To me, combat as war and combat as sport is a useful distinction, and the distinction rests on the importance of what happens in or outside of initiative. The more that actions taken
outside of initiative matter to achieving the eventual outcome, the more that the encounter could be characterized as "combat as war." Including:
- holistic encounter environments. There are two lizardmen in room A, but that's just down the hall from room C, where there are four more lizardmen. Noise from room A might attract the occupants of room C; if this leads to a wildly unbalanced encounter, so be it. Meanwhile, the DM is better off preparing adversary rosters than discrete encounters. This is also why a "dungeon crawl" is more than just going through a series of encounters in a dungeon environment; the environment incl things like noise, light, etc is an important part of the challenge.
- running away, sneaking past, negotiation and diplomacy are valid strategies for dealing with encounters. PCs can avoid combat by making allies or otherwise talking themselves out of a situation. For example, by making friends with the goblins in one part of the dungeon, the PCs might be better able to defeat the ogres in a different area. In this sense the phrase "combat-as" is misleading because the encounter might actually be about avoiding combat.
- choosing equipment (while managing encumbrance), bringing hirelings, and choosing spells are key to success. By choosing spells in the dnd context I mean true vanican casting, where you have to decide to prepare two magic missles or one MM and one sleep, etc.
Whether those outside-of-initiative things matter will be dependent more on the the group and preferred playstyle than system. That said, 5e doesn't force me as a player to think too much about what I'm doing outside of initiative; for example, cantrips + spontaneous casting + rituals mean I can just choose the best option in the moment, and the fact that encounters will be balanced for my level plus death saves has usually meant that brute forcing our way through them is actually the easiest method.
This
twitter thread and the reaction in this
video crystallized what these expectations are for 5e/pathfinder players. In the video at the linked time, the speaker complains that wotc random encounter tables are not necessarily balanced for PC level, and that the advice that players should parlay doesn't work because "that's not how players think." Seemingly, the desire is that combats are tactically challenging and that the PCs should only risk death if their in-initiative tactics are poor, but that in most cases the combats will feel challenging
but not be deadly. Pathfinder 2e is cited as a game that provides tools for the DM to "balance" encounters in this way without resorting to fudging.
I have been mulling on this as a result of these threads and a
Matt Colville video. I am thinking that it is not really about combat but combat is the bifurcation point. One play style "Combat as War" is really about Operational Resource Management. By that I mean the use of diegetic resources (Inventory, environment, allies, intelligence (as in information about the enemy) to leverage an advantage in combat.
This supports a number of playstyles but the emphasis is on gritty. Combat is dangerous, the environment is dangerous and poor planning will kill you.
It is also about using resources not native to the character to prevail.
The other playstyle is what I call Protagonist style. This is the character is a hero, has a certain amount of plot protection and has the internal resources to prevail.
This supports any kind of narrative or story focused play (even if that story is an emergent story from some kind of sandbox) it is not easy for the DM to accidentally kill the PCs but still possible to set up challenging encounters and that 5e strongly supports this style. Particularly since I think this style strongly supports casual play.
I also believe that as long as D&D is designed with public playtesting it will favour this type of game.
I think to shift the game toward Operational Play, a number of steps would have to be taken. Separating hit point recovery from power recovery and rule options for both.
More detail on the math of the game, what is the expected damage output of a party per level and that of a CR x encounter and how to take into account action stealing effects to allow DMs to more finely tune encounters and to tell if their party is punching over its weight and by how much.
Finally, a word on the issue of combat lethality. Initially in 5e I mostly ran games as a DM, mostly published adventures. Though at a slow rate compared to many here because my group has very limited play time. So, by the standards of this group, I am quite an inexperienced DM, despite all my years in the hobby. I believe I can offer a few insights.
It is easy to accidentally kill parties below level 3 or so and I suspect that level 1 to 3, are the levels where 5e supports gritty play. Perhaps you could stretch it out to level 5.
At about level 7 is where for me as a DM combat got boring and seemed trivial but my players seemed happy. I started to take measures to spice up encounters by triggering adjacent encounters when it seemed appropriate.
By level 15 or so I was deliberately spicing up boss encounters a lot, after level 18 I confess I was guessing.
Having played mostly as a player for a couple of years, now, I can state that encounters look a lot scarier on the players side and are more exciting than for the DM.