Combat and Roleplaying

I think I've finally solved a mystery - why some people think that you don't roleplay in combat, and why they claim 4e has less roleplaying than other editions of D&D.

To me the reverse is not just true but obvious. Who you are is at its clearest when the rubber meets the road, and in D&D where the rubber meets the road is combat. This means that the moments that should be the most telling about and most reflective of who you are and in which your personality is at its rawest and clearest should be in combat. You can make all the pretty speeches you like when you are safe - but the things that are important to you are shown most clearly by what you will risk your life for rather than trying to haggle the merchant down to save some gold pieces, or even solving a detective puzzle. And 4e has always to me fulfilled this promise with my fighters showing that they will defend their allies to the death, even taking blows meant for them, my malediction invokers shedding their own blood to hurt their foes, my warlords leading from the front - or from the back, and prioritising their allies. Far from inhibiting roleplaying, combat makes it more intense. You are what you do and you demonstrably value what you are prepared to bleed for.

However, thinking of my experiences in D&D games other than 4e this has not proved the case. A 2e fighter might be a badass thanks to weapon specialisation - but the only choices they really make in combat are about who to hit. Meanwhile the question the wizard asks isn't "How close should I get and how much of a risk should I take?" but "Can I find the right spell in my spellbook for this situation?" And finding the right spell to solve the combat is a test with a right answer so isn't so much about playing what your character would do but seeing if you can find the right answer on a multiple choice test.

To illustrate non-4e wizard might have some spells to cast, but they will never ever decide to stand over the body of the fallen fighter to prevent a coup de grace to repay the debt they owe for saving their life; they just do not have the AC or the hit points to make this other than a Darwin Award choice against anything that can bring down a fighter. I've done it a couple of times in 4e, once with a wizard and once with an invoker and both times they ended up battered - but they were enough to hold the line for a round, and the fighter lived. If a wizard standing over the fallen body of a fighter, trying to take the hits a pair of ogres would dish out because that way the fighter has a chance isn't roleplaying I don't know what is - and this sort of choice comes up far far more often in 4e in my experience than any other version of D&D.

So when combat starts I don't expect the roleplaying to stop - I expect it to ramp up because that's where the rubber meets the road. And in 4e when run even vaguely competently and when there is any meaning at all to the fight it does. But this isn't my experience of other editions of D&D where the fighter's options narrow down to "I hit that guy" and the wizard is looking for the spell to solve the combat. If I'd been more experienced with other editions I'd probably be expecting the roleplaying to stop - so I'd have stopped roleplaying. And given that combat in 4e does generally take longer than other editions (and 4e deals terribly with filler fights where the rubber doesn't really meet the road anyway) if you aren't roleplaying in combat no wonder you find there's less of it.

And I really recommend reading John Rogers on writing action scenes where he talks about practically this exact same issue about whether action scenes should be meaningful or just filler.
 

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Retreater

Legend
I've converted two of my groups from 5e to 4e. One campaign is highly tactical and combat-oriented (following the H1-E3 campaign). The other has a good mix of role-playing, story, etc., with limited combats. Both are enjoyable.
 

I've converted two of my groups from 5e to 4e. One campaign is highly tactical and combat-oriented (following the H1-E3 campaign). The other has a good mix of role-playing, story, etc., with limited combats. Both are enjoyable.

Yay! And good for you. How are you dealing with Keep on the Shadowfell not being a good module in the slightest?
 

Retreater

Legend
Yay! And good for you. How are you dealing with Keep on the Shadowfell not being a good module in the slightest?

We were trying to run it "by the book" to have the "official Wizards of the Coast 4e experience." We got a few encounters into the Keep's dungeon, and we decided to change up things after another slog combat with goblins that had no bearing on the rest of the adventure that engaged no one. We had a group discussion that since we meet only twice a month for 3 hours a session, we'd need to trim the fat from the adventure.

I hand-waved the party up to 3rd level and we sped things up to the final two encounters, which were climactic and fun.

Then we jumped ahead to P2: Demon Queen's Enclave. Since the theme of the campaign is Orcus and undead - that's really the next time in the series the theme picks up.

I know it's a cheat, but it's cutting out a lot of the ho-hum adventure design present in that series.
 

A 2e fighter might be a badass thanks to weapon specialisation - but the only choices they really make in combat are about who to hit.
Where to stand, and who to protect, has always been a choice for them to make. If the mage is a jerk, you might stand in front of the cleric instead. If someone is down, you can choose to stand over them, same as in 4E.

Meanwhile the question the wizard asks isn't "How close should I get and how much of a risk should I take?" but "Can I find the right spell in my spellbook for this situation?" And finding the right spell to solve the combat is a test with a right answer so isn't so much about playing what your character would do but seeing if you can find the right answer on a multiple choice test.
Risk management can be as much a question of personality as it is of player skill. Some wizards are more reckless than others, and some prefer explosions over battlefield control. A wizard's choice of spell selection is a major role-playing choice.

To illustrate non-4e wizard might have some spells to cast, but they will never ever decide to stand over the body of the fallen fighter to prevent a coup de grace to repay the debt they owe for saving their life; they just do not have the AC or the hit points to make this other than a Darwin Award choice against anything that can bring down a fighter.
I've done exactly that, as a wizard. Granted, it was 3E, so I had more HP than a wizard would have in earlier editions. I've also chosen to take a crossbow bolt for someone, by readying an action to leap in front of them.

And in 4e when run even vaguely competently and when there is any meaning at all to the fight it does.
This is actually the problem, for me. Given that HP in 4E will recover so quickly, nobody really sustains any major injury, which makes it feel like combat is meaningless. No matter how badly you get beaten down, you'll be back to full by morning. Which also means it's a hollow gesture to stand over someone's body, and protect them; there's no risk to you, because you can't be hurt, because you'll be fine in the morning.
 

I know it's a cheat, but it's cutting out a lot of the ho-hum adventure design present in that series.

Dropping the keep is about the only way of handling that adventure.

Where to stand, and who to protect, has always been a choice for them to make. If the mage is a jerk, you might stand in front of the cleric instead. If someone is down, you can choose to stand over them, same as in 4E.

Which happens but isn't brought forth in the same way as 4e.

This is actually the problem, for me. Given that HP in 4E will recover so quickly, nobody really sustains any major injury, which makes it feel like combat is meaningless. No matter how badly you get beaten down, you'll be back to full by morning. Which also means it's a hollow gesture to stand over someone's body, and protect them; there's no risk to you, because you can't be hurt, because you'll be fine in the morning.

The one house rule I always and without exception use in 4e is that an extended rest takes a long, lazy weekend somewhere safe rather than a simple 8 hours - I thoroughly agree that 8 hours is too short in either 4e or 5e. And on both occasions dice spikes could have beaten them down.
 

thanson02

Explorer
So when combat starts I don't expect the roleplaying to stop - I expect it to ramp up because that's where the rubber meets the road. And in 4e when run even vaguely competently and when there is any meaning at all to the fight it does. But this isn't my experience of other editions of D&D where the fighter's options narrow down to "I hit that guy" and the wizard is looking for the spell to solve the combat. If I'd been more experienced with other editions I'd probably be expecting the roleplaying to stop - so I'd have stopped roleplaying. And given that combat in 4e does generally take longer than other editions (and 4e deals terribly with filler fights where the rubber doesn't really meet the road anyway) if you aren't roleplaying in combat no wonder you find there's less of it.

And I really recommend reading John Rogers on writing action scenes where he talks about practically this exact same issue about whether action scenes should be meaningful or just filler.

That is the thing with gaming styles, the players always bring their own expectations to the table.

This discussion reminds me of a conversation I had with a player who was insisting the 4E was the worse verson of D&D ever. We kept running in circles on our points and I ended up ending the conversation because he just kept repeating the same thing over and over again. I mulled over the conversation that night and it hit me the next day, we were talking about different views on what the purpose of the game mechanics were. This is my perspective, mind you, so if this goes off topic, feel free to ignore my comment.

When I look at the game mechanics, I am not looking at how the game is played (that is part of it, but not the primary part of it). What I am looking at is "How does this mechanic play as a plot-point divice for my character to tell his story?" That is why I really like 4E because each ability is a element that allows you to express what your character can do in a cinimatic way. You can do that with 3E or even 5E, but you have to basically build that stuff from the ground up and if you have the time to do that, cool, but I am busy with life, work, and kids. When I brought up this distinction with my gaming friends, most of them just saw the class abilities as rules that allowed them to do stuff and felt that you were breaking the rules if you did somthing that your character didn't have a abilitiy that allowed them to do. I think that might be part of the problem as well, because it was a LOT of people who were thinking in this gamer mentality. Like I said, this is just my observation.............
 

Imaro

Legend
I think I've finally solved a mystery - why some people think that you don't roleplay in combat, and why they claim 4e has less roleplaying than other editions of D&D.

To me the reverse is not just true but obvious. Who you are is at its clearest when the rubber meets the road, and in D&D where the rubber meets the road is combat. This means that the moments that should be the most telling about and most reflective of who you are and in which your personality is at its rawest and clearest should be in combat. You can make all the pretty speeches you like when you are safe - but the things that are important to you are shown most clearly by what you will risk your life for rather than trying to haggle the merchant down to save some gold pieces, or even solving a detective puzzle. And 4e has always to me fulfilled this promise with my fighters showing that they will defend their allies to the death, even taking blows meant for them, my malediction invokers shedding their own blood to hurt their foes, my warlords leading from the front - or from the back, and prioritising their allies. Far from inhibiting roleplaying, combat makes it more intense. You are what you do and you demonstrably value what you are prepared to bleed for.

However, thinking of my experiences in D&D games other than 4e this has not proved the case. A 2e fighter might be a badass thanks to weapon specialisation - but the only choices they really make in combat are about who to hit. Meanwhile the question the wizard asks isn't "How close should I get and how much of a risk should I take?" but "Can I find the right spell in my spellbook for this situation?" And finding the right spell to solve the combat is a test with a right answer so isn't so much about playing what your character would do but seeing if you can find the right answer on a multiple choice test.

To illustrate non-4e wizard might have some spells to cast, but they will never ever decide to stand over the body of the fallen fighter to prevent a coup de grace to repay the debt they owe for saving their life; they just do not have the AC or the hit points to make this other than a Darwin Award choice against anything that can bring down a fighter. I've done it a couple of times in 4e, once with a wizard and once with an invoker and both times they ended up battered - but they were enough to hold the line for a round, and the fighter lived. If a wizard standing over the fallen body of a fighter, trying to take the hits a pair of ogres would dish out because that way the fighter has a chance isn't roleplaying I don't know what is - and this sort of choice comes up far far more often in 4e in my experience than any other version of D&D.

So when combat starts I don't expect the roleplaying to stop - I expect it to ramp up because that's where the rubber meets the road. And in 4e when run even vaguely competently and when there is any meaning at all to the fight it does. But this isn't my experience of other editions of D&D where the fighter's options narrow down to "I hit that guy" and the wizard is looking for the spell to solve the combat. If I'd been more experienced with other editions I'd probably be expecting the roleplaying to stop - so I'd have stopped roleplaying. And given that combat in 4e does generally take longer than other editions (and 4e deals terribly with filler fights where the rubber doesn't really meet the road anyway) if you aren't roleplaying in combat no wonder you find there's less of it.

And I really recommend reading John Rogers on writing action scenes where he talks about practically this exact same issue about whether action scenes should be meaningful or just filler.

Yeah I think it may be that most people don't view the choices they are making in combat as particularly powerful expressions of their character concepts... class archetypes, sure I can see that, but that's not how many people define their character or the basis for roleplaying it... I also disagree with you about other editions here because I feel that both 3.x and 5e accomplish this just as well as 4e (don't have enough expereience with earlier editions to comment on them).
 

S'mon

Legend
Hi Francis!

I agree with you 4e is particularly good this way, and it is what hooked me on 4e in the first place, playing a session in 2009 (whereas just reading the books in 2008 hadn't got this across to me at all). I have had similar experiences in other editions though; playing a Fighter in 3e, notably. And I have seen heroic wizards outside of 4e, like my son's Wiz-18 in the final battle of my Mystara campaign in the skies over Ostland, who kept fighting after having been fireballed down to 4 hp by the enemy mage; the PCs were attacking a warbird (flying ship) - instead of bugging out, he held position and when the bay doors opened his own fireball then took out dozens of elite Heldannic knights, turning the tide of the battle - right before the Warbird's blight belcher disintegrated him.

Also in 5e it is possible with spells like Shield to get a decent enough short term AC on a wizard to make heroic stands somewhat survivable.
 

S'mon

Legend
Then we jumped ahead to P2: Demon Queen's Enclave. Since the theme of the campaign is Orcus and undead - that's really the next time in the series the theme picks up.

P2 is definitely a highlight. I ran H2 Thunderspire Labyrinth more recently and it is one of the better ones too, but I did end up cutting big chunks in the second half (after the Duergar fort).

I think P2 is the only one where it felt like we used pretty much the whole thing - looking at my blog we started in session 48 http://frloudwater.blogspot.com/2013/08/session-48-into-darkness-236-2761480.html
we ended it in session 59 http://frloudwater.blogspot.com/2014/01/session-59-die-zirithian-die.html

12 sessions, so with 1-2 fights per session there must have been some encounters not used - I remember there was stuff on the east side of the Enclave unused as the PCs didn't go that route
- but it felt like we got the whole experience. Whereas with H3 Nightfang Spire I cut it down to 8 sessions and around 8 of 30 encounters, and it still felt sloggy.
 

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