Combat as Sport vs Combat as War


This post by Daztur from the enworld forums is now over 10 years old and it's still one of my mental touchstones. I'm going to repost it in part here because the only stories that last are the ones that are retold, and this one deserves to be retold far, wide, and frequently.

On the topic of WotC developing the 5th edition of Dungeons & Dragons and changing things up from 4th edition.


Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...

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Without quite realizing it, people are having the exact same debate that constantly flares up on MMORPG blogs about PvP: should combat resemble sport (as in World of Tanks PvP or arena combat in any game) or should it resemble war (as in Eve PvP or open world combat in any game).

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?

Some D&D players love the tactical elements of the game and well-fought evenly matched combat within it while other players prefer the logistical and strategic elements and if only end up in evenly matched fights if something has gone horribly wrong. These two kinds of play styles also emulate different kinds of fantasy literature with Combat as Sport hewing to heroic fantasy tropes while the Combat as War side prefer D&D to feel like a chapter of The Black Company. This was really driven home by one comment from a Combat as Sport partisan talking about how ridiculous and comedic it would be PCs to smuggle in all kinds of stuff in a bag of holding so they could use cheap tactics like “Sneak attack with a ballista!” However, sneak attacking with a ballista is exactly what happens in Chapter Forty-Eight of Shadows Linger (the second Black Company book) and the Combat as War side think that’s exactly the sort of thing that D&D should be all about."




Over the past decade (at least) a conversation floats around on Reddit about "Who would win, UFC Fighters vs Gorillas". Or at least some variation of trained human fighters. And the question has always struck me as being so stupid. On the one hand, gorillas are stronger and faster than man, but on the other hand, man is the apex predator on this planet.

Humans have already won that competition. Did we win it because we went toe to toe with the gorillas? Hell no. People saw a friend or family memeber get killed by them, and then we promptly started doing things like throwing rocks and pointed objects, or feeding them poison, or coming into their territory in the night and slitting their throats.

On the surface, this "Who would win?" question looks almost like it's a "Combat as Sport" situation, but I think it goes even further than that. We know who would win (because in this case, humans have already won. Gorillas are in our zoos, we're not in theirs), and then the "sport" contest is framed in a way that puts the known victor at a pointed disadvantage: e.g., if a human and a gorilla are locked in a cage together and must fight to the death, and tools/weapons are not allowed, who would win?

There's no need to setup fair fights in D&D, but if you do want to set up fair/balanced fights make sure that's what you're really doing. Don't weigh a combat in favor of the enemies and then get surprised when the players try to avoid the combat all together, or even turn and flee. Or get that deus ex machina solution you had planned out on the board ASAP.

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