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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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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.

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.

I can't say that I really do that. Players enjoy playing well. It's it's own reward.

Since I reject your a priori assumptions on two out of three points, your concussion has to be false.

Did you just drop an “a priori” on me after forcing us into an extended detour because you accused me of intellectual snobbery?

To you and @Oofta

I was building a model to communicate the concept of competitive integrity.

This was in no way, shape, or form a means to discuss your own TTRPGing games.

Don’t map the model to your personal TTRPGing play (I don’t know why you did that in the first place). Just look at the model I’ve written for problems in sport as it pertains to competitive integrity. Then consider how it might be mapped onto TTRPGing play (not your play, but play period). Does the concept of competitive integrity make more sense now?
 

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Yes. Hypocrisy FTW!

But I genuinely didn't understand. I'm an intellectual snob, but a different kind of intellectual snob.

Do you actually want to talk about this or are you just actively wasting my time and my sincerity?

Do you want to tell me where you don’t understand the model or is this just an Internet thing that’s happening right now that would never happen in real life?
 

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.



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.



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.



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.
One person's robust is another person's artificial and constraining. If you like that kind of game, great.

The more people try to explain how wonderful this kind of game is, the more I realize I would not. If I think my PC is so stressed he has a mental break, he'll have one. Your game took away that autonomy and my control over the narrative of the PC. Whether my having control of things like that is realistic or not is beside the point, I'm writing the hero and how they react and think in my head canon. Is it realistic that I have control over the PC's mental state any more than whether I make that stealth check as they were tailing someone? Not really. But I want to get into the head of another person when I RP them, I don't want mechanics forcing a mental state.

Which is fine. Different people like different things. Which is why it's great that we have different games. I just don't want any of that in D&D.
 

One person's robust is another person's artificial and constraining. If you like that kind of game, great.

The more people try to explain how wonderful this kind of game is, the more I realize I would not. If I think my PC is so stressed he has a mental break, he'll have one. Your game took away that autonomy and my control over the narrative of the PC. Whether my having control of things like that is realistic or not is beside the point, I'm writing the hero and how they react and think in my head canon. Is it realistic that I have control over the PC's mental state any more than whether I make that stealth check as they were tailing someone? Not really. But I want to get into the head of another person when I RP them, I don't want mechanics forcing a mental state.

Which is fine. Different people like different things. Which is why it's great that we have different games. I just don't want any of that in D&D.
I don't think that this conversation is fundamentally about wanting such mechanics in D&D or not - though some people undoubtedly do and some undoubtedly don't - but, rather, it is simply the fact that such social mechanics are not a part of the 5e game. This is to say, its purpose is only to highlight how D&D (5e) lacks - whether by intentional (negative) design or not - a similar sort of robust mechanical support for that social pillar in comparison with its combat pillar.

However, people were asked what such social mechanics add to the "game" (i.e., roleplaying games, in general) and people who enjoy them answered. Obviously tastes vary. What works one person may not work for another. "People will like what they like" and all that jazz, but the question was answered. I don't necessarily think that these people want them in D&D or even think that 5e's architecture could support it without an overhaul in other key areas, but I also don't think that is again the point, just to (hopefully) bring it back into focus.
 
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One person's robust is another person's artificial and constraining. If you like that kind of game, great.

The more people try to explain how wonderful this kind of game is, the more I realize I would not. If I think my PC is so stressed he has a mental break, he'll have one. Your game took away that autonomy and my control over the narrative of the PC. Whether my having control of things like that is realistic or not is beside the point, I'm writing the hero and how they react and think in my head canon. Is it realistic that I have control over the PC's mental state any more than whether I make that stealth check as they were tailing someone? Not really. But I want to get into the head of another person when I RP them, I don't want mechanics forcing a mental state.

Which is fine. Different people like different things. Which is why it's great that we have different games. I just don't want any of that in D&D.

Yes, that’s fine. I’m not trying to convince you to like robust social mechanics. You can like them or not.

I would contest your assessment of “artificial” because I don’t think that applies at all. Everything that happened in my example flowed from the fiction and felt organic. What would be artificial would be for the Knight to go through everything he had and emerge unscathed simply to preserve the player’s control over the character. This is because the game is about the cost fighting for a cause takes… the toll that’s taken from those who fight. So therefore, the game has mechanics to support that.

But I’d agree with your assessment of “constraining” just as I’d say that characters in D&D are constrained by the rules of combat.

My example was about the contrast between a system where there are such robust social mechanics and one where there are not.

For some reason, it seems some folks see D&D’s minimal social mechanics as a negative and so they feel the need to insist that the mechanics are not minimal.
 

Insulting other members
Do you actually want to talk about this or are you just actively wasting my time and my sincerity?

Do you want to tell me where you don’t understand the model or is this just an Internet thing that’s happening right now that would never happen in real life?
No, I'm pretty sure that I would think it was bollocks no matter what words you used to explain it. I understand enough to see that you are making generalisations about behaviour that are not consistent with my personal experience.
 

No, I'm pretty sure that I would think it was bollocks no matter what words you used to explain it. I understand enough to see that you are making generalisations about behaviour that are not consistent with my personal experience.
Back off.
 

I think @Paul Farquhar already answered this adequately. I'm just glad that concussion head injury turned out to be false. ;)

Alright, since explaining things from concepts didn't work, I'll try the time-tested, utterly failure-proof route of explanation by way of analogy! What could go wrong!
I'm sure you've played some kind of sport in your life where there was a referee.

Let us say that instead of that referee (1) exclusively being tasked with mediating teams/players as the stuff they do in the game intersects with the codified rules, lets say they also have the following jobs:

(2) Ensure a satisfying dramatic arc occurs in the game.
I don't ensure satisfying dramatic arcs happen in games I DM. I set up the world, opportunities and obstacles that can take the shape of environments, NPCs and monsters. Hopefully fun and dramatic story arcs evolve out of that but I'm not telling a story. I've built a world and the players interact with it.

I'm not an author, I'm running the world the PCs interact with.

(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).
Not really. They may make good efforts and fail miserably. Which in the grand scheme of things can be it's own reward.

To use your analogy if my team makes a goal, your team is not penalized. It's not about rewards and penalties it's about who achieves the goals of the game more effectively.

So the referee isn't just mediating participant: rules collisions, they're also rewarding effort and manufacturing a dramatic arc onto play (that is definitionally at the discretion of the referee).

This is where your analogy really falls apart for me. Yes, in general I expect the PCs to win, at least in the long term. I do give them the opportunity to face obstacles that they will likely overcome. However, the first level PCs are always free to head out into the wilderness in search of a dragon.

I do give people fair warning, but they can do whatever they want.
As a result of wearing all three of these hats (which might be at cross-purposes in any given moment of play), the participants of this hypothetical sporting event can't know for sure if the referee was using (1), (2), or (3) as the reasoning for calling a penalty or ignoring a penalty in this particular moment of play vs the next moment of play (and the moment of play after that and on and on).


Inevitably, this will lead to the players crying foul or at least thinking about crying foul.
Since I've rejected your previous assumptions, I also reject this statement.

It will also lead to the referee being in a position where they're juggling a lot of different (and often divergent) interests simultaneously...at their discretion.

Timmy worked really hard here so I'm not giving Jill the benefit of the call she should rightly get under other circumstances.

Man, this game is getting out of hand. Team x is up by 20? Lets start calling a bunch of fouls on Team x and get this game back within single digits.

Holy cow, what a play! And it was at the buzzer. But the player who made the play actually committed a foul so it shouldn't count...but man, what drama! I'm going to let it stand because it was just too incredible a climax.


The other thing it will lead to is a propensity for the referee to rarely (not never, but rarely) be surprised by play outcomes because, with so many responsibilities and such a disproportionately potent signature on play outcomes, their hands are overwhelmingly the one moving the planchette (oh, a Ouija analogy...an analogy within an anology...this is surely to go well!).




I'm sure this sucks much more than my other post and its "I disagree with the premise" and analogy picking apart time, but that is the best I got. If that doesn't do any work in explaining my position, then I'm tapping out talking to you and scruffy nerf herder about this thing I'm trying to communicate. I'll take my word salad with a side of "I'm a douche for the way I write" elsewhere.


Analogies are flawed as you stated. You can't just throw out a flawed analogy and not expect people to respond with a heavy dose of trying to relate your analogy back to what actually happens. Analogies only work if there are similarities, I don't see a lot of similarities between your analogy and D&D. Or any sport really.

If I'm playing football (American or not), there are a set of rules I must follow. Certain things that will be considered cheating that will be penalized. But the referees are not there to ensure that one team wins or not. The referee is not there to ensure that the home team wins dramatically by scoring a point during the last seconds of the game. The referee is there to ensure that the rules are followed.

The referee hat that DMs wear is the same. They're there to ensure that the rules are followed. The other hats? Well I'm not sure I can talk about those without giving examples from actual game experience which you don't want to seem to hear.
 

Yes, that’s fine. I’m not trying to convince you to like robust social mechanics. You can like them or not.

I would contest your assessment of “artificial” because I don’t think that applies at all. Everything that happened in my example flowed from the fiction and felt organic. What would be artificial would be for the Knight to go through everything he had and emerge unscathed simply to preserve the player’s control over the character. This is because the game is about the cost fighting for a cause takes… the toll that’s taken from those who fight. So therefore, the game has mechanics to support that.

But I’d agree with your assessment of “constraining” just as I’d say that characters in D&D are constrained by the rules of combat.

My example was about the contrast between a system where there are such robust social mechanics and one where there are not.

For some reason, it seems some folks see D&D’s minimal social mechanics as a negative and so they feel the need to insist that the mechanics are not minimal.

Well I for one never insisted that D&D social mechanics are not minimal, just that I prefer minimal mechanics relating to RP. There are some non-combat areas I wouldn't mind more rules support for in areas of exploration and world building. But I suspect that will be left up to 3PP for the foreseeable future.

As far as the artificial I was referring to the resources being tracked. It's certainly not an objective statement though. For that matter everything we track for combat is artificial as well, I just put up with it because anything realistic would be too cumbersome and not particularly enjoyable.
 

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