Blog Book Club #38 Why D&D has lots of rules for combat

Welcome to this week’s blog book club. This week we are discussing Why D&D Has Lots of Rules for Combat by Nat of How to Start a Revolution in 21 Days or Less.

Next week we’ll be reading [Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles... | EN World D&D & Tabletop RPG News & Reviews a thread from EN World.

You can see a list of previous blog club posts here.


As I look ahead at our blog list I am seeing a reoccurring theme. Over the next few weeks we will be contrasting the OSR playstyle with that of other editions of D&D. This week we start things off with Nat contending that just because D&D has lots of rules for dictating the outcome of combat that does not mean it should be the central focus of the game. First the elephant in the room is addressed: 4th edition D&D is about combat because the party is always assumed to have the necessary resources to engage a fight and party survival is assumed by default. This will come up in next week’s Combat as Sport Vs Combat as War post.

Anyway, Nat posits that combat in Old School systems is interesting not due to game design but because of tactical infinity, and that these games have enough space for GMs and PCs to get creative. GMs who can make regular OSR play satisfying can also make its combat a fun time. An question is raised over whether combat is innately satisfying whether it takes over the game when its not lethal enough.

It is proposed that the purpose of combat rules imposing a rigid structure is to reduce the GMs control over fights unfolding so the success or failure feels like its decided by the strategy of the players and fate (as represented with dice) rather than just DM fiat. Its here that the terms that get bandied around in our circles like “referee” and “neutral arbiter of play” become significant. Just because the game is deadly, doesn’t mean it should feel fickle.

According to Nat, 3rd edition exists in a state somewhere in between the combat continuum of 4e and OSR with combat being important due to the volume of rules… but without necessarily having all of the enshrined protections that an all-combat game would have. I would put forwards that 5th edition D&D which was not out at the time of this post, is also somewhere around here as well. These editions make fighting attractive so players may not explore other types of challenges. Something that is unvoiced here is that if combat becomes a significant part of the GMs preparation activities they have a strong incentive to make sure it happens… and that’s how you breed Quantum Ogres people!

I would chime in here that the post doesn’t discuss the alternatives to entering combat. If there aren’t many they could be driving players to fight. For example, I personally find most rules for running away a mix of punitive, arbitrary, frustrating, or unsatisfying because it is harder to evaluate the chances of making a clean getaway. If it feels like trying to escape has a significant chance of ending up in a fight with even worse positioning people will not try to escape deadly encounters.

The blog posts ends on the very important note that combat needs interesting stakes! If it’s not just a fight for survival there better be something else important on the line. I thoroughly believe that should be true regardless of the type of game.

Online I see folks always repeating the maxim of combat as a fail state. In recent years others have started to push back that the idea has been taken too far. After all, sometimes we are drawn to fantasy because we want to slay the dragon; we just don’t want it to feel like its made of cardboard.

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It feels like this post is working around to the notion we’ll be talking about more next time with Combat as War vs Combat as Sport.

It’s unsurprising that D&D started with lots of rules for combat given its roots in wargames. In later editions I think it grew in focus in part because it’s “easy” to prep this part of the game and have it be interesting for players. In a similar way that dungeons allow player freedom yet naturally constrain player choices (do we turn left or right here), combat allows constrained player choices in a systematic way (where will I move?, who will I target?, which spell will I cast?).

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It’s interesting to me to think of this as a version of “the rules elide”, but nearly a decade earlier. Nat is basically arguing that the more fleshed out the combat rules are, the more it becomes a kind of mechanical enjoyment and not something you interact with through pure imagination. I’ve very often wanted mechanical rules to elide others parts of the game I’m less interested in, but for me this always comes across as very artificial.

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That shouldn’t be a surprise. Most “OSR” ideas touted in the 2020’s are something that was discussed at length in the 2000’s or 2010’s and repacked to sell something or someone.

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Perhaps newcomers to the scene, who were too late for the G+ era and haven’t found all of the old forums and blog posts, have come to similar conclusions in their own way as they fall in love with the hobby.

I’m sure there are great blog posts from the 2010s that were already discussed to death in dragon magazine over hundreds of issues.

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I generally agree with the post - I think this is one of the sorrows of the Post-OSR. Also yes, many “OSR” ideas were discussed in the late 1970’s even - Alarums & Excursions is worth a look…

The OSR hobby scene has collapsed/exploded. Now it no longer speaks to itself beyond a dozen isolated spaces and newcomers don’t get any insight into it’s history of ideas. This is the result of obscure indie RPGS (especially during an era of rapidly changing methods of recording/sharing ideas) not having academics or anyone else (there might actually be one or two?) recording the insights of the past. We should all do better at it, but it’s hard.

That said…

There are also people who do know the source of things and like to claim other’s ideas for themselves… A sort of human chatGPT - they read the available writings, then try to sell you (or give you for clout) the ideas they find. Only it’s indie RPGs so they can’t get billions in VC cash .. just hundreds as a publisher or whatever.

I also recommend the subject of this very thread .. Marcia’s Keystones post to help with the dull work of digging into messy archive of OSR knowledge (you can even use it to claim other people’s ideas on youtube or bearblog or wherever…)

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Somewhat off topic, but I saw this happen in the rock climbing scene where I am as well. Lots of people getting into the sport, not enough mentors to go around, and the subsequent loss of folk knowledge.

We also had a bit of a split due to the guidebooks that were available, with one being more focused on the history of the area, and the other focused on being modern and pretty (I never found it particularly more useful).

The Keystones post is an excellent addition. I think people that bring that older knowledge into the light once more are important, as without them this stuff will absolutely be lost. Preserving those ideas and some of their origins has value, even if it’s just for the 1 in 10 newer members that stumble across it.

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