• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E Is D&D 90% Combat?

In response to Cubicle 7’s announcement that their next Doctor Who role playing game would be powered by D&D 5E, there was a vehement (and in some places toxic) backlash on social media. While that backlash has several dimensions, one element of it is a claim that D&D is mainly about combat. Head of D&D Ray Winninger disagreed (with snark!), tweeting "Woke up this morning to Twitter assuring...

Status
Not open for further replies.
In response to Cubicle 7’s announcement that their next Doctor Who role playing game would be powered by D&D 5E, there was a vehement (and in some places toxic) backlash on social media. While that backlash has several dimensions, one element of it is a claim that D&D is mainly about combat.

Head of D&D Ray Winninger disagreed (with snark!), tweeting "Woke up this morning to Twitter assuring me that [D&D] is "ninety percent combat." I must be playing (and designing) it wrong." WotC's Dan Dillon also said "So guess we're gonna recall all those Wild Beyond the Witchlight books and rework them into combat slogs, yeah? Since we did it wrong."

So, is D&D 90% combat?



And in other news, attacking C7 designers for making games is not OK.

 

log in or register to remove this ad

doctorbadwolf

Heretic of The Seventh Circle
What about this other "how combat-centric is D&D(?)" metric which is 5e specific?

6-8 (consequentially resource-ablating) Encounters per Adventuring Day (in order for Long Rest and Short Rest PCs to have any semblance of balance over the course of the Adventuring Day

Including the playtest, this has been a very intensive conversation for the last 10 years (and it was one of the most important things that I advocated against during the playtest - balance centered around the Adventuring Day rather than at the site of the Encounter - because it was obvious what the downstream effect of such design would be). If that foundational model doesn't speak to the bulk of table time across the distribution of 5e tables to be spent on combat, I don't know what does.
One of the most pervasive problems I see with 5e’s design is that almost no one plays anything like the assumed adventuring day. That and some classes are “balanced” across pillars which leaves fighters and barbarians out in the cold quite a lot, because they don’t have much versatility across pillars.
Because of the above (and other cultural factors), my guess is this is probably the reality for the significant majority of 5e tables out there:

* 3/5 to 4/5 spent on combat.

* 1/10 to 1/5 spent on consequence-light free play. You're talking minimal dice being rolled (overwhelmingly conversation + GM decides). There may be a very stray consequence-heavy roll, but typically, what dice are rolled are either relatively consequence-light (output impact on subsequent framing is overwhelmingly color), "access the plot dump", or outright GM Force to ensure plot trajectory/stability.

* 1/10 to 1/5 other. This might be overcoming stealth/wilderness/investigatory and perception/social/banish and adjure obstacles.

That looks right to me. I'd very surprised if the table time floor for most 5e tables out there was below 60 % combat and I'd be very surprised if it was greater than 80 % combat.
Really? You’d be surprised by that? I’d be shocked if what you propose is even close to the norm at the majority of tables. 3 to 4 5ths combat? I’ve literally never seen anything more than half in a given story arc or campaign since roughly the start of 4e, when I came back to D&D after avoiding the heck out of 3/3.5.

1/4 is more common, IME. Maybe 1 fight per session, sometimes more, sometimes none.
The distribution almost surely would skew toward the 3/5 but 75 to 80 % would absolutely be healthily represented (of the 10 games I've borne witness to in real life, nearly all of them spend 3 of their 4 hours of play in combat...overwhelmingly these are teens to 20 somethings so that may be a Final Fantasy byproduct - very heavy on the intricate combats and then basically spend the rest of the time on chasing/following metaplot and what I'll call "conception play" which is a player taking on a very particular trope/archetype and playing it as pulpishly to the gills as possible and being heavily preoccupied by how they look, how they perceive themselves, and how they are perceived - all of this taking place in overwhelmingly consequence-light or consequence-free play)
This is wholly alien to my experience of D&D. By consequence light/free, I hope you at least just mean “lacking in explicit mechanical consequence, such as loss of resources”? Otherwise…I’m not sure we even play the same game. Which is fine, playing a different game from the same books is a strength of 5e D&D (and some other editions).
 

log in or register to remove this ad

Umbran

Mod Squad
Staff member
Supporter
Mod Note:

Folks, I'm seeing some rising hostility in here. Please allow me to remind you all that isn't okay. Posts should be respectful and kind. If you feel you aren't being given respect, that is not a justification for treating people poorly.

If you find yourself frustrated with people, take a break. The world will not collapse if you walk away from a discussion for a day or two.
 

Aldarc

Legend
BS. It’s a direct response to your suggestion that D&D was made in order to play single combatants rather than armies.

You literally, explicitly, compared early D&D to MOBAs, in the motivation for its development.
Yes, I compared the move from wargames (i.e., Siege of Bodenburg, Chainmail, etc.) to D&D to the move from RTS games to MOBAs. It was a move from controlling armies to controlling single individuals. I don't know why pointing out this shift is somehow controversial; it is commonly cited as a key part of the "roleplaying revolution," though there were additional steps in between with Braunstein. At no where in this did I argue, however, that (and I quote) "D&D has been just rules for combat."
 

Staffan

Legend
I'm in complete agreement. For all the lip service & cheering abour o5e being designed to make combat quick I find that it turns into a slog with all the depth & speed of a drawn out game of rockemsockemrobots all too often without the tactical grid & powerful control/buff/debuff type stuff that used to allow it to ascend from slog to competence porn in the past.
Speed was clearly one of the design goals. I remember the designers bragging about playing on their lunch break and having time for multiple combats in that time. That's probably also why so many of the MM monsters are just "bags of hit points" – less complexity means more speed. I'm also assuming that these fights were pretty simple, like "there are three orcs in the room".

But it turns out that many people like some complexity in their fights, and they enjoy grid-based combat because of its lack of ambiguity ("How many orcs can I hit with burning hands?"). And that means fights take longer.
 



BrokenTwin

Biological Disaster
One of the most pervasive problems I see with 5e’s design is that almost no one plays anything like the assumed adventuring day. That and some classes are “balanced” across pillars which leaves fighters and barbarians out in the cold quite a lot, because they don’t have much versatility across pillars.
I'm not sure I've met ANYBODY who has played 5E and routinely manages the assumed adventuring day outside of kick-down-the-door dungeon crawls. One of the reasons I prefer the alternate rest rules in the DMG, though those have their own knock-on affects.

RAW, the designers apparently assumed a lot more combat than was actually happening at the average D&D table. Which is presumably at least partially where the side of "D&D is focused on combat" is coming from, by the rules presented in the books. Presumably, the "D&D is not focused on combat" crowd is more looking at the average play experience at the table, where the intended average amount of combat encounters per day rarely if ever happens. So D&D 5E as written seems to have a greater emphasis on combat than D&D 5E as played.

------------------------------------------------------------

I've seen it mentioned a few times now, so I have to ask: why do some people feel that combat REQUIRES more complexity than other areas? I'm curious if someone in favour of the concept could provide me with a more detailed explanation of their reasoning.
For the record, I do believe that the additional complexity for combat serves the purposes of the fantasy hero concept that D&D provides, but the people I've seen advocating this idea seem to believe that combat is just inherently more complex than other areas of life that can be emulated in TTRPGs, and I don't understand that logic.
 

tetrasodium

Legend
Supporter
Epic
Speed was clearly one of the design goals. I remember the designers bragging about playing on their lunch break and having time for multiple combats in that time. That's probably also why so many of the MM monsters are just "bags of hit points" – less complexity means more speed. I'm also assuming that these fights were pretty simple, like "there are three orcs in the room".

But it turns out that many people like some complexity in their fights, and they enjoy grid-based combat because of its lack of ambiguity ("How many orcs can I hit with burning hands?"). And that means fights take longer.
That speed only lasts at the low levels & without cranking treasure to a point well beyond combat as mere sport or drastically underleveled encounters it gets stuck in the mud of too many giant sacks of hp
 

doctorbadwolf

Heretic of The Seventh Circle
Yes, I compared the move from wargames (i.e., Siege of Bodenburg, Chainmail, etc.) to D&D to the move from RTS games to MOBAs. It was a move from controlling armies to controlling single individuals. I don't know why pointing out this shift is somehow controversial; it is commonly cited as a key part of the "roleplaying revolution," though there were additional steps in between with Braunstein. At no where in this did I argue, however, that (and I quote) "D&D has been just rules for combat."
You seem to be being a bit obtuse, here.

You made that comparison as a challenge to the notion that part of D&D’s development was a desire for more than just combat. This implies (and it’s barely less than explicit) that the creation of D&D had nothing to do with roleplaying, or any other element of D&D than “combat involving several individual characters”.
 

hawkeyefan

Legend
Yes. Seriously go grab your phb, and read the rules that aren’t in the class chapter or spells list (two sections that will very obviously be removed wholesale and replaced with something genre and theme appropriate) Just looking at the ability checks section and the backgrounds and such (and the downtime and tools mechanics in Xanathar’s bc they expanded the game in really interesting ways), it’s very easy to see that it can support pretty much any genre and theme.

It would, in my estimation, be an unsatisfactory game. Removing all the bits related to combat, what remains is a bare bones skill system, a list of backgrounds that offer access to those skills along with a specific social/exploration ability, and non-combat spells and feats.

You think that's satisfying? You don't think that Cubicle 7 is going to attempt to replace all the stuff they have to take out with new rules? New classes, different backgrounds, new feats....and so on? I expect they will and that's because the 5e system without combat is barely anything.

Prove it. Others have challenged this claim, and no one has tangibly supported it in response.

I don't know what more can be offered that hasn't already come up in this thread, but I'll try one more take. Character sheets.

Look at a 5e character sheet and tell me if you see more combat relevant information or less. Tell me if most of the information on the character sheet comes into play during combat or outside of it. Now, go beyond just what appears in the character sheet.... consider the frequency with which the bits of info here are used.

Look at character sheets from other games. Look at the sheet for the Dr. Who game that Cubicle 7 is already publishing. There is almost nothing that seems to be specifically combat related.

Look at the character sheet for Tales From the Loop. Look at the sheet for the Alien RPG. Compare them. They use the same basic system....and yet, looking at the character sheets, you can clearly tell which one is more combat focused.

Doesn't mean Alien is a bad game. Why would it mean that? It just means that in that game, combat is a bigger focus.

It also doesn't mean that Tales From the Loop can't do combat if you wanted it to. But of the two, if you want a game that's going to focus on combat or one that won't, the choice is clear from the mechanics of the game.

But it isn’t. This is only true if you insist on viewing the question through the lense of “complexity = weight/importance”, or a similar lense. The ability checks section is much more the core of the game. Combat is literally designed to be quick and let you get back to the important stuff.

You could easily build a whole 5e based game without the combat section, and with no classes getting any combat abilities (though DW should have room for a Jack Harkness), and some added proficiencies to leverage with the ability check rules.

It's not necessarily about complexity equaling importance. It's about the mechanics of the game telling you what the game is about. There are plenty of games that have complex social rules that still focus on combat, there are plenty of games that have combat light rules that are still about combat.

The common claim for the strength of D&D's social game is that "the rules get out of the way and allow improvisational roleplay". This claim is weak because improvisational roleplay is a part of pretty much every RPG I've ever played... that's not a strength specific to D&D. The idea that the rules allow this to happen by "getting out of the way" simply means that people are happy not to have rules in this area. They're largely making things up and allowing the GM to dictate the results after considering the quality of the player's performance and/or the relevance of the argument that they make. Perhaps.... though many have pointed out this is not necessary.... a roll will be made to determine the outcome.

That ain't much of a game. The rules don't have to be complex, but they need to work with the fiction of the game to be both fun and carry the weight of the fiction.

Bringing it back to the thread topic’s origin, if you look at where most of the combat rules are, it’s in stuff that a genre-changing 5e based game is never going to keep anyway. No way a weird sci-fi 5e-powered game is going to have rogues and paladins and zone of truth.

Right. The first thing they need to do is jettison most of the mechanics. Because why? Because most of them pertain to combat.

I have no doubt that you are right about them getting rid of all that. I think it'll be interesting to see what they replace those things with to try and rebuild a satisfying game. My guess is that they'll need to really lean into social mechanics, very likely the sort that don't "get out of the way". It'll be a challenge to do it, and I'm actually curious what will happen.
 

Status
Not open for further replies.

Voidrunner's Codex

Remove ads

Voidrunner's Codex

Remove ads

Top