CleverNickName
Limit Break Dancing (He/They)
This is my biggest complaint about the game for as long as I can remember.D&D Combat is fictionless. But Frogreaver, "What does that even mean?" It means that D&D combat is incapable of representing combat fiction the way we want to imagine it. The turn structure gets in the way. Instead of having the goblin and fighter charge each other and meet in the middle. Instead we have the fighter carefully plotting out his turn and being careful to only use enough movement so that the goblin in question will need to use it's action to dash to get to him. A wise tactical decision! But that tactical decision has no basis in the actual fiction. The fiction is just that the fighter and goblin charge each other and engage each other in melee combat - I mean no one imagines the fighter advances and then stops, and then the goblin advances and then stops... right? So this wise tactical decision is solely a reflection of 'metagaming the combat turns'. That bugs me. And it's probably going to continue to bug me as I don't really see a possible solution. But it would be really nice if for my combat decisions to be wise and tactical they could be based on the fiction instead of the turn structure.
We can spend an entire gaming session deeply immersed in the story and the setting, vibing off of each other in character, telling an awesome story of betrayal and revenge, dragons and sorcery...
...and all that carefully-crafted suspense and tension goes right out the window as soon as we roll for initiative. Now we hard-shift from storytelling to some weird board game, where everyone argues over minutiae, complains about (Dis)Advantage, and counts squares on a battle mat over and over again for a solid hour.
It's gotten better since 5th Edition came out (Pathfinder was the worst I'd seen), but it's still a bit too board-gamey for my tastes. I'm always on the hunt for ways to streamline the "combat mini-game" so that it doesn't pull so much focus.