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D&D 5E Is D&D 90% Combat?

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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.

 

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See I look at it more like people just really, really have no idea how social mechanics actually work but oppose them anyway.

Makes these sorts of conversations difficult when there just isn’t any common language being used.
Sure, it's definitely that people don't know what they're talking about. Just apply that to anyone who disagrees with you, and you never have to question yourself! Instant win!
I think what he means in English is that when the player is given to understand by the DM that the DM has no intention to force things to go a certain way, during a particular social interaction, then things will be better somehow?

At least that's what he appears to mean by things like "both parties playing to the hilt" and "taking that looming prospect off the table". So I take it that a skill challenge is some kind of looming prospect and things just go better when the player doesn't have to worry about it?
I don't think that is quite what they're saying.

Rather, it's that the game mechanics themselves determine outcomes, including the mental/emotional state of the characters, and the DM is really essentially another player as much as they are the referee, in a way that isn't true of DnD.

That is, the DM doesn't have a bunch of information about the scene at hand that the player doesn't have, and is just as subject to the mechanics of the game in determining what comes next as the player is, and thus what is not hanging over the session is the prospect of the DM railroading the players, or making a nonsensical call based on some random bias.

The position is, essentially, the opposite of the "DM empowerment" position, and that this dynamic means that people play differently, in a way that some people prefer.

For the most part I would have no idea how to resolve combat actions without rules.

On the other hand, I have a decent grasp of how people think. At least good enough for the game.
Yeah I feel like people keep ignoring or dismissing this aspect of the discussion. I don't need an abstracted modeling engine for having a conversation. I do for a swordfight.

And I already run into times where the specifics of combat in dnd annoy me because I don't think they make sense, and they don't make sense in a way that feels restrictive. When social mechanics feel that way, it is even more frustrating because I have signifanctly better understanding of social interaction than I do swordfights.
I've hit that now and then. Made chili for friends once and had someone get upset when I couldn't tell them exactly how I made it. Apparently "add spices until it smelled right" wasn't the answer she was looking for.
Oof. Yeah. I feel that. I've got friends who, even though they have no allergies or anything, just get really stressed out eating food they don't know the entire ingredients list for, and honestly I eyeball and wing it a lot. My chili is never exactly the same, sometimes I cook a pork shoulder roast in the chili, sometimes I just use ground pork and beef, sometimes I add mushrooms, sometimes I make it vegetarian, sometimes the mix of beans changes a little, nevermind how much the spice mix can change, since I can't use premade spice mixes or sauces, since my wife is allergic to garlic.
I would just say that if you equate not having a set of simple transparent rules to unfair play and "winning and losing" that it's an issue with the DM, not the system or lack therein. The DM can always put their thumb on the scale unless the stakes and target goals are not set by the DM. That becomes a very different game.
Yeah while I prefer that the players be more empowered than is the case in "stock" 5e dnd, I otherwise agree with this. I've played games like that, and they're fun, but I am not ever really going to get as into them as I will in games where interaction is more loosely defined and narratively driven. (by which I mean that the narrative drives consequences and framing and reframing the scene, rather than mechanics creating a flow-chart-map thing of "if-then" operations to create narrative)
As far as being surprised by the outcomes, I simply disagree. Players surprise me on a pretty regular basis. I do have to make a call on the spot of how to determine if they're going to succeed which will go from "it's not going to happen based on something the PCs don't know" to "Possible but slim" to "Yeah that makes sense it succeeds". I don't plan out scenarios, I plan out individuals, groups, trends and motivations. I've had entire potential story arcs I had roughly outlined changed because of things like this. It's one of the reasons I want flexibility.
Yeah, this. The idea that you need the if-then narrative creation operations I mentioned above in order to have all participants be surprised is one of things where the best reply is, "sure, for you, and I'm glad you have games that do that for you."

Like...I don't need those mechanics for my character to do something I'd rather not have my character do, or to feel what my character feels, or to be totally turned 180 degrees with a character by how the character responds to something in the moment. The same is all true when I DM.

For many of us, and I'm guessing that includes you, it's harder to feel what the character feels when what they feel is being determined by the difference between an 8 and a 10 on a 2d6 roll, rather than by my intuitive understanding of the internal state of the character, in general and in that moment. For others, and I'm guessing this includes @Manbearcat and many others ITT, the opposite is true.

This isn't a bridge that can really be gapped, except in the sense of accepting the difference and that everyone's experience is valid and real. No one is going to convince anyone else that how they experience roleplaying games is somehow not true.
 

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I think that you are missing the point that I was making, but no matter.

I admit to being dense now and then. I'm just saying that I'm not being dismissive, different people like different things. I know other games do not have that core dynamic and you don't need that core dynamic to play D&D, I'm sure there's an entire spectrum of play. But the default assumption is that the DM creates the world and it's inhabitants, the DM is not just god he creates the gods.

The role of the DM is another topic, but as it says in the intro of the DMG
You’re the DM, and you are in charge of the game. That said, your goal isn’t to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more!​

If the players feel like they're being treated unfairly it is an issue with the DM in D&D. Change the dynamic of what the DM is and you change a core dynamic of D&D.
 

I'm admittedly the same, I assume its because my background is tied into freeform message board roleplaying, but systems that codify roleplaying in the way that @doctorbadwolf is discussing actually end up feeling like they're worse for roleplaying (for me, and other players I have.) I think that the reason involves how I learned to think about my decision making process for roleplaying-- the surprise comes from the collaboration rather than from the mechanics, because I have control of my character (or as a GM, the world) but not of you or any other Player Characters. So when game systems codify the roleplaying, I can have fun playing it in its own right (say, as a social engineering experience) but for me, it presumes too much on my roleplaying.

Meanwhile these games that don't do that mostly simulate physical things, so I use them as tools to solve problems like "how do I have fights without calvinball, or people having to police themselves in a clunky way" while doing the other components the way we always would have.
 

I admit to being dense now and then. I'm just saying that I'm not being dismissive, different people like different things. I know other games do not have that core dynamic and you don't need that core dynamic to play D&D, I'm sure there's an entire spectrum of play. But the default assumption is that the DM creates the world and it's inhabitants, the DM is not just god he creates the gods.

The role of the DM is another topic, but as it says in the intro of the DMG
You’re the DM, and you are in charge of the game. That said, your goal isn’t to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more!​

If the players feel like they're being treated unfairly it is an issue with the DM in D&D. Change the dynamic of what the DM is and you change a core dynamic of D&D.
Please let this be the core point from my analogy post:
I think that it is important to identify to how different TTRPG systems enable or constrain a DM's ability to exercise authority over the narrative outcomes. I don't think that this can or should be reduced to "an issue with the DM." Critiquing who is in the role is not the same as critiquing the authority of that role.
So when you quote what the DMG says is within the DM's authority, that says nothing about whether they are a "good DM" or a "bad DM." That's a red herring discussion. The issue pertains to critiquing how 5e's system enables and/or constrains a DM's authority on narrative outcomes. I understand that people have different preferences both on the player side and DM side of things regarding a DM's authority. I don't think that the point of discussion is to dismiss those preferences, but, rather, to recognize how different systems address/support those play preferences through different mechanical means (or lack thereof).
 

I think in a way, that's the real discussion though-- how the problem should be solved in the first place. If you think behavior should be solved via systemic constraints on narrative outcome DND is woefully lacking because it lacks those constraints, if you think it should be be solved primarily through communication exterior to the game system as a matter of technique and style ("Hey DM, about that decision you made earlier...") or even not be 'solved' at all so much as worked around or priced into expectations, then the modern DND approach makes a lot more sense. After all, Game Systems are books, not cops-- you have to agree, on an ongoing basis, to follow a system's guidelines on narrative authority for it to have any meaning:

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Which ultimately makes it a matter of culture, the primary purpose of the tool isn't the warranty sticker you're ripping off, its the job you need it to do-- if it can do the job to your satisfaction, then that's what matters. In the end, the only thing that stops people from doing things with their special boss hat or even constructing a special boss hat, is the ability of the other participants to set and enforce boundaries through social means. Honestly, it can even be a problem on the other side of the table when a player gets too pushy about getting people to play the way they want, or always being the one to push other players to make certain decisions, or to demand a certain kind of morality in the game without the enthusiastic consent of the other participants.
 

Please let this be the core point from my analogy post:

So when you quote what the DMG says is within the DM's authority, that says nothing about whether they are a "good DM" or a "bad DM." That's a red herring discussion. The issue pertains to critiquing how 5e's system enables and/or constrains a DM's authority on narrative outcomes. I understand that people have different preferences both on the player side and DM side of things regarding a DM's authority. I don't think that the point of discussion is to dismiss those preferences, but, rather, to recognize how different systems address/support those play preferences through different mechanical means (or lack thereof).

Any system that is not entirely in the hands of the players or run by a set of static unchanging (and transparent) rules can be subverted by the DM/GM/referee. 🤷‍♂️

In any case it doesn't really apply to D&D without changing some things about the way the game works that I wouldn't want.
 

I don’t care what your preference is. You are presenting your opinions as if they were “obviously true”, and they are not. You have literally suggested that people who disagree with you aren’t familiar with the game.

No, I'm presenting my observations as if they are obviously true, and then I'm sharing what those observations lead me to believe. That conclusion is indeed my opinion. The observations are less so.

You gotta realize that “minimal” has completely different connotations than “limp and barely existent”. This reply of yours to a challenge to that connotation is ridiculous.

And no, it isn’t minimal, but neither cogent arguments nor a sea of people on every platform where D&D is discussed will get you to even consider another way of looking at the game, apparently.

I've looked at the game a variety of ways. I'll gladly listen to more takes on it. Offer one.

Limp and barely existent is my opinion. I rephrased it to the less harsh "minimal", but when you boil it down, it's the same thing. I don't think the social mechanics of D&D are all that engaging as a game. I think they're there as a bare minimum to support that pillar of the game in so far as it serves the design of D&D. The social mechanics allow players to maintain control over their characters, free from any kind of social risk that they decide is too great, and they allow the DM the ability to maintain a significant amount of control over the game world.

I have no problem with that. If I did, I wouldn't play 5e. It suits the game and the way it functions.

Your entire premise, the whole framework, is built on foundations that I completely disagree with. “Detailed and highly specified” =\= “robust”, for a start. The two sections of the game are about equal, they’re just built differently, specifically so that the experience of running and playing them is different in ways that players generally find satisfying.

How does detailed and highly specific not equal robust, when it comes to rules? What are the robust social rules in 5e? BIFTS? Three or four Charisma based skills? The Ability Check mechanic?

I'm genuinely asking for your input here. You say in the above quote that you disagree with me, but you don't really go into why. You instead just say my argument is my opinion and so on. Yes....it is my opinion. I feel I've offered some support for it across several posts.

What is your support that the social mechanics of 5e are robust? That they are equal but different to the combat mechanics. How do you justify this assessment? Instead of telling me I'm wrong, tell me why you're right.

Besides which…5e interaction literally is not freeform. “Virtually non-existent” is such egregiously incredible hyperbole I’m beginning to think that we should stop this discussion.

So I'm going to share an example from another game because it literally went down last night.

I'm running a game of "Spire: The City Must Fall". It's a game about drow rebels in a towering city ruled by the high elves. The PCs are drow members of a secret cult that wants to reclaim the city from the high elves. The system actually has a variety of rules that pertain to social encounters and interactions that is at least equal to the number of rules that pertain to fighting and combat. Yes, you can fight, but it's usually not the best idea and is kind of a last resort. The game is more about spycraft and subterfuge and manipulation. The cell has gotten into some minor scuffles here and there, and one serious full on battle.

Last night, the player of the cell's Knight, their most martially focused character, had some really interesting things happen to him due to a social encounter. He's currently wanted for a major crime when the cell attacked and eliminated the leadership of one of the districts major crim organizations. It was a huge fight in the city streets and it's led to some significant fallout. Notably, the Knight is now wanted for the attack, and his squire was killed in the battle. The PC cell is dealing with the fallout as the remaining crime factions scramble for position, trying to scoop up the holdings of the damaged faction.

Last night, one of the other PCs was seeking an audience with a gnoll crime lord, and was being led into their lair, which is an underground structure beneath a gladiatorial arena. The knight wanted to tail them without being noticed. At this point, he's accumulated a significant amount of Mind Stress (the game has multiple types of Stress, which indicate mounting risk for harm - Body, Mind, Silver, Reputation, Shadow). So he's fried and at his wit's end; this makes sense considering the whole district is looking for him. He winds up failing and taking some more stress. So the guards confronted him and I rolled for Fallout (this is a roll to see if abstract Stress becomes a specific drawback or wound or whatever is appropriate). You roll a d10, and if you roll less than the PC's total Stress, then they take Fallout.

The roll failed, so he took a Fallout. Most of his Stress was to Mind, so I looked at the list of available Mind Fallouts, and one was "Permanently Weird". This means that he does something that unsettles those around him. The GM can invoke when this comes up in play going forward. The player can suppress it, at the cost of taking some Mind stress. This is permanent until it is somehow treated or magically cured (not necessarily an easy thing to do). "Permanently Weird" seemed the most suitable Fallout and the idea occurred to me that he started seeing and hearing his dead Squire. So now he sometimes talks to his dead Squire as if he's there, and everyone around him is like who the hell is this guy talking to.

So we decided that as he was sneaking in, his Squire chimed in, and he responded, and that's what alerted the guards. They came and confronted him, and were about to escort him from the area. Luckily, the other PC has significant ability to convince other people to listen to him, and he came back and bailed the Knight out of trouble with some successful Compel rolls. They then met with the gnoll crime lord and we continued with the encounter.

So all of this was shaped by the actual mechanics of the game. Yes, there's still plenty of input by the GM and the player, but the mechanics are involved pretty heavily. They're significant in the sense that this would not have worked out this way if certain rolls had gone differently. They're also known to the player; the mechanics are entirely player facing. The game works with a dice pool of D10s keep the highest, with tiers of results (1 critical failure, 2-5 failure, 6-7 success with stress, 8-9 success, 10 critical success). The way Fallout works is clear; the higher your Stress, the more significant the Fallout. The PCs have resources they can bring to bear to help them with their chances on a roll, or with mitigating Stress, and so on. The rules are identical if they're swinging a sword at someone and risking Stress to Body, or whether they're trying to pay someone off and risking Stress to Silver, or trying to sneak into a criminal lair and risking Stress to Mind.

I would say that this is an example of mechanics that are equal.

The PC now has a permanent condition that can complicate all kinds of situations going forward, one that I as GM can invoke when appropriate, but which the player can override at the cost of some stress. The player went into the game with one concept of his PC, and came out with something different.

That's how rules can promote the social element of the game. Not by getting out of the way, but by prompting the GM and players in order to propel the fiction forward in new and unexpected ways.

I try to imagine how such a development could come about as the result of play in a 5e game.... and I can't think of a way. The PC basically had a mental break mid-mission and now speaks to his dead Squire that only he sees, and he has to deal with that. Sure, a player in 5e could say something like "I think all this has taken a mental toll on him, and he just snaps. Can I add the trait 'talks to his dead squire'?" and the DM could allow it, and then going forward the player could roleplay that to get Inspiration. But if he doesn't want Inspiration, he never has to bring it up again. And that seems like a pretty minimal way to handle it by comparison.
 
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I find that extremely difficult to believe, but if true it would explain why your views on this stuff are so different from my own and those of every person I've ever gamed with.

I think it's more likely that we are communicating poorly, in some way, and what each of us is describing is not what is being read, though. You're really saying that you always see a single failed skill check in a stealth scene instantly alert the entire enemy force, instantly leading to combat with no way out but violence?

I just...really struggle to understand why you would play DnD after even a couple such sessions, much less years. I sure as hell wouldn't.

What can I say? Entire modules are predicated on precisely this. Most recently The FinalEnemy in Ghosts ofSaltmarsh.
 


I'm sure you've played some kind of sport in your life where there was a referee.
Only if you interpret "played" very loosely. I have stood in the middle of a freezing cold muddy field trying to avoid people running around with an egg-shaped ball. I suspect there was a referee in there somewhere.
(2) Ensure a satisfying dramatic arc occurs in the game.
Definitely not "ensure", no. That would be railroading. "Subtly try to promote" is what I do. But if the players make a decision that is not "dramatically satisfying" then it's not the DM's job to over-rule them.
(3) Reward players for good effort in their play (which, effectively, means penalizing the other team despite the merits of that teams play of the game/sport).
I can't say that I really do that. Players enjoy playing well. It's it's own reward.
As a result of wearing all three of these hats...
Since I reject your a priori assumptions on two out of three points, your concussion has to be false.
 

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