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Combat Was Never The Main Feature of the D&D Experience

Started by RPGPundit, January 17, 2024, 08:51:51 AM

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RPGPundit

The most memorable experiences in RPG are never really about combat in and of itself, they're about character investment.
#dnd #ttrpg #osr

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Exploderwizard

The original D&D game, although derived from a wargame, made this point fairly clear to anyone paying attention. Aside from treasure producing way more XP than combat was the fact that starting characters had 1d6 hit points and the majority of attacks did 1d6 damage. With that knowledge, along with the fact that XP was a way to keep score in the game, it was obvious that running into combat engagements one after the other was not the best way to accumulate XP. Thus the main focus of play was exploration. Explore the environment and try to discover as much treasure as possible and make it out of the dungeon alive with it. There wasn't a good way to know what creatures might be holding good treasure without some investigation first. In an average combat encounter against like level opponents, a 1st level character has roughly a 50% chance of dying (and losing all accumulated XP). Not only that but the XP rules for monsters applied to killing, outwitting, or driving off the monsters. Wandering monsters were a penalty for farting around and being too cautious.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Ratman_tf

Quote from: Exploderwizard on January 18, 2024, 09:35:14 AM
The original D&D game, although derived from a wargame, made this point fairly clear to anyone paying attention. Aside from treasure producing way more XP than combat

From the way the game is designed, I think the characters were meant to portray Ferengi.
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Armchair Gamer

Quote from: Ratman_tf on January 18, 2024, 11:51:58 AM
Quote from: Exploderwizard on January 18, 2024, 09:35:14 AM
The original D&D game, although derived from a wargame, made this point fairly clear to anyone paying attention. Aside from treasure producing way more XP than combat

From the way the game is designed, I think the characters were meant to portray Ferengi.

  Well, I'm told that Leiber and Vance provided the models for OD&D PCs, and while I'm not familiar with Vance, I can see Ferengiesque qualities in the Twain ... :)

Steven Mitchell

Quote from: Armchair Gamer on January 18, 2024, 01:19:33 PM
Quote from: Ratman_tf on January 18, 2024, 11:51:58 AM
Quote from: Exploderwizard on January 18, 2024, 09:35:14 AM
The original D&D game, although derived from a wargame, made this point fairly clear to anyone paying attention. Aside from treasure producing way more XP than combat

From the way the game is designed, I think the characters were meant to portray Ferengi.

  Well, I'm told that Leiber and Vance provided the models for OD&D PCs, and while I'm not familiar with Vance, I can see Ferengiesque qualities in the Twain ... :)

Ferengi are pillars of rules and culture compared to many Vance characters.

RPGPundit

Quote from: Exploderwizard on January 18, 2024, 09:35:14 AM
The original D&D game, although derived from a wargame, made this point fairly clear to anyone paying attention. Aside from treasure producing way more XP than combat was the fact that starting characters had 1d6 hit points and the majority of attacks did 1d6 damage. With that knowledge, along with the fact that XP was a way to keep score in the game, it was obvious that running into combat engagements one after the other was not the best way to accumulate XP. Thus the main focus of play was exploration. Explore the environment and try to discover as much treasure as possible and make it out of the dungeon alive with it. There wasn't a good way to know what creatures might be holding good treasure without some investigation first. In an average combat encounter against like level opponents, a 1st level character has roughly a 50% chance of dying (and losing all accumulated XP). Not only that but the XP rules for monsters applied to killing, outwitting, or driving off the monsters. Wandering monsters were a penalty for farting around and being too cautious.

Quite correct.
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

jhkim

Quote from: RPGPundit on January 17, 2024, 08:51:51 AM
The most memorable experiences in RPG are never really about combat in and of itself, they're about character investment.
Quote from: Exploderwizard on January 18, 2024, 09:35:14 AM
With that knowledge, along with the fact that XP was a way to keep score in the game, it was obvious that running into combat engagements one after the other was not the best way to accumulate XP. Thus the main focus of play was exploration. Explore the environment and try to discover as much treasure as possible and make it out of the dungeon alive with it.
Quote from: RPGPundit on January 18, 2024, 06:42:19 PM
Quite correct.

Wait. While these agree that combat is not the focus, exploring the dungeon environment sounds very different from "character investment".

Personally, I don't think that RPGs are about any single thing. Different groups will have different focuses. Some groups like and focus on combat, others may like and focus on intrigue or mystery solving, etc.

SHARK

Quote from: jhkim on January 18, 2024, 06:50:00 PM
Quote from: RPGPundit on January 17, 2024, 08:51:51 AM
The most memorable experiences in RPG are never really about combat in and of itself, they're about character investment.
Quote from: Exploderwizard on January 18, 2024, 09:35:14 AM
With that knowledge, along with the fact that XP was a way to keep score in the game, it was obvious that running into combat engagements one after the other was not the best way to accumulate XP. Thus the main focus of play was exploration. Explore the environment and try to discover as much treasure as possible and make it out of the dungeon alive with it.
Quote from: RPGPundit on January 18, 2024, 06:42:19 PM
Quite correct.

Wait. While these agree that combat is not the focus, exploring the dungeon environment sounds very different from "character investment".

Personally, I don't think that RPGs are about any single thing. Different groups will have different focuses. Some groups like and focus on combat, others may like and focus on intrigue or mystery solving, etc.

Greetings!

Yeah, Jhkim. I agree. Different groups, and different *Players* have very different focuses.

I have plenty of players that live for combat. Some very much enjoy exploration, travel, and just *experiencing the world*. Meanwhile, others could care less about dungeons or fighting. They are far more into engaging in romance, shopping, going to masquerade balls, parties, and getting involved with politics and relationship drama.

My challenge, of course, is when one or more groups I'm running contains all of these kinds of players. Their entirely different focuses can generally compete against each other, and feeding each of them, almost simultaneously, or at least sequentially, is always a work in progress on my part. Definitely keeps me on my toes!

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

Fheredin

The thing with combat is that while none of the roleplay aspects of the game actually require it, the player psychologically requires it. Well, perhaps not combat per se, but some form of mechanical difficulty, and considering how hit or miss puzzles can be, combat is the default option. If you don't challenge the players in some way--player and not player characters in this instance--then they will frequently free-wheel and the game will begin to feel less impactful.

RPGPundit

Quote from: jhkim on January 18, 2024, 06:50:00 PM
Quote from: RPGPundit on January 17, 2024, 08:51:51 AM
The most memorable experiences in RPG are never really about combat in and of itself, they're about character investment.
Quote from: Exploderwizard on January 18, 2024, 09:35:14 AM
With that knowledge, along with the fact that XP was a way to keep score in the game, it was obvious that running into combat engagements one after the other was not the best way to accumulate XP. Thus the main focus of play was exploration. Explore the environment and try to discover as much treasure as possible and make it out of the dungeon alive with it.
Quote from: RPGPundit on January 18, 2024, 06:42:19 PM
Quite correct.

Wait. While these agree that combat is not the focus, exploring the dungeon environment sounds very different from "character investment".

Personally, I don't think that RPGs are about any single thing. Different groups will have different focuses. Some groups like and focus on combat, others may like and focus on intrigue or mystery solving, etc.

Character investment is the meta-experience. It can happen in combat, it can happen during exploration, roleplay, resource management, or other things.  The problem comes in when one of those elements (usually combat) is misunderstood by the GM as the "point" of the game. Inevitably, in fact, they will tend to become tedious; that happens most often in games that are just one combat after another, though it can happen in any of those contexts (even roleplay).
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Exploderwizard

Quote from: jhkim on January 18, 2024, 06:50:00 PM
Quote from: RPGPundit on January 17, 2024, 08:51:51 AM
The most memorable experiences in RPG are never really about combat in and of itself, they're about character investment.
Quote from: Exploderwizard on January 18, 2024, 09:35:14 AM
With that knowledge, along with the fact that XP was a way to keep score in the game, it was obvious that running into combat engagements one after the other was not the best way to accumulate XP. Thus the main focus of play was exploration. Explore the environment and try to discover as much treasure as possible and make it out of the dungeon alive with it.
Quote from: RPGPundit on January 18, 2024, 06:42:19 PM
Quite correct.

Wait. While these agree that combat is not the focus, exploring the dungeon environment sounds very different from "character investment".

Personally, I don't think that RPGs are about any single thing. Different groups will have different focuses. Some groups like and focus on combat, others may like and focus on intrigue or mystery solving, etc.

Character investment ( for D&D type games) builds slowly over time in my experience. After a character survives the first few adventures investment starts to build up. A brand new character has no accumulated XP so losing the character doesn't feel the same as losing a character that has a few levels gained. As the campaign progresses and characters began to formulate goals beyond mere survival and gaining loot, the investment grows even more.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Baron

"Combat Was Never The Main Feature of the D&D Experience"

I have to disagree. It began as a type of wargame. Most of the rules, most of the printed matter, revolved around combat. Different people enjoy different things and different groups tried focusing more on related activities, and as the years rolled on we saw different takes on what you could do in this new type of game. But that's not how it was in the early years, and there are plenty of rpgs to this day that are combat simulators first, and you pretty much improvise anything else.

I'll append a big IMO, but you have to as well.

Rhymer88

Even today, combat makes up a big chunk of most rpg rules. However, I agree that exploration and social interactions generally account for a much larger part of gameplay. The combat scenes tend to be the intense highlights, like in action/adventure movies.

Exploderwizard

Quote from: Baron on January 20, 2024, 03:21:56 AM
"Combat Was Never The Main Feature of the D&D Experience"

I have to disagree. It began as a type of wargame. Most of the rules, most of the printed matter, revolved around combat. Different people enjoy different things and different groups tried focusing more on related activities, and as the years rolled on we saw different takes on what you could do in this new type of game. But that's not how it was in the early years, and there are plenty of rpgs to this day that are combat simulators first, and you pretty much improvise anything else.

I'll append a big IMO, but you have to as well.

Certainly a lot of groups played the game as simply a string of fights, but unless extraordinary measures were used by the DM to keep PCs alive it would be nothing but a series of grinding 1st level characters to death, roll a new group of PC's, repeat. The math of the game,as written did not support such a playstyle. If the players decide that their goal is to just go kill as many things as possible then the game certainly allows them to try, but with a roughly 50% chance to die in an average encounter the PCs will have short careers for certain.

Unless the DM intervened to and gave support for this playstyle the players had a choice of either grinding through PCs or actually trying to win by getting out of the dungeon alive with as much treasure as possible.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

RPGPundit

Quote from: Baron on January 20, 2024, 03:21:56 AM
"Combat Was Never The Main Feature of the D&D Experience"

I have to disagree. It began as a type of wargame. Most of the rules, most of the printed matter, revolved around combat. Different people enjoy different things and different groups tried focusing more on related activities, and as the years rolled on we saw different takes on what you could do in this new type of game. But that's not how it was in the early years, and there are plenty of rpgs to this day that are combat simulators first, and you pretty much improvise anything else.

I'll append a big IMO, but you have to as well.

The earliest edition of D&D didn't even include combat rules.
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.