Worlds of Design: Is Combat Now Passe?

In April 2020 my column was titled “Is Fighting Evil Passé?” Readers pointed out that it was a misleading title, and it was: my original title was “Is Fighting Evil the Focus of Your Campaign?” This time I want to address what the published title suggested.

What percentage of time in your RPG play (as player or GM) is spent in lethal combat?


In April 2020 my column was titled “Is Fighting Evil Passé?” Readers pointed out that it was a misleading title, and that's because the editor changed it [Ed note: Yep!]. My original title was “Is Fighting Evil the Focus of Your Campaign?” This time I want to address what my proposed title suggested.

knight-3038799_960_720.jpg

Picture courtesy of Pixabay.

I’ve modified the question from “fighting” to “combat,” because fighting is going to occasionally occur in the lives of special characters who often have military-style training, if only in a bar-room or as part of the typical love triangles and other expressions of lust and greed.

So, is combat now passé? Keep in mind that virtually all of the original D&D players were wargamers. We were accustomed to playing games where there was a battle if not many battles. I’m using the term "combat" here to mean deadly skirmishes rather than scuffles, events where people/creatures get killed rather than they get a bloody nose or a broken limb.

But now the vast majority of new D&D players don’t play wargames; they may not play other (non-RPG) games at all. In that case it’s easy to imagine that many players are not much interested in combat. This reminds me of something my wife said the other day (keep in mind I met my wife through D&D and she played for about 15 years). She prefers the first book of the Lord of the Rings because she’s not interested in the battles that occupy so much of the other two books. Even in Moria, the Fellowship’s purpose was to get through without a fight, not to fight the Balrog.

Perhaps the change in science fiction and fantasy we’ve seen since 1980 has also made a difference. Stories now are far more often about people and their motivations and daily difficulties, more about shades of gray rather than black and white, and much less about Adventure with a capital “A.” That has conditioned people not to look for battles.

In a well-realized setting/world, there ought to be lots of things to do, including lots of conflicts, that don’t end with life and death fighting. Politics, business success, greed and lust (which seem to power most of the dramas you see on TV), exploration, there are lots of alternatives to adventuring and killing. This might not be satisfactory to the old guard D&Ders but may be fine for newer players.

Another approach is to have frequent battles that could theoretically result in death, but virtually never result in player character death, only the death of the opposition. I suspect that’s where a lot of campaigns have gone, just as the rules of the games have gone that way. I remember playing in the “D&D Essentials” games with the Fourth Edition rules, and being shocked when a couple of player characters died, because it was so, well, difficult to die! Yet Fourth Edition was all about combats and little else. (I always try to make sure everyone in my party (as a player) lives unless they do something really stupid, but I guess these two were behaving so foolishly I had to ignore them, or I might have somehow saved them.) When I first read the Fifth Edition rules I noted the rules and spells that made it difficult for anyone to be killed, such as the third level cleric spell Revivify. It’s “a far piece” from how it was with original D&D where you had to husband every hit point and often had to decide to run away or even leave the adventure for lack of hit points.

How does it work in your campaign? Let me know in the poll and in the comments.
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Zaukrie

New Publisher
so much wrong here, imo.

My new players all come from video game backgrounds, plenty of fighting there, even if they never played wargames.
TONS of new fantasy has death and battle in it. Like, are we not reading the same things?
4e was only about combat? sigh. It was about whatever a table made it about. Ever hear of skill challenges?
 

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Shiroiken

Legend
* - maybe this is because we usually map the dungeon or adventure and take our time over exploring and info-gathering rather than jumping from one encounter to the next, hard to say.
DM style I'm sure has something to do with it, but I'm generally an exploration focused DM, so... who knows? Of course times may have changed. I've only introduced 4 new players to D&D via 5th edition, and that was when the Starter Set came out. All of them were super focused on combat, with a little bit into exploration. Very seldomly do new players focus on the social aspect, usually because of the awkward nature of roleplaying for the first time.
 

I'd say maybe about 25% of my pre-COVID table-top time was spent on combat (it varied by group), but having to move to virtual table-top has changed the emphasis of play a bit for my groups. A series of dungeon encounters on a few big maps purchased or downloaded seems to run better on Roll20 than it did at the physical table and be low stress for DMs to run, and so combat has made up a substantially larger chunk of the gaming diet of late.
 

Vael

Legend
I mostly run pre-published adventures, so, however much combat is in them. And they seem to have a fair amount.

That said, I have noticed that I've played more combat-less sessions while playing DnD remotely. I tend to theater of the mind it on Discord, we've had trouble on other VTTs, so combat is more hassle and mental work for me.
 


Micah Sweet

Level Up & OSR Enthusiast
"Battle" is a good one too.

Movies and video games do a lot to push the needle toward the Combat side. So I'm not sure that the current generation of players are a bunch of pacifists.


Sounds familiar. I never know which of my planned encounters is going to run longer than I expected, or if the party is going to decide that haggling with merchants is worth occupying the bulk of the session.


Gratuitous Matt Mercer praise follows:

D&D, to one degree or another, has stayed true to its roots; it might have Three Pillars, but it's still all about killin'. Matt Mercer is doing D&D a big favor when he makes it about role-playing instead of roll-playing. Thanks for propping up the other pillars, Matt!
To be fair, Matt works pretty evenly in all three pillars. Clearly combat matters to him and his players. The other pillars just seem larger than a typical table group because all the players are professional actors.
 

Philature

Explorer
Back in the day most game communities were isolated to a table or local gaming group. Conventions allowed some overlap of groups but that game play was 2-4 hours so you didnt have time to RP really.

Then Critical Role happened.

Now the general gaming population has a direct example of adding story and RP into a combat focused ruleset with video example of what to do and what not to do.

LOL - You have much RPG history to learn my friend.

Indeed, right at it infancy, TTRPG produced a number of well known and popular non-combat focused games with key titles such as Call of Cthulhu and Pendragon. Many of the gamemasters and players playing these games brought back many of these role-play/non-combat elements back to D&D rather quickly.

Hence, to say that D&D or RPG in general was all combat back then is a misinform opinion. Many players have done RP for a long time. Many TTRPG players do Live-Action RPG which have even more RP. Roleplayer/Method Actor is even one of the common player type identified in 2002 Robin's Laws of Good Game Mastering.

The biggest difference with Critical Role is that young and new players, who usually start with D&D, will now have a more direct exposure to good roleplaying which, in the past, took a bit more time to develop via new games or playing with new groups. However, this may also yield to the Mercer's effect so it not all positives.
 

I think in this sense combat has been passe since about 1985 with the rise of the Dragonlance Saga, and Gygax being forced out of TSR. I'd go so far as to say that with the sole exception of 4e D&D has not had good combat rules since hirelings were deprecated and the low level experience moved from rules intended to cover a small platoon on the PCs side to the PCs having enough people for a strong fireteam or possibly a very very small squad. When you're dealing with an entire platoon having a single attack button is more than enough - there are a couple of dozen hirelings and you don't want to slow things down.

I said about 25% and that hasn't changed too much. Depends on the session of course and what the PCs are up to.

And platoons? I've played since 1974 and we never had large numbers of troops around until we got mid level or better. And the troops weren't doing dungeon delves. Our NPCs were brighter than that. I do remember a mid to high level group hiring a couple of dozen mercenaries to watch their mules and gear when they went after a dragon. They killed the dragon (and it killed about half of them) and brought out piles of loot. And had to leave piles behind. What ended up killing (the rest of) them was being ambushed by bandits on the way home who had heard about the massive pile of loot they had :D

Anyway, the PC adventuring groups tended to be 4-6 players and a couple of henchmen. Generally my players used troops to guard castles, fight large bodies of enemy troops and the like. Nobody brought them into a dungeon (above or below ground) because they tended to die (and mercenaries are averse to things that get them killed, there's no profit in dying) and anyway none of my players wanted to divide the experience :)

The whole point of having "levelled" heroes around was to do the things ordinary 0 level people couldn't do. Without dying.

My 2 cp, and obviously not a universal thing.
 

Combat popularity is growing, there is a lot of game of various style that involve combat now.
Apps are very good now, very balanced, very challenging, and can give a better experience of challenge than DnD,
But in no apps you can stop a fight and start talking with your opponent to find another solution.
dnd wisely choose not to focus only in the combat experience.
 

Ace

Adventurer
I'm mind of Old Fashioned and while my player's are younger than I am, we as a group are old fashioned enough to expect some combat in almost every session. This is why I voted 26-40%.

This is somewhat setting and system specific though. Some games and premises are more talky , Monster of the Week was far more investigative than fighty as are the police procedurals I like to run when only a couple of players can show up.

Also games with fast and fluid combat mechanics like Unisystem's Angel even though it has a high combat premise , talking the fight to the enemy can end up with less actual combat time than say high level D&D or GURPS where there is a lot more going on mechanically.
 

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