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    Firbolg in the Playground
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    Oct 2011

    Default Revisiting Combat as Sport vs Combat as War

    Combat as War and Combat as Sport - defined by the presence or absence (respectively) of the strategic layer. Is that definition enough?

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    When creating a dichotomy, one should strive to create definitions which encompass, at the least, the *majority* of the space described, as well as covering the most common / popular / visible / well-known portions of that space.

    The original descriptions of Combat as Sport vs Combat as War left a lot to be desired. Eventually, fed up with people's inability to recognize this fact, I spoofed the article to drive my point home, and wrote what at the time I believed to be much clearer, cleaner definitions for the terms.

    Except… what I wrote, while better, was still pretty vague. And, recently, it has been demonstrated that my "not definitions" may not necessarily hold up to edge cases in a meaningful way.

    So, for reference

    Spoiler: the original
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    People who want Combat as Sport want fun fights between two (at least roughly) evenly matched sides. They hate “ganking” in which one side has such an enormous advantage (because of superior numbers, levels, strategic surprise, etc.) that the fight itself is a fait accompli. They value combat tactics that could be used to overcome the enemy and fair rules adhered to by both sides rather than looking for loopholes in the rules. Terrain and the specific situation should provide spice to the combat but never turn it into a turkey shoot. They tend to prefer arena combat in which there would be a pre-set fight with (roughly) equal sides and in which no greater strategic issues impinge on the fight or unbalance it.

    The other side of the debate is the Combat as War side. They like Eve-style combat in which in a lot of fights, you know who was going to win before the fight even starts and a lot of the fun comes in from using strategy and logistics to ensure that the playing field is heavily unbalanced in your favor. The greatest coup for these players isn’t to win a fair fight but to make sure that the fight never happens (the classic example would be inserting a spy or turning a traitor within the enemy’s administration and crippling their infrastructure so they can’t field a fleet) or is a complete turkey shoot. The Combat as Sport side hates this sort of thing with a passion since the actual fights are often one-sided massacres or stand-offs that take hours.

    I think that these same differences hold true in D&D, let me give you an example of a specific situation to illustrate the differences: the PCs want to kill some giant bees and take their honey because magic bee honey is worth a lot of money. Different groups approach the problem in different ways.

    Combat as Sport: the PCs approach the bees and engage them in combat using the terrain to their advantage, using their abilities intelligently and having good teamwork. The fighter chooses the right position to be able to cleave into the bees while staying outside the radius of the wizard’s area effect spell, the cleric keeps the wizard from going down to bee venom and the rogue sneaks up and kills the bee queen. These good tactics lead to the PCs prevailing against the bees and getting the honey. The DM congratulates them on a well-fought fight.

    Combat as War: the PCs approach the bees but there’s BEES EVERYWHERE! GIANT BEES! With nasty poison saves! The PCs run for their lives since they don’t stand a chance against the bees in a fair fight. But the bees are too fast! So the party Wizard uses magic to set part of the forest on fire in order to provide enough smoke (bees hate smoke, right?) to cover their escape. Then the PCs regroup and swear bloody vengeance against the damn bees. They think about just burning everything as usual, but decide that that might destroy the value of the honey. So they make a plan: the bulk of the party will hide out in trees at the edge of the bee’s territory and set up piles of oil soaked brush to light if the bees some after them and some buckets of mud. Meanwhile, the party monk will put on a couple layers of clothing, go to the owl bear den and throw rocks at it until it chases him. He’ll then run, owl bear chasing him, back to where the party is waiting where they’ll dump fresh mud on him (thick mud on thick clothes keeps bees off, right?) and the cleric will cast an anti-poison spell on him. As soon as the owl bear engages the bees (bears love honey right?) the monk will run like hell out of the area. Hopefully the owl bear and the bees will kill each other or the owl bear will flee and lead the bees away from their nest, leaving the PCs able to easily mop up any remaining bees, take the honey and get the hell out of there. They declare that nothing could possibly go wrong as the DM grins ghoulishly.

    Does that sound familiar to anyone?


    Spoiler: My spoof
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    Combat as War: The PCs make knowledge checks, and prepare for the encounter, using their abilities intelligently, and having good teamwork. Realizing that bears raid honey trees in nature, one character contracts ursine lycanthropy, while another prepares Summons spells to summon bears. They also consider how to utilize the smoke that beekeepers use to collect honey, and, while discussing holding their breath and establishing escape routes even in smoke, realize that Undead have DR, and neither breathe nor can be poisoned. With cooperation, and every advantage, they roflstomp the encounter, without taking damage, and reconsider their plan to kill the Queen Bee. Instead, they leave her alive, and vow to return to get even more free money later. The GM congratulates them for a game well played, and for exceeding both his expectations on how much they'd net (given the lycanthropy strength boost, and that the undead added their carrying capacity to the party), and his expectation of this being a one-shot cash cow.

    Combat as Sport: the party blunders straight into the encounter as always, declaring that nothing could possibly go wrong as the DM grins ghoulishly, but there’s BEES EVERYWHERE! GIANT BEES! With nasty poison saves! The PCs don't even consider running for their lives, or that they don’t stand a chance against the bees, because they know that the GM will make everything a fair fight. But then the Fighter stowed his magical sword in favor of his hammer, because nobody uses swords against bees IRL, and hammers smush bees, right? The barbarian decides now, while he's distracted and won't be expecting it, is the perfect time to take revenge on the Wizard, and power attack leap attack shock troopers him into a thin red paste. On a series of unlucky rolls, aided by their poor tactics, the Fighter and Barbarian succumb to the poison. The Rogue, who was hiding the whole time, attempts to flee, using a zigzag pattern (because bees have problems with zigzag, right?), and dies to the maximum number of AoOs. The GM face palms as the party suffers yet another TPK on an encounter his 7-year-old brother was able to solo.

    Sound familiar?


    Spoiler: recognizable axises
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    [list][*] whether / the extent to which the GM builds balanced encounters[*] Strategical impact[*] Tactical impact[*] Player competence[*] Following rules vs going outside them[*] GM malice[*] Player confidence issues (over, under)


    My original contention is that the only axis that matters in evaluating CaW vs CaS is the ability of the players/PCs to use the strategic layer to manipulate the specifics (including and especially the difficulty) of the encounter.

    At the player level, in CaS, the onus is on the GM to create balanced encounters that are "sporting"; the onus is on the players to not break the encounters / not engage the strategic layer. This is pretty much "beer and pretzels", "kick down the door" fun.

    CaW, OTOH, demands that the GM "play it honest", letting the players manipulate the strategic layer to modify the challenge. The onus is on the GM to let the players actions have logical consequences; the onus is on the players to make the encounter… survivable? Fun? "5D chess" is an extreme example of CaW.

    One rather misleading thing about the terms is their focus on Combat. I hold that this is true for any encounter (including the ability to *reframe* an encounter as combat / social / stealth / puzzle / whatever).

    There is also the question of whether encounters are mandatory or optional under each paradigm.

    Doubtless, there are other edge cases where my minimalist definitions might begin to show some strain.

    So, what do y'all think? How *should* CaW & CaS be defined?
    Last edited by Quertus; 2020-10-27 at 04:30 PM.