Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Do you prefer TTRPG combat as war or as sport?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Igwilly" data-source="post: 7124479" data-attributes="member: 6801225"><p>Ok, there’re some things I consider wrong in this analysis:</p><p>First, difficulty is not directly related to Combat-as-Sport. That is, Combat-as-Sport is not (necessarily) easy mode. Difficult fights can be common, and in fact, one difficult fight at least occasionally is expected: the most famous boss fights.</p><p>Second, this was explained in the original post, but got a lot underestimated in further examples: terrain and strategy are very important in Combat-as-Sport. Slippery terrain plus a caldron filled with acid plus a trap hidden somewhere quickly spice things up and change tactics. No strategy is left untouched by the encounter with the enemy, it seems. What it doesn’t happen is for pre-battle strategy to be the defining factor: that is, the fight will never be a sure win nor a sure lost. Clever play at the fight always play the bigger role. In addition, the terrain often does not act as a one-sided advantage: both sides react to the terrain and can take advantage of it.</p><p>Third, I don’t know why the poll even states alchemist fire as a Combat-as-War thing. If you have something like that you sure can use in Combat-as-Sport.</p><p>Forth, the bee example is completely rigged. The Combat-as-Sport version is a fairly standard one, while the Combat-as-War version is much more detailed and receives much more attention. Needless, to say, this sort of stuff can really change the viewer’s perception.</p><p>Fifth, I honestly would like to see the well-developed definitions of Combat-as-Art and Combat-as-Drama, and the relationship between all these modes, but for my opinion, I’ll only consider the first two modes: Combat-as-War and Combat-as-Sport.</p><p></p><p>With that said, I prefer Combat-as-Sport. Battles are seen here as a fun activity in themselves. In Combat-as-War, the fight is often viewed as a medium to an end: the end goal is not to have a complex fight, but to win or fulfill an objective. In Combat-as-Sport, we want to have a good fight and a fun tactical moment. In my heart, I see every battle with a Blood Knight’s eyes, pretty much with the enthusiasm of a Shonen anime (if not the actual power level). Short and predictable fights are boring and not worth the trouble. Drama is also included: in the big fights, emotional attachment is expected here in my table – especially against the main villain. Anyway, that’s just me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Igwilly, post: 7124479, member: 6801225"] Ok, there’re some things I consider wrong in this analysis: First, difficulty is not directly related to Combat-as-Sport. That is, Combat-as-Sport is not (necessarily) easy mode. Difficult fights can be common, and in fact, one difficult fight at least occasionally is expected: the most famous boss fights. Second, this was explained in the original post, but got a lot underestimated in further examples: terrain and strategy are very important in Combat-as-Sport. Slippery terrain plus a caldron filled with acid plus a trap hidden somewhere quickly spice things up and change tactics. No strategy is left untouched by the encounter with the enemy, it seems. What it doesn’t happen is for pre-battle strategy to be the defining factor: that is, the fight will never be a sure win nor a sure lost. Clever play at the fight always play the bigger role. In addition, the terrain often does not act as a one-sided advantage: both sides react to the terrain and can take advantage of it. Third, I don’t know why the poll even states alchemist fire as a Combat-as-War thing. If you have something like that you sure can use in Combat-as-Sport. Forth, the bee example is completely rigged. The Combat-as-Sport version is a fairly standard one, while the Combat-as-War version is much more detailed and receives much more attention. Needless, to say, this sort of stuff can really change the viewer’s perception. Fifth, I honestly would like to see the well-developed definitions of Combat-as-Art and Combat-as-Drama, and the relationship between all these modes, but for my opinion, I’ll only consider the first two modes: Combat-as-War and Combat-as-Sport. With that said, I prefer Combat-as-Sport. Battles are seen here as a fun activity in themselves. In Combat-as-War, the fight is often viewed as a medium to an end: the end goal is not to have a complex fight, but to win or fulfill an objective. In Combat-as-Sport, we want to have a good fight and a fun tactical moment. In my heart, I see every battle with a Blood Knight’s eyes, pretty much with the enthusiasm of a Shonen anime (if not the actual power level). Short and predictable fights are boring and not worth the trouble. Drama is also included: in the big fights, emotional attachment is expected here in my table – especially against the main villain. Anyway, that’s just me :D [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Do you prefer TTRPG combat as war or as sport?
Top