James Gasik
We don't talk about Pun-Pun
I mean if you want hard numbers, good luck. I don't know where anyone would get them. So all I have is anecdotal evidence on this. Even in 4e, which could have very long combats (it wasn't unusual to have a fight take up to an hour through a combination of multiple enemies with varying abilities, interesting terrain or environmental factors, players dithering about the best course of action to take, and players using multiple abilities in a turn, not to mention both sides using out of turn actions), players would be quite happy to beat stuff up, even when other avenues of progression exist.Do they? I haven't seen any numbers on this, so I have no idea. In my games, players seem to feel otherwise - that it is sometimes fun and produces memorable moments, but most of the good times come from doing almost anything but combat. I agree that you need it to add consequences and danger to the story, but geez do I wish it was more streamlined and took half as long.
Going to the discussion of healing, if you buff healing you really alter the base design of the game, and would have to revamp a ton of other stuff. 5e combat is already extremely low stakes. If you buffed healing and left everything else as is, there would either be almost no risk, or DMs would have to offset the increased healing with harder hitting foes, so it would still be a wash. Or you could balance it by raising creature DPS but again...it's a wash. But you can't just buff healing and not expect anything else to change.
When I played 3.5 and Pathfinder 1e, which were mechanically dense experiences with a great many rules to recall, decision points for characters, and a pile of feats, class abilities, races, spells, and magic items to sift through, forcing you to learn how to evaluate them in order not to end up with a dud character, time and again, I would see people build combat characters, and relish any opportunity to turn enemies into piles of treasure and xp.
I got into 5e through AL, and it was much the same- even when I started playing home games with people I met through AL, optimizing a character for combat, and waiting to see what kind of crazy battles they could experience was a main draw.
While people might complain about a combat being grueling or hard during the encounter, never once did I hear anyone say "hey, maybe we could have less intense fights, or have a session more about roleplay or exploration?".
Things which I'm totally on board with, because when I'm in a combat, my first priority is to end the fight as soon as possible, to get to the interesting parts. It's not that I can't derive some visceral enjoyment out of rolling big numbers, but I'm more of a strategist- I see combat as a puzzle to be solved, and I want to make the optimal moves to end it in the best way possible for my party.
Most TTRPG's are terrible combat simulators in the first place, yet again, it's been my experience that players seem to enjoy wanting to fight in them, even if the rules are terrible.
I mean, for a non-D&D example, I played Vampire the Masquerade since the 90's. And for decades now, despite the fact that, as a potentially immortal being who should want to avoid combat like the plague, and the fact that the combat systems are some of the most atrocious experiences I've ever had in an RPG, people will still make combat characters and quite happily get into a fight.
I don't understand it, but that's how it is.
Now, in all fairness, yes, there are players who don't care for combat, and prefer roleplaying and story. And I know quite a few of them. Some, in fact, have no head for combat mechanics at all, and once you start talking about die rolls and modifiers and maneuvers, their eyes get this glazed over look.
But they always seem to be in the minority. I can't explain it, and I'm sure a lot of people will chime in about how they've had the opposite experience and cannot conceive of my reality, lol. But it is what it is.