D&D General Combat Against Player Engagement: A Systemic Challenge

@Jacob Lewis
Excellent write up. I think you've addressed the same issues I've seen over the years. As a DM, I didn't really notice since combat is inherently more interesting. When I finally found another player willing to DM though, making the switch across the screen was hard for all the reasons you listed.

Ultimately, keeping players engaged in combat is less about changing the system itself than about leveraging its flexibility to support collaborative storytelling. When players feel their choices matter, when actions carry narrative weight, and when everyone has a chance to influence the outcome in real time, combat ceases to be a pause in the story and becomes an integral, exciting part of it.
Completely agree with this as well. I think destroying the need for structured turns and rewarding clever narrative solutions the same way one would reward clever tactical play goes a long way to address this without changing anything foundational about the system. I'm sensing there might be some disagreement here though?

As a fun aside, the idea to do the quiet narrative bonus (since it's nothing I announce) during combat came from imaging a system where dice rolls weren't used at all during combat; only the weapon I was using, the armor of the opponent, how I was attacking, and how the opponent was defending was taken into the GM's consideration of what happens. Not entirely crazy - that's how my friends and I play-fought outside as kids. But being older, I know that doesn't make for a satisfying game, but I can't help but think the overall idea can't be used to add depth to existing systems.

I think this is also why I've been gravitating towards the OSR. I don't need pages and pages of detailed rules to make combat feel more fleshed out. My "squishy" computer is pretty good at coming up with a bonus on the fly depending on the circumstances, especially if it's just a small range like: -6, -3, -2, 0, +2, +3, +6.
 

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I think this is also why I've been gravitating towards the OSR. I don't need pages and pages of detailed rules to make combat feel more fleshed out. My "squishy" computer is pretty good at coming up with a bonus on the fly depending on the circumstances, especially if it's just a small range like: -6, -3, -2, 0, +2, +3, +6.
Sure, but circumstantial bonuses are a pretty bad and clumsy way to handle the situation in most cases. It generally does very little to make the experience deeper. A good rule of thumb, I think, is: implicit > explicit.

Like, "you gain +2 to hit when attacking an enemy together with an ally", to me, looks like a band aid, a sign that the system just doesn't have means to mechanically express the concept of fighting multiple enemies. Hence, the bespoke rule.

A game that earnestly models being outnumbered wouldn't need such a rule—being outnumbered would suck as a consequence of other mechanics interaction together. As an example, in Elder Scrolls you only have 3 Actions Points per round and all the defence options (block/parry/evade) all require AP to be spent. Being outnumbered naturally puts you at a disadvantage without any explicit bonuses/penalties: there are just more attacks to defend against.
 

Interesting essay.

I can imagine a system where each player has a "react token" that they can spend on a menu of minor actions out of turn, including the opportunity attack but also bonus action, position adjustments, helping an ally, etc.

Maybe the main rules change is that players don't have to use bonus actions on their own turn?

Could be fun to try out!
 

I am blessed with two groups that remain engaged throughout. So this is not an issue for me when I DM.

But I will say I personally find it hard to remain engaged when it is not my turn as a player in an online game. I just find it easier to remain engaged when we are all at the table.
 

I am blessed with two groups that remain engaged throughout. So this is not an issue for me when I DM.

But I will say I personally find it hard to remain engaged when it is not my turn as a player in an online game. I just find it easier to remain engaged when we are all at the table.
I was very surprised to find the opposite. I started playing online during the pandemic and actually enjoyed how on task the games were.

I returned to in person recently and we barely get anything done. I enjoy the game but feel like I’d get more out of it if it was online.
 

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