By 'combat jobs', do you mean 'things that can be used as excuses for adventures'? The usual would be 'working for a noble' or equivalent, with the players having a set patron whose political machinations require all kinds of vaguely nefarious activities to be done, probably in places where the law doesn't look too closely. Then the noble turns out to be a Yugoloth, drama ensues, etc, etc.
Also: gladiator arenas are a thing that you get in fantasy cities. Waterdeep has one, complete with Clerics who promptly heal/resurrect any fallen, to keep things acceptable for a NG-aligned city. More evil cities certain have them. It's another useful 'combat release valve' that the players can tap whenever they're desperate to get away from social heavy stuff and use their class features.
Heh, by ‘combat friendly’, I mean Urban situations that employ ‘legitimate violence’, where D&D combat mechanics kick in, even if non-lethally.
I agree, gladiator combats are a Neutral Evil or Lawful Evil thing. Turning murder into a spectator sport is about as evil as humans can possibly get.
But you are also right about magic as a game changer. Resurrecting the loser is ethically acceptable.
In my 4e setting, the Eladrin Elves in the Feywild were extremely Urban. They celebrated their annual Revelry, where all Eladrin would gather together from across the worlds. Then they would go nuts. (A kind of blend about folklore fairy revelries with Star Trek Vulcan mating season.) The Eladrin would have massive sexual orgies while artists (Bards) of every kind would put on lavish artistic productions using magical constructs, illusion spells, and so on. Circles of friends would conceive Eladrin children magically, blending many people within a ritual to share their DNA so that they were all equally the parents of the baby, who was then infused with their magic. Sometimes one of the female Eladrin in the circle became pregnant and carried the child. Sometimes they built a magical nest, where the child incubated, sometimes the child was fully formed as an adult, using polymorph magic. The food was conjured to be exquisite, with especially intoxicating sweet liqueurs.
The Revelry also included spellcasting duels to the death, but the losers were immediately resurrected after the games.
Except for this annual Revelry that lasted 8 days, the Eladrin were extremely sober rational people, who studied magic nonstop to advance personal and collective magical prowress, and governed each of their independent cities by philosophical ideals (Intelligence), oratory persuasion (Charisma), and voting (Chaotic Good).