Night Danger, an up-and-coming Bro, went on Rollin’ Bones to discuss combat in tabletop roleplaying games. And, although I haven’t watched the entire thing (yet), I needed to respond to what he presented as the two schools of combat design and his ideas for a third. I liked his ideas, and I wanted to expand on them and present them in the context of a precise understanding of what a game is and what combat itself is.
Here’s the two sides:
Combat as a Sport: Two sides are equally balanced via Challenge Rating; you get a series of equally matched encounters in a module. Everything is more or less fair.
Combat as War: Encounters are unbalanced, and you will die if you pick a fight every single time. Combat is a killer of individual characters and sometimes parties as a whole. It’s better to avoid combat whenever possible. Getting into a fight means you failed as a player.
Here’s my approach:
COMBAT IS A CHALLENGE.
All games involve using player skill to overcome challenges. Games that present no challenge are boring. Challenges that are impossible to overcome are frustrating and hence boring. Challenges that test your abilities as a player, forcing you to be creative and use your resources in innovative ways, are what make a game fun.
As Night Danger said, combat is fun. It’s fun precisely because there are real stakes involved, that being the loss of all the time you’ve put into a character (and losing that stings), and because you can use the resources at hand—equipment, weapons both mundane and supernatural, roleplaying skills, tactical acumen, rules mastery—to overcome the challenge.
Game Design 101: Real difficulty and real stakes make a challenge fun.
Combat is an enjoyable part of the game, but should present real risks. Not every encounter should be balanced or beatable. Some will wipe out the whole party in an instant.
Part of the challenge of play lies in judging which situation you’re facing. But if combat does happen, the game mechanics need to support making it a challenge to be overcome.
Maneuver, enemy and ally morale, resource allocation, attack and defense, positioning, and VIOLENCE OF ACTION. The mechanics should support all of these, as well as reflect the weapons and armor in play. If the mechanics support these, “realistic” tactics will emerge as players learn how to best utilize the tools at hand.
Combat is a tactical wargame challenge. If the players are good at utilizing the tools they have available to overcome the enemy, to defeat the challenge, they can win. And have fun doing so.
Even if characters die in the process.



