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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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Honestly, I find the whole three pillars thing is just frustrating.

I simply don't feel that any kind of satisfactory bar was met to ever take the idea of three pillars at all seriously.

It feels like something almost entirely willed into existence on the basis that people like the sound of it and just really want it to be meaningfully true.
It's just a way of looking at things that are present is pretty much all RPGs. It's design philosophy, not rules.
 

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Y'all keep saying we have to focus on your viewpoint because if we look at how people actually use those rules it starts to fall apart.

It makes no sense to look at source material without looking at implementation. Amount of text, the number of rules have little correspondence to importance.

How can we discuss what is important to a game without discussing the actual game?
Keep in mind that one reason why other people - the "y'all" in question - are emphasizing and re-emphasizing design rather than what individual tables do is because the tweets in question that frame this entire debate. It's framed in terms of "90% combat rules." The head of D&D and another staff member likewise both respond in terms of design as well.

No one can control what other tables do with the rules. Hussar describing this as a "moving target" is apt. It's anecdotal data. The only really constant that we share between any of us as participants in this conversation are examining the Rules-as-Written. The Rules-as-Houseruled obviously don't apply. The Rules-as-Ignored obviously don't apply. So the question pertains to how the system of rules-as-written informs us about the importance of the various pillars, which was again originally framed in the Tweets in terms of the rules as designed rather than the rules as played.

That said, you are correct that the number of rules do not necessarily speak to their overall importance; however, this has already been addressed before, including myself here and here where I compare this issue, respectively, to the comparative run-time of action scenes in a Marvel film and the percentage of Germanic-derived vocbulary in the English language. This is to say that there is a dramatic importance given to action in Marvel films as well as a central signficance to Germanic-derived word and grammar in the English language. Recently @Mordhau made a similar point to the former issue here.

Regardless of the actual percentages, the core systems of D&D 5e were undoubtedly designed around combat first and foremost. Bounded Accuracy and Proficiency Modifiers are significant design areas where this was even explicit during the D&D Next design phase. These were systems philosophically designed around the idea that people wanted orcs and goblins to remain a combat threat for a greater amount of time across levels. The ability checks and skill systems were something of a secondary concern here when it came to "bounded accuracy." This is not to mention other areas of the game rules that clearly have their design roots in concerns about the combat pillar.
 
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This. 1000% this.
@Manbearcat Your entire argument is based on treating D&D as a competition. It seems to me that a majority of people on both sides of the argument reject this idea.

I might just mention that, as a classic nerd, I absolutely loathe competitive sport (I thought I had made that clear already), so even without the basic invalid assumption trying to use a sports-based argument is going to fail with me!
I don't think that it requires treating D&D as a competition. I think that the fundamental issue is about playing the game with integrity. There is, IMHO, a similar concern for "competitive integrity" when we hear the oft floated point from DMs about their players "meta-gaming" or "cheating."

Honestly, I find the whole three pillars thing is just frustrating.

I simply don't feel that any kind of satisfactory bar was met to ever take the idea of three pillars at all seriously.

It feels like something almost entirely willed into existence on the basis that people like the sound of it and just really want it to be meaningfully true.
On another thread that discussed the pillars, I had a similar issue. I'm not sure if "pillars" are the best way to conceptualize its respective game aspects. Other games use ideas like "phases," which are often oriented around time or in-game focus. I think that I may have preferred something akin to Encounters, Journeys, and Downtime. Possibly with Encounters broken up into either Combat and Non-Combat Encounters.
 

D&D is 90%* about combat.

Nevermind the rules which are more plentiful and tighter around combat than any other pillar.
The BBEG in the end is almost always (more than 9 out of 10 times) about combat. It ain't about exploring or socialising with the Beholder, Mind Flayer, Demon Lord or Tiamat....etc
Look at D&D Encounters/Adventure League - what portion is exploration and social compared to combat?

Having said all that, what one does at the table and how much time is spent on combat can be vastly different.
One can run a hack-n-slash DotMM or one can run it focusing on one or both of the other 2 pillars. Comes down to table preferences.

It's just my opinion 🤷‍♂️

*I take the 90% to be about a significant portion of the majority rather than strictly 90%. The 90% is a figure of speech - I'm not gonna quibble over percentage numbers.
 
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I don't think that it requires treating D&D as a competition. I think that the fundamental issue is about playing the game with integrity. There is, IMHO, a similar concern for "competitive integrity" when we hear the oft floated point from DMs about their players "meta-gaming" or "cheating."
I'm pretty sure it does. Clue's in the name. If it's not a competition, it doesn't need to be "fair". There is no "winning" and there is no "losing" so ideas of "fairness" are irrelevant.
 


So what does that mean when D&D refers to the DM as a “referee”?
They arbitrate the rules. But not to be fair, because that has no meaning when there are no winners or losers.

Of course, you can play D&D as a competition if you so choose, just as you can have competitive ironing. But I seem to recall you objecting to that idea in very strong terms.
 

Alright, this is probably going to be my final contribution to the thread.

This. 1000% this.
@Manbearcat Your entire argument is based on treating D&D as a competition. It seems to me that a majority of people on both sides of the argument reject this idea.

I might just mention that, as a classic nerd, I absolutely loathe competitive sport (I thought I had made that clear already), so even without the basic invalid assumption trying to use a sports-based argument is going to fail with me!

Let's do like Inigo Montoya and go back to the beginning.

This is what you said:

Then you need to explain, because I simply can't see what else social mechanics can bring to the game.

I mean, "skill challenge". The clue is right there in the name. It's turning a social situation into a competitive situation.

And I have to say, I don't see anything wrong with wanting to play that way. You seem to be the one who thinks a competitive rather than social game is somehow lesser.

Now that initial statement that I responded to looks a hair different than what you've posted above. Initially it was "I don't see anything wrong with wanting to play that way (a competitive gaming environment)" and now its "I loathe competitive sport" and "a majority of people on both sides of the argument reject this idea."

But this is all an aside...because its mostly an incorrect understanding of what I'm trying to convey with my intellectual snobbery. I'm going repost the first part of my initial response to you and then I'm going to stay as far away from sport as possible since you've said above that it makes you see red (and people who are seeing red don't do their best communicating or considering).

Manbearcat upthread

Did you get a chance to look at my play excerpt upthread of a Dogs in the Vineyard social scene I GMed? It’s located here for you to take a look if you missed it.

I’m going to answer your question using the ethics of “competitive integrity.” Now at first glance your instinct might be “but Manbearcat…you’re supporting exactly what I’m saying! That can only mean that you’re interests lie in a social pillar where winning and losing is the point of play!”

I can understand that thought, but it’s a misapprehension of one of, if not the, foundational aspects of the ethics of competitive integrity in any arena but specifically in TTRPGs. What it means for that particular excerpt that I’ve linked above is the following:

I, as GM, and my players know with certitude that (a) this particular change in gamestate and (b) the attendant nature of this PC and this NPC and (c) the related trajectory of play driven by this moment is not the product of one participant’s (the GM’s) deployment of their unique capacity as mediator of the fiction and the gamestate. Put another way, this allows both party’s (player and GM) to “play to the hilt” and simultaneously find out what happens and find out who both of these characters are and what comes next (rather than outright deciding it/dictating it).

So let me try something different. Let us try the effects of division of labor in your standard workplace.

You know how the structure of a work environment fails when one person has too much placed upon them while another has too little (yet their compensation is roughly the same)? You know how this in turn undermines both the chemistry of the workplace and incentive structures toward individual hard work + pursuit of excellence and collective hard work + pursuit of excellence?

That is an example of the competitive integrity inherent to a system failing.

The actual agency and responsibilities toward excellence and production of an individual is disconnected from how the workplace model purports to divide those things among a collective of folks (a collective of which that alleges to pursue excellence in both (a) the chemistry of work environment and (b) whatever product the collective is putting out).

So singular individuals become disincentivized both toward competing internally with themselves to improve their capabilities and to compete as a cohesive unit toward achieving the idealized version of their unit's capabilities.

This is all due to a loss of integrity at the division of labor/agency level, individual responsibility level, and shared responsibility level. Therefore, incentive structures collapse and dysfunctional individual behavior ensues and a dysfunctional collective emerges (that simultaneously becomes intolerable to work in and fails in its effort to compete toward and then achieve their idealized version of themselves).

This is what I'm talking about. Its when meritocracy becomes totally dysfunctional. There is a marketed idea of what the workplace culture, division of labor/agency, and incentive structures is supposed to look like...and then there is the corrupt, dysfunctional version that has actually emerged (because of a host of reasons). The integrity of interpersonal competition and intrapersonal competition and team competition (toward both achieving their "best individual self" and toward outcompeting the marketplace) collapses.




One last attempt.

Imagine a game Ouija. Everyone's hands are on the planchette. Imagine we're supposed to secretly not secretly kinda take take turns guiding the planchette so we can each contribute to the creepy story of the spirit we're connecting with.

Except...

One person keeps applying too much pressure to the planchette and forcing repeated responses toward their own designs on this "spiritual interaction." Instead of us all contributing relatively equally to this (likely incoherent) creepy story, one of us has an outsized influence on the creative propulsion that produces the whole experience.

We're now having a bad time and we don't give a crap where the planchette goes or what creepy ghost story emerges. We're not going to put forth our best creative effort. We're not going to work hard to build off of what came before. Hell, one of us (or more) might make overt efforts to screw up the whole thing (acting very forcefully with the planchette or saying silly, genre-bending nonsense when they wrest the planchette from the player who has been overwhelmingly controlling it).

Roughly the same concept.




This is not saying this is what all D&D play looks like.

This is not saying this is what your (or others) D&D play looks like.

This is trying to demonstrate the concept and how things can go wildly pear-shaped because of extreme integrity loss.
 
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This. 1000% this.
@Manbearcat Your entire argument is based on treating D&D as a competition. It seems to me that a majority of people on both sides of the argument reject this idea.

I might just mention that, as a classic nerd, I absolutely loathe competitive sport (I thought I had made that clear already), so even without the basic invalid assumption trying to use a sports-based argument is going to fail with me!
Are you sure this is what he's saying? I thought his argument was "too intellectual" for you (your words). I don't see what you wrote above as an accurate account of his argument.
 

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