I'm trying to get an idea of how others handle some of the non-directly combat related things in their games. The topic being about D&D's perceived combat focus, I find it relevant to better understand how other things can be included in the game.
Have you had a problem with a character having more money than the level guidelines saying they should have being able to acquire items they shouldn't have at their level? An arbitrary example would be say a level 5 character being able to afford paragon level items via smart investment.
Likewise, have you had issues with a character not being able to afford items because of performing poorly with investments? Let's say a level 11 character being stuck with level 5 gear due to lack of funds.
Are you saying D&D can't handle a horse race? Because it can. It's a refereed game which means it can handle anything that the referee can handle.
Combat is definitely a part of what D&D is about. It should even be obvious, considering its history. I have a hard time understanding why there are people who voted differently.
Imho, D&D without combat is like food without calories or beer without alcohol - pointless
If I was looking for an rpg that is not about combat, D&D is not something I'd look at.
My knee jerk response was "No, because I don;t want to get crap for loving combat." I will explore this in the later parts of this post. My second thought was "kinda, yeah. D&D is about stories. Stories are about conflict. Conflict in D&D is primarily resolved via combat. SO kinda, yeah."I'm interested in posters' knee-jerk reaction to this question, the gut-instinct response, hence the fact that the poll asks for a simple "yes" or "no."
In what may be my most confrontational statement on ENworld, I want that view to die. Let me explain.I've been prompted to ask this question by an odd happenstance. You see, I was browsing through my local library yesterday, and I stumbled across a copy of "Dungeon Mastering for Dummies" (the only D&D book on the shelves), written by Bill Slavicsek and published during the "v3.5" era. Curious, I picked up this book and started leafing through it, having never before read any of the "D&D for dummies" books. I wondered what kind of advice this book might give budding DMs. A lot of it was re-hashed from the 3rd edition DMGs. A lot more was pretty sound advice. But then, at one point, Bill came out and said, "D&D is a game about combat."
This disturbed me instantly. Mainly because it contrasted with everything I remember Zeb writing in the 2e DMG, where the text came right out and said things like, "D&D is not a combat game" and "more than just hack & slash." So for me, when I see a question like "Is D&D a game about combat?", my gut reaction is a weird, atavistic sort of "NO IT'S NOT!" that comes barreling out of my brain like that space-slug coming out of the asteroid in Empire.
It's the same reaction I have whenever I see someone say, "You shouldn't use the phrase 'roll-playing.' That's judgmental and derogatory, like calling someone a munchkin or a min/maxer." But I can't help it: it's a major aspect of my "upbringing" into D&D, an irremovable portion of my "gamer constitution." I was brought into the game when roll-playing was bad, min-maxing was bad, rules-lawyering was bad, the Monty Haul campaign was bad, the killer DM was bad, etc., etc. Objectively bad: these were game-killers. They made things less fun for everybody.
The mantra I remember, back in my day (when we had to climb uphill both ways in the snow just to roll some d20s, don't you know), was "good role-playing." This is a phrase sprinkled liberally throughout the 2nd edition books in particular. Preachy? You bet. Bad for the game? Not necessarily. As near as I can tell, "good role-playing" according to the 2e definition meant "resisting the temptation to play the numbers," e.g. forsaking min/maxing, monty-hauling, munchkining, etc. in favor of a more immersive experience. It didn't always turn out that way, of course, but at least the admonition was there in the books. The notion was current in gamer culture in the late 80s and throughout the 90s.
And that's changed. I don't think that we see exhortations in favor of "good role-playing" in rulebooks anymore. And I think that gaming has suffered for it. Certainly, in my locality, it's exceedingly difficult to find any player who would rather play a character than a character-sheet. Can it be that attitudes have changed so much in the span of a mere decade? I hope not.
*grumble grodnardy grumble*
I agree with the general thrust of this, but voted No. I'll try to explain below.I think the easiest way to figure out what a game is about is to look at the amount of effort its creators put into each facet of the game. Look at page counts for different facets of the game. Look at time spent at the table in a given mode of play.
I voted yes.
I agree with the last sentence of this, but not with the first sentence.D&D is a game about combat. Combat isn't the be all and end all. D&D isn't a game about just combat. (That's WHFB and 40K) But a fundamental assumption of the game is that combat is a possibility.
This is interesting, but I don't entirely agree - in part because I personally find that too much exploration (particularly exploration without context, a la Tomb of Horrors or White Plume Mountain) can be tedious, but also because I think it's not about "It's not about combat, it's about these other things" but rather "It's not about combat, because combat is a means rather than an end in itself". I agree that the end in question is heroic fantasy adventure.I think a skirmish miniatures wargame is about combat. D&D, on the other hand, is a step away from that. Combat remains an important element in D&D, of course, and one that requires a good chunk of rules to support it, but D&D goes beyond being "about combat" and puts the main focus elsewhere: on exploration, or on adventure, or on roleplay, et cetera. I'd say that's exactly what distinguishes D&D from a campaign game of Chainmail or D&D Minis.
I agree with this (although I'm not sure the "journey" metaphor is quite how I'd put it).Is D&D "about" combat? I think "no" if combat is part of the journey, and "yes" if combat is the main journey for its own sake.
This inference is unsound. Most of the activity of a hunter might involve searching, tracking, stalking etc. But hunting isn't "about" those things. It's about killing an animal (for food, at least in the paradigm case). Those things are means to an end.I wouldn't disagree with you that combat is a subset of the game. But, again, it makes up the most critical, the most widely-used, and the most consistently "meaty" subset of the game, and that makes D&D primarily about combat
I can only explain my own thought process (which, I must admit, was not kneejerk, as I spend way too much time on these boards pontificating about these very questions!). I thought, What is D&D about. And answered: heroic adventure, and the conflicts that drive such adventure. How does combat fit in? Its a principal mode of expressing and resolving conflict. Is the game about combat, then? No - no more than the X-Men, or Spiderman, or The Incredible Hulk, at least in the 70s and 80s, were about combat. No more than John Boorman's masterful Excalibur is about combat. (The X-Men is about liberation politics. Spiderman is about overcoming personal inadequacy. The Hulk is about the Freudian theory of the mind - Doc Samson is analyst first, fighter distant second, despite his muscles and green hair! Excalibur is about destiny, loyalty and the romance of divinely-ordained monarchy. Other critics may have different views, of course.)I also have to wonder if the thought process of those who answered "No" to the poll went something along the lines of "Is D&D about combat? No way! D&D is about a bunch of different things: roleplaying, combat, exploration, flumphs!" and then I wonder how many of those people would answer "Yes" to a poll that asked "Is D&D about roleplaying?"
Teriffic comment. One of many reasons why my partner has zero interest in roleplaying (or playing CCGs, for that matter) is the excessive need to track niggly details.OTOH, if you were to ask if D&D is about tracking niggly details, most people would probably say no, despite the fact that this plays a large part of any D&D experience.
But this one I don't agree with, sorry, at least as far as 4e is concerned (I think it is true of AD&D). In 4e - assuming that the GM is following the encounter design guidelines - gaining levels doesn't make the PC more powerful in any mechanical sense, as the DCs and defences and hit points all scale (a real contrast with AD&D, where gaining levels, especially between 1st and 4th or so, makes a huge difference to survivability of a PC).The PC's are rewarded directly for every combat they engage in. They grow in power every time they successfully defeat an opponent.
I don't agree with this at all. Consider a game of Traveller, for example, in which combat is extremely rare and interstellar travel and trade are the main focus of play: rules to support starship travel, buying and selling, negotiating, refuelling etc will have a much greater influence on the "fairness" of play. (And I think you kind-of notice this in your later reference to Traveller.)Why should there be so much time devoted to combat compared to, say, interpersonal interactions? Because the former requires more structure to be fair than the latter.
I think you've just shown that D&D doesn't have the same robustness of mechancis to adjudicate a horse race as it does to adjudicate combat. The comparison to a game like HeroWars/Quest is pretty stark, for example. (One problem is that D&D's movement mechanics start from the assumption that movement is a subsidiary consideration in a broader context - namely, combat - whereas in a race movement is the primary consideration.)Are you saying D&D can't handle a horse race? Because it can. It's a refereed game which means it can handle anything that the referee can handle.
<snip suggested adjudicaiton>

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.