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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="Dragonblade" data-source="post: 5804456" data-attributes="member: 2804"><p>I find that having played all editions that CAW can be deeply satisfying for some players, but for the DM is deeply unsatisfying over the long run.</p><p></p><p>I think its a significant contributor to DM burnout. Essentially the DM never really gets to play and they bear an enormous responsibility. Either the PCs come up with a clever plan and win without breaking much of a sweat, completely frustrating the DM and their plans for the encounter, or things start to go horribly wrong and the DM either has to pull punches, or the game ends in a TPK.</p><p></p><p>There is a very narrow sweet spot in CAW where the PCs plan something devious, it is mostly a success, but something goes wrong, the DM's monsters manage to get some licks in, but the PCs are ultimately victorious.</p><p></p><p>All great D&D moments that I have read, experienced myself, or heard others talk about tend to follow this pattern. The problem is this is a very narrow results window and bad die rolls can totally swing it one way or the other leading to very unsatisfying results.</p><p></p><p>CAS results in a more consistent play experience where once the encounter is designed, the DM doesn't have to hold back but can go full bore against the players. So effectively, the DM gets to "play" too. I find as DM its more satisfying for me. As a player, I like CAW when we hit the sweet spot. But its hard to attain consistently.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5804456, member: 2804"] I find that having played all editions that CAW can be deeply satisfying for some players, but for the DM is deeply unsatisfying over the long run. I think its a significant contributor to DM burnout. Essentially the DM never really gets to play and they bear an enormous responsibility. Either the PCs come up with a clever plan and win without breaking much of a sweat, completely frustrating the DM and their plans for the encounter, or things start to go horribly wrong and the DM either has to pull punches, or the game ends in a TPK. There is a very narrow sweet spot in CAW where the PCs plan something devious, it is mostly a success, but something goes wrong, the DM's monsters manage to get some licks in, but the PCs are ultimately victorious. All great D&D moments that I have read, experienced myself, or heard others talk about tend to follow this pattern. The problem is this is a very narrow results window and bad die rolls can totally swing it one way or the other leading to very unsatisfying results. CAS results in a more consistent play experience where once the encounter is designed, the DM doesn't have to hold back but can go full bore against the players. So effectively, the DM gets to "play" too. I find as DM its more satisfying for me. As a player, I like CAW when we hit the sweet spot. But its hard to attain consistently. [/QUOTE]
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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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