Friday, February 19, 2021

D&D as a War Game: Accepting 3.5 & 4E for What They Are

 The origins of D&D are in tabletop wargaming. That is miniatures on a table that can move and fire fixed distances, have some armor value, and deal some amount of damage. Then we zoomed in to focus on an individual character and voila! roleplaying was born. Since that time the focus has trended, albeit with variation, from a tactical war game to a character-focused game. Some would use words like "narrative" or "story telling" - but basically a fantasy game where the players control the protagonists.

When the OSR was born some of us realized people were still playing the TSR editions. We recalled the unique qualities and nostalgia they carried. We decided modern editions were too complicated. The crunch of 3rd Edition that we hailed revolutionary became a burden. 4E was too far ahead of its time - balanced and easier to run, but video-gamey and explicit in game mechanics that broke the immersive qualities of the hobby's origins. The OSR offered modern takes, cleaned up complications, and distilled the qualities that made the original editions so captivating.

But what if we went back and started playing 3.5 and 4E for what they are? What if we embraced the tactical miniatures aspect of D&D again? Would we need crunchy rules and distances? Absolutely. Can you interweave set-piece battles, beautiful terrain, and min-maxed combat characters with a plot-rich adventure? Sort of. What you need to understand is the non-combat aspects of the game are a wholly different mode of play, and will need reigned in from the ultimate sandbox that old school often strives for. The plot will necessarily be a bit more "on rails" due to the careful calibration required of the DM for good encounter building. The DM will need the ability to dictate the goals and guide the path of the party in the macro. In consequence - player choice will exist much more in the micro. Once violence is initiated we shift game modes to the tactical, strictly-ruled, miniatures board game that 3.5 and 4E offer.

This is the sort of gaming that can be competitive. The entire session is one long combat or a series of closely connected ones. The DM can define the objective, the terrain, and tactically plan for the enemies. This is D&D that rewards system mastery as much or more than creative improvisation. That's great.

The beauty of 5E is you can play it either way. If you want more of an open, free-flowing game than skip all the crunch in the rules. Speeds, distances, durations, and areas of effect can be somewhat hand-waved. Character abilities and spells can be much more open to interpretation. Basically: house rule the hell out of it and let your DM and your table make the call as to what sounds fair and reasonable. Distill the crunch into the spirit of things. If you enjoy a good tactical miniatures war game - 5E is still a great ruleset. It won't have the depth of 3.5 or 4, but the rules governing all of the numeric aspects are there in relative balance.

Your prep should focus on the type of game your table plays. I'm starting to think there's something compelling about the tactical miniatures game that 3.5 and 4E support, despite loving the principles of the OSR that largely conflict with them. They're just a different game. Love them for what they are.

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