BryonD
Hero
To repeat my question: Is your statement intended to be "to you", or are you claiming to describe an unavoidable truth for all games everywhere?But, how does that work?
To repeat my question: Is your statement intended to be "to you", or are you claiming to describe an unavoidable truth for all games everywhere?But, how does that work?
You didn't say much, so I can't take much context. But you seem to be back to implying the inevitability of circumstances based on looking at mechanics in a vacuum. I not only reject that presumption but I'm saying that my decades on gaming experience disprove the null hypothesis claiming my game can't happen. That isn't to say that other peoples' game with negative results don't happen. But I'm not going to get hung up on worrying about if someone else has a game that is defined by failures and dramatic events that did not materialize.
If a group is consistently beating the odds, on a consistent basis, then the odds are not what they think they are. They cannot be.
The example of poker is pretty apt I think. Sure, you can play the odds in poker. You can do all sorts of things to help you win. But, what you cannot ever do, is consistently win. You can't. There's simply too much random element in poker to ever win consistently. The longer you play, the more you will lose, and that's an unavoidable fact.
So, if your group is consistently succeeding in combat, then how can it be CaW? It's not random. It can't be. Not if you are consistently succeeding. The odds are simply too great for that to be true. Even if you have an 80% success rate, you are still failing 1 encounter in 5. And I'll guarantee that no one in this thread has a failure rate even approaching that. Probably closer to about 1%.
Combat as War is a knight riding against an opposing army. He doesn't want a fair fight, he wants to win. He'd rather ride against the peasant militia if he has to, because they can't hurt him up there on his horse. If he's forced to fight an opposing knight, he uses whatever tactics he thinks he can win with.
Combat as Sport is a knight riding in a joust. He still wants to win, but in this case the circumstances are limited by mutual agreement - one knight at a time, waiting until the other guy is ready, letting the other guy pick up his weapon when he falls down. (The fact that they're also not trying to kill each other doesn't apply to D&D.) Both knights could still be hurt or killed. One knight could be much better than the other, such that he has no chance of losing. But the circumstances surrounding the fight limit the options of the fighters.
By this definition, though, no edition of D&D has focused on either extreme, they've all been in a continuum in-between those.
I don't see this as a problem with the model.
The reason the CaW/CaS dichotomy comes up is because certain D&D rulesets support one playstyle better or worse - and that people who prefer to play at the CaW end of the continuum found the, shall we say, "encounter-level" focus of some magical abilities to be too weak for their intentions. While people preferring the CaS end found long duration and open-ended powers to be "game-breaking".
Ergo - when discussing a new edition, it became a point of contention as to how far to one side of the continuum the rules should fall. Remember, most people in any argument tend to think their viewpoint represents something close to the "center".
I think that these points about different goals of playstyles is useful for understanding the game, and I get very frustrated when other writers dismiss whole arguments because they feel that the original poster was attacking their preferences.
Well, what you're showing is that there is no dichotomy. Only a continuum, and talking about the issue as if there was a dichotomy is very clearly, as you have illustrated, actively unhelpful.
I don't have time to go into everything wrong with the false dichotomy presented by CaW/CaS and its slanted, condescending delivery.
As to the justification that certain games 'support' one style or another, I'm not convinced. Classic D&D lacked encounter guidelines, and those provided by 3.x weren't that dependable, while 4e came up with some fairly decent ones and 5e is at least trying to hold onto some of that. That doesn't mean that any of those edition 'supported' one quasi-competitive mode of play better than another, just that later games better-supported both, in the limited sense that they decreased the degree of system mastery the DM needed to prepare encounters as intended - be they of the asymmetrical CaW type or the balanced CaS type.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.