares me like crazy. The last thing I want the game to do is concentrate on the non-combat parts of the game. It would make my games fall apart since concentrating on them means not caring about combat balance, not caring about being able to properly judge and guess difficulty of monsters, not having interesting things to do in combat for some classes, etc.

I want the non-combat parts to exist, but I want the rules and the effort and focus of the game to be on the combat since it is the part that needs it the most.


I think I'm going crazy....

OK, WHY IN THE HECK WOULD IT MEAN THAT?????

A game can care about combat balance, and a system of judgeing how difficult monsters are and have interesting things for people to do in combat AND have a system to judge how social interactions work and have interesting things for people to do outside of combat...


WHY DOES EVERYONE THINK IT HAS TO BE ONE OR THE OTHER?? WHY NOT BOTH?!?!?!?!?

In 4e we have 4 combat roles, Striker, Leader, Defender, Controller it defines what type of cool things you do. WHat if they weren't linked to class directly... I could play a Rogue Controler or a Fighter Leader or a Wizard Striker... Now imagine we had backgrounds and themes to do more social and interactive things...

there is no reason that because I want more rules for talking to the orc chief and trying to get him to stop and listen to reason that I can't ALSO have rules to fight him if diplomacy fails...
 

Minigiant

Legend
Supporter
I don't think it really matters what proportion of the game's rules are about any particularly content. That indicates what aspect of the game needs more rules or the most tight control to be fair, not what the game is about.

I actually don't think any aspect of the game needs more rules. It is more of what we accept. We could easily add pages and pages of rules for talking with dialects, vocabularies, social rank, dialog approaches, etc to a point where there are as many talkin' rules as fightin' rules in D&D. (I'd so buy the Complete Book of Talking)

Even so D&D still would not be all about fighting nor talking.
 

Luce

Explorer
Making magic items were hard. Infact even the power gamed mages I know of only used what they found.

I really liked that magic item acquisition was tied to an adventure.


In 2e we had so many house rules we never ran mods... so I can't say

I mentioned encounter number between rest to indicate that in my experience M-U in earlier editions had power, but at the same time resource limitation and running out of spells was a possibility if they did not careful ration.

Also fixed magic resistance meant that loosing a spell was possible at any level. Finally, saving throws gradually got better for everyone (PC and monsters) and there was not many ways to change that so at higher level most (N)PC succeeded.
 

Majoru Oakheart

Adventurer
OK, WHY IN THE HECK WOULD IT MEAN THAT?????

A game can care about combat balance, and a system of judgeing how difficult monsters are and have interesting things for people to do in combat AND have a system to judge how social interactions work and have interesting things for people to do outside of combat...

WHY DOES EVERYONE THINK IT HAS TO BE ONE OR THE OTHER?? WHY NOT BOTH?!?!?!?!?
Because there simply is not enough time and resources to do both. Imagine a game where you still needed 3 350 page books to flesh out all the rules like you do in most of the editions so far, but you get the focus that the editions have had so far: Combat oriented.

So, now you want to add in a large focus on non-combat mechanics. That likely requires that the description of each class doubles to include all of the non-combat options you are adding to the game. It also requires sections just as big for all the non-combat rules as you have for combat rules as well as having a lot more information on the non-combat uses of monsters. This doubles the length of all 3 books, so you now have 3 700 page books. This requires double the number of people to write the book or twice as long. With more people, there is more overhead like more meetings to make sure everyone is on the same page. It also requires way more testing time. Not just double the testing time, exponentially more testing time because you want to make sure the non-combat and combat options are balanced with each other in any combination.

This raises the price of all the books and makes them more daunting for new players. The testing becomes so complex and unwieldy that it gets half-assed. There are so many rules that most group write off half of them as stupid and don't use them anyways.

So, the logical thing to do is pair down the rules back to only the ones that are used most often. Which are the combat rules, therefore putting us back precisely where we started.

In 4e we have 4 combat roles, Striker, Leader, Defender, Controller it defines what type of cool things you do. WHat if they weren't linked to class directly... I could play a Rogue Controler or a Fighter Leader or a Wizard Striker... Now imagine we had backgrounds and themes to do more social and interactive things...
I'm not sure how that helps the game become more non-combat focused. We have backgrounds in 5e with a more non-combat focus.

I still maintain that there's no way for rules to make the game more non-combat focused without becoming extremely narrative in nature. Having extremely narrative rules for non-combat doesn't help when your combat rules are the opposite.

there is no reason that because I want more rules for talking to the orc chief and trying to get him to stop and listen to reason that I can't ALSO have rules to fight him if diplomacy fails...
The thing is that the rules already let you do this and work fairly well for that sort of thing. I dread what would happen if they became MORE non-combat focused.
 

Because there simply is not enough time and resources to do both. Imagine a game where you still needed 3 350 page books to flesh out all the rules like you do in most of the editions so far, but you get the focus that the editions have had so far: Combat oriented.
as I said up thread that has been less and less true over the edtions... from including non weapon profs to having skills to utility powers every edtion has added to noncombat.

So, now you want to add in a large focus on non-combat mechanics. That likely requires that the description of each class doubles to include all of the non-combat options you are adding to the game.
yea, make each class have more stuff means each class takes up more room... but you can cheat, and write them differently to fit... it will still take up MORE but I doubt double.


It also requires sections just as big for all the non-combat rules as you have for combat rules as well as having a lot more information on the non-combat uses of monsters.
Not really it mean takeing half the combat stuff and condensing it to easy and quick rules (taking up about half the space) then taking that 25% space saved (half of a half) and use it to add to what is already there.


This doubles the length of all 3 books, so you now have 3 700 page books.
I bet you could do it with 2 (I wont count MM yet) books at 350pgs each...

This requires double the number of people to write the book or twice as long. With more people, there is more overhead like more meetings to make sure everyone is on the same page.
like a year long playtest and years of work... yea I'm ok with that...

It also requires way more testing time. Not just double the testing time, exponentially more testing time because you want to make sure the non-combat and combat options are balanced with each other in any combination.
yes perfect...

This raises the price of all the books and makes them more daunting for new players. The testing becomes so complex and unwieldy that it gets half-assed. There are so many rules that most group write off half of them as stupid and don't use them anyways.
sorry I have to disagree... infact if price and size of the book were 'dunting' to new players we already have three huge expensive books...

So, the logical thing to do is pair down the rules back to only the ones that are used most often. Which are the combat rules, therefore putting us back precisely where we started.
prove it... prove that the most used rules aren't skills...



I still maintain that there's no way for rules to make the game more non-combat focused without becoming extremely narrative in nature. Having extremely narrative rules for non-combat doesn't help when your combat rules are the opposite.
you can't imagine skill tricks from 3e and Utility powers from 4e being useable with out falling down this slippery slope?


The thing is that the rules already let you do this and work fairly well for that sort of thing. I dread what would happen if they became MORE non-combat focused.
well bad luck for you 5e so far looks to be going more non combat then 4e...
 

Bluenose

Adventurer
I think I just did, one post up. Although I'm willing to accept that all methods of playing D&D are valid ones, I'm not willing to concede that non-combat games are anything but non-standard.

I'm prepared to say the same. If you are using D&D for a game of which combat is a minor part, almost incidental, then you are using the wrong set of rules for that game. You can do it, but there are better rules sets. You could use D&D for large scale combats too, with hundreds or thousands of participants; but again it would be a very bad set of rules for doing that. Maybe Next modules will attempt to address this, but previous core rules didn't - though I make an exception in the second case for certain rules in the Companion set for BECM D&D.
 

Majoru Oakheart

Adventurer
as I said up thread that has been less and less true over the edtions... from including non weapon profs to having skills to utility powers every edtion has added to noncombat.
While they've added more and more non-combat rules, they've also added more and more combat rules. The number of combat rules has vastly increased and the non-combat ones have increased slightly.

The percentage of combat rules has actually increased with the more recent editions.

I know that the amount of time spent on combat has increased over the editions. We finished combats in 5-20 minutes in 2e. It takes 60-90 minutes to finish a combat in 3e or 4e.

To me, that shows an increase in the focus of combat since now it takes up more of a session to run a combat and you spend more of your time dealing with combat.

Also, when people make up characters they spend more time thinking of how their character will perform in combat than they did in ages past. When I made up a 2e character, my thought was "Ok, I'm a fighter, I'm going to use a longsword in battle." In 4e, I have to pick the right combat feats, the right powers to have the best synergy with one another and the right weapon to qualify for the powers and feats I want. If I'm higher level, I have to choose appropriate magic items that synergize with my feat and power selections.

yea, make each class have more stuff means each class takes up more room... but you can cheat, and write them differently to fit... it will still take up MORE but I doubt double.
Honestly, it depends on how many more non-combat rules we are adding.

Not really it mean takeing half the combat stuff and condensing it to easy and quick rules (taking up about half the space) then taking that 25% space saved (half of a half) and use it to add to what is already there.
That's kind of my point, but condensing it to easy and quick rules and taking up half the space, you are losing rules. By making them simpler, you are likely reducing the focus and detail of combat. One will have to be sacrificed for the other.

like a year long playtest and years of work... yea I'm ok with that...
But we're already had a year long playtest of rules that I like. We don't need another year of playtests on another set of rules with more non-combat content. Nor could WOTC survive another year without putting out a product.

sorry I have to disagree... infact if price and size of the book were 'dunting' to new players we already have three huge expensive books...
Yes, and it prevented new players from buying them. WOTC has said explicitly that the reason they separated the classes in the Essentials books into 2 books is to keep the page count down and therefore the price.

It's the number one reason I have heard given to me when new players come up to me at games days and say "I'd like to play, but I can't afford 40 dollars for a book, is there something cheaper I can buy?" Those are people who don't even want a MM or DMG they just want to know the rules so they can show up for things like D&D Encounters and Living Forgotten Realms.

prove it... prove that the most used rules aren't skills...
There's no way to prove this. You'd have to have the ability to know every game of D&D that was happening everywhere and film it all. Since that's impossible, I can only guess.

However, I do have a vast amount of experience with D&D. Way more than most people do. This has a lot to do with the fact that I've traveled extensively and played D&D with people everywhere I've traveled. I specifically go to conventions and lived for a year in another country and had to make all new D&D friends there.

However, it's been my experience that in terms of pure time using the rules, the combat rules are always used the most. A large number of people run dungeon crawls almost exclusively. When an adventure consists of "You open the door, there are 12 orcs, roll for initiative." there are very few other rules used ever.


you can't imagine skill tricks from 3e and Utility powers from 4e being useable with out falling down this slippery slope?
Skill Tricks seemed like a good idea at the time. However, most of the skill tricks were still combat oriented or more useful in combat than they were outside of combat. "Demoralize multiple foes in combat simultaneously" and "Successful feint allows you to avoid attacks of opportunity" certainly aren't non-combat abilities.

Same with Utility powers. The average one gives you temporary hitpoints, lets you shift 10 squares to avoid OAs, or heals an ally. None of which are non-combat abilities.

Non-combat abilities are things like "You can stay at inns for free", "You are always given an invitation to the ball if you are in town", and "You can use the resources of the thieves guild in any city you go to". There have been nearly none of these abilities in any edition of D&D. I'm glad D&D Next has a couple of these, but I'd hope not to go too much further in that direction.

well bad luck for you 5e so far looks to be going more non combat then 4e...
And I'm glad for that. D&D went too far in that direction. I've been playing D&D Next for over a year now. When you said "more noncombat" I assumed you meant starting with D&D Next as the baseline then going further to the non-combat side.

That having been said, the game itself has just as much combat in it, it's just that the focus on it is slightly lifted due to combat taking less time and there being less combat abilities to choose from.
 

innerdude

Legend
Here's my real issue with RPGs that are highly focused on combat:

There's better ways for players primarily interested in combat to "get their fix" than trying to shoehorn their prerogatives / imperatives into a roleplaying session.

Why is it D&D's job, or any other RPG's job, to provide "combat warrior Bob" with an avenue to fulfill his gamist need for "step on up" combat challenges, when there's any number of ostensibly better ways he could do it? Why not point him to:


  • Heroclix
  • Warhammer
  • D&D Minis
  • Battletech
  • The Pathfinder card game
  • Runebound
  • Pretty much any MMO in existence
  • Skyrim
  • Heck, why not just tell him to go find his Diablo II CD in his basement, re-install it and have at it?

The problem is that there's a shift, and a NECESSARY one I might add, going on in the RPG world. If D&D is becoming less and less relevant in the RPG scene, it's because the gamists no longer need it to get the same fix they can get elsewhere. Increasing focus on combat in an RPG is now a detriment, rather than a positive, since you're never going to win over the hearts of those who can get their gamist fix elsewhere, while simultaneously alienating players that want the "other stuff" an RPG offers besides combat.

We are two generations beyond the Gygax / Arneson wargaming roots. There's a near-infinite number of ways someone looking for a "war-game-ish" experience can get what they need in places besides RPGs. In today's world, RPGs' "raison d'etre" is to provide an imaginative experience BEYOND the confines of purely gamist combat needs.

Failure to recognize this reality is Wizards of the Coast's truest hindrance.

D&D was originally a "gamist" game. It's evolved over the years to incorporate more narrativist and simulationist tendencies, but at it's core, it's still a largely gamist enterprise. The problem is, gamists don't need D&D and wargames anymore like they used to.

With this in mind, it is absolutely no surprise to me that "modern" games are incorporating more and more narrativist mechanics and playstyles--because frankly, it's the "sweet spot" for providing a unique creative / cultural / social experience.
 

Mistwell

Crusty Old Meatwad (he/him)
concentrating on them means not caring about combat balance, not caring about being able to properly judge and guess difficulty of monsters, not having interesting things to do in combat for some classes, etc.

Yeah this comment struck me as bizarre as well. Why would it mean any of that, given they are not mutually exclusive things?

Because there simply is not enough time and resources to do both.

Of course there is. We're not talking about rocket science with just one guy and a single day, WOTC has more than enough resources to apply to all those things simultaneously.

Imagine a game where you still needed 3 350 page books to flesh out all the rules like you do in most of the editions so far, but you get the focus that the editions have had so far: Combat oriented.

If page count is the issue, I don't think that's a real concern. We're not talking about a huge number of pages for non-combat rules, we're just talking about making them better, and adding a few more for each class.

So, now you want to add in a large focus on non-combat mechanics. That likely requires that the description of each class doubles to include all of the non-combat options you are adding to the game.

Oh come on now, each ability entry is a paragraph or less. We're talking about adding a few to each class, and some more spells, not a friggen tome.

It also requires sections just as big for all the non-combat rules as you have for combat rules

No, it doesn't, because it's simply not as complex a thing as combat. Combat rules have all these positioning and intricate interactions with each other. Non-combat doesn't tend to have that level of complexity, and I don't see anyone asking for that level of complexity.

This doubles the length of all 3 books

Now you're exaggerating for effect. The monster manual doubles in length because the classes in the PHB have more non-combat options to choose from?
 
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