This assumes that I structure sessions to begin with. I don't. Lots of people do though.How would people structure a session without combat as the focus?
This assumes that I structure sessions to begin with. I don't. Lots of people do though.How would people structure a session without combat as the focus?
The biggest part of the spells are either entirely combat focused, or can be used outside of combat with little incentive for roleplay. There's absolutely some (notably a lot of the cantrips) that are flavorful and absolutely lend themselves to being used to solve problems outside of combat. Also, we're talking of spells, but these are something that only a portion of the classes in the game can use. Statiscially speaking, in most groups, one or more players will not be able to use these tools.No, it's not. It's also a fairly vast array of combat powers, of spells being used for utility, and all the rest of the activities described in the DMG.
I don't know where you took that I'm a combat oriented DM. You just quoted me saying that I frequently have sessions with no combat at all.With your general perspective about the game being combat orientated, it's obvious why all these things are ignored. But it's an initial choice, at our tables we can play entire sessions without one combat in which much more things happen than during any single combat
There is some material for sure. Is it good material? We can disagree on that.Actually it does, since these activities do not need to be technical. But there is some material in the DMG, plus all the non combat abilities and spells at the very least.
There's fluff, yes. But the majority of the monsters in the book are meant to be slain. They're evil, they're unintelligent, they're beasts. Of course, there's the good aligned monsters that can be allies instead of enemies and the usual humanoids that you could parley with.As for the MM, yes, there are statblocks, but the descriptions and "fluff" take more space than the stat blocks. Check for yourself.
5e reactions as is simply aren't comprehensive enough.
A more detailed chart encompasses far greater reach of reactions than any one DM is capable of thinking of on their own, I don't care how worldly they think they are. It takes the decision out of the DM's hands and puts it where it belongs - in the province of the dice.
As DM I like to be surprised by the direction of things. By putting the results with the dice, then anything can happen. As well, Charisma becomes an extremely important attribute not just for the combat mechanics 5e has attached to it, but how it influences the direction of the narrative just by being... My players in my home games learned years ago the major downside of dumping Charisma. NPCS tend to not like them, and it's not because the DM arbitrarily said 'oh, your charisma is a little on the low side so they kinda don't like you...' or 'Ah, you're a paladin with a 17 Charisma, everyone automatically likes you!' - it's because the dice combined with a comprehensive chart of reactions determined the path of the social encounters.
The abundance of charts in 1e and 2e worked for a reason.
Rephrase. What would be the typical structure of one of you sessions. OrganicallyThis assumes that I structure sessions to begin with. I don't. Lots of people do though.
The biggest part of the spells are either entirely combat focused, or can be used outside of combat with little incentive for roleplay. There's absolutely some (notably a lot of the cantrips) that are flavorful and absolutely lend themselves to being used to solve problems outside of combat. Also, we're talking of spells, but these are something that only a portion of the classes in the game can use. Statiscially speaking, in most groups, one or more players will not be able to use these tools.
I don't know where you took that I'm a combat oriented DM. You just quoted me saying that I frequently have sessions with no combat at all.
There is some material for sure. Is it good material? We can disagree on that.
There's fluff, yes. But the majority of the monsters in the book are meant to be slain. They're evil, they're unintelligent, they're beasts. Of course, there's the good aligned monsters that can be allies instead of enemies and the usual humanoids that you could parley with.
Set up a situation with multiple factions and NPCs in conflict, and let the PCs find their way through the knot of intrigue, deciding who to talk to, in which order, how to approach them. City scenarios are great for this. Then set up a few "bumpers" along the NPCs that will send players in another direction by providing new/conflicting information, etc.How would people structure a session without combat as the focus?
I run D&D sessions much like a PbtA or FitD game. The players decide to do stuff, I adjudicate outcomes, and then frame results and consequences - rinse and repeat. As far as 'prep' goes I have some threats written, and a ton of random tables to help generate content, but nothing like a plan about what the players should be doing. So it's perfectly possible for the players to spend a whole session doing stuff that doesn't involve killing things and taking their goodies. I wouldn't say that's common exactly, but it depends on the players and campaign.Rephrase. What would be the typical structure of one of you sessions. Organically
This simply is not true. It has never been true about RPGs. Some stuff simply has less rule focus, because it doesn't need extensive rules, in fact such could be detrimental. Do you really think the heartfelt conversations or funny interactions in Critical Role would be improved if the players constantly paused to check their character sheets, bid some meta tokens and such? Or are the CR people playing D&D wrong because their game is not nonstop combat?That's not really what is meant by that statement.
"The rules define the fun," means that the rules contain all the assumptions about what the designers expect the players to do in order to achieve the objectives of the game. That's as true for a board game or a TCG as it is for and RPG. The question, "How do I play?" really does mean, "How do I have fun?"
If, for example, an RPG contained rules for scoring the structure, rhythm, and rhyme of a stanza of iambic pentameter, you should expect that writing poetry would be a way to have fun and rewarding experience playing the game. If you don't writing writing poetry, you wouldn't say that you play the game without the poetry. You'd just say you don't like that game because it involves too much poetry.
In general, D&D contains rules for: Creating a fantasy adventurer and fighting combat with weapons and spells. That's not just because the overwhelming proportion of every rule in the game is dedicated (often exclusively) to the combat subgame. It's also because combat very clearly represents the overwhelming proportion of development effort as well. It's very clear that the designer expectation and intention for 5e D&D is that you will use combat a lot. You will use combat to overcome challenges, and you will spend a lot of time during the game using combat. "The rules define the fun," means that if the game is one that is to your liking you should expect that combat is one of the most fun and rewarding aspects of the game as a whole.
If, on the other hand, you don't have a fun or rewarding experience using the rules of the game, then perhaps either you don't enjoy that game or the game is simply badly designed.
That'll vary from group to group (really, person to person).How can you best enjoy non-combat activities though?