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Community
General Tabletop Discussion
*TTRPGs General
Do you prefer TTRPG combat as war or as sport?
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<blockquote data-quote="steenan" data-source="post: 7134104" data-attributes="member: 23240"><p>The definitions are not clear enough for me to call my preferred style either CaW or CaS.</p><p></p><p>I dislike extensive planning. I like choices (both tactical and moral) made here and now, under the pressure of the situation. I definitely don't want to replace it with boring planning and then trivial execution. So, in this aspect, I definitely prefer Sport over War.</p><p></p><p>I want the combat to be interesting in itself. If it's not interesting, why should we waste table time for it? Resolve in a single roll and move on. If we are player through combat, it needs to be dramatic, tactical or both. So it seems another vote for CaS.</p><p></p><p>I don't want balanced difficulties. I definitely don't support the idea that combats should all look hard but in reality be biased to let players win. Some combats will be at party level, some will be much harder, some will be much simpler. I use systems in which it's easy to get yourself out of a combat that turned too hard - and I make sure players have to use this option sometimes. Sometimes you just lose. This one goes for CaW.</p><p></p><p>I want combat to have real consequences, but at the same time I don't want it to be lethal. I want players to feel consequences of their choices, successes and failures, but I don't want them removed from play by a dice roll. I see D&D as failing on both fronts here, as its combat system can kill PCs, but not leave them with any lasting consequences. I don't think my preferences map to the War vs Sport spectrum here.</p><p></p><p>Finally, I want the fiction of the combat to matter, but the rules to resolve it. Combat that is boardgame-like and the fiction is just window dressing is not very interesting to me. Combat that is decided mostly by GM judgement calls is not an acceptable system at all. So this preference also maps to neither War nor Sport, I think.</p></blockquote><p></p>
[QUOTE="steenan, post: 7134104, member: 23240"] The definitions are not clear enough for me to call my preferred style either CaW or CaS. I dislike extensive planning. I like choices (both tactical and moral) made here and now, under the pressure of the situation. I definitely don't want to replace it with boring planning and then trivial execution. So, in this aspect, I definitely prefer Sport over War. I want the combat to be interesting in itself. If it's not interesting, why should we waste table time for it? Resolve in a single roll and move on. If we are player through combat, it needs to be dramatic, tactical or both. So it seems another vote for CaS. I don't want balanced difficulties. I definitely don't support the idea that combats should all look hard but in reality be biased to let players win. Some combats will be at party level, some will be much harder, some will be much simpler. I use systems in which it's easy to get yourself out of a combat that turned too hard - and I make sure players have to use this option sometimes. Sometimes you just lose. This one goes for CaW. I want combat to have real consequences, but at the same time I don't want it to be lethal. I want players to feel consequences of their choices, successes and failures, but I don't want them removed from play by a dice roll. I see D&D as failing on both fronts here, as its combat system can kill PCs, but not leave them with any lasting consequences. I don't think my preferences map to the War vs Sport spectrum here. Finally, I want the fiction of the combat to matter, but the rules to resolve it. Combat that is boardgame-like and the fiction is just window dressing is not very interesting to me. Combat that is decided mostly by GM judgement calls is not an acceptable system at all. So this preference also maps to neither War nor Sport, I think. [/QUOTE]
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