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When D&D4 came out, that made a lot of people very mad. Which got us some interesting games on the way. A major grievance was the “gami-ness” of combat.
It got us the distinction of
- Combat As Sport
- Combat As War
Just to recap the common wisdom and update it. If someone has the original source, please tell. I wasn’t able to find it.
Anyway, D&D4 indeed had a distinct focus compared to 3.x which much less clear in its intended playstyle. This mode got more refined in more recent games like Lancer and further games it inspired like Beacon. In a state of the art Combat as Sport game, combat definitely is the main attraction. When combat starts, we can be real clever with tactics and character abilities and party synergy.
Combat as Sport games like clear and public information. A map of the arena is par for the course. Informational actions might be used to learn the stat values and abilities monsters. The GM typically has an encounter budget to buy the monsters with. There might be different combat scenarios. In our last Beacon game, the PCs fought a Holdout action. Meaning that they had 6 round and in round 6 at most #number_of_PCs enemies were allowed in the designated area. And by the rules the monsters just keep coming.
These encounter specifications are to be communicated at encounter setup. Players have to know them to strategize accordingly. It’s great fun. Why, during such a Holdout, our Chronomancer drew his once-per-mission ability and shuffeled everyone’s initiative in the last round. So the monsters didn’t get to act in time and our heroes just barely won.
While this particular ability is specific to Beacon, character abilities that mess with the action economy – a term invented for this playstyle – are quite common. Leaders might hand attack actions to their allies or allow free movement. Likewise Defenders will have defined abilities to attract enemy fire.
Non-combat parts are much more freeform. Sure we can engage in character play and make a skill check here and there. But these are filler in the best of ways. Free play provides context on why we want to fight those fights.
Now, Combat as War is a different beast. Here combat is rather lethal and best avoided. This – importantly – is often possible. Monsters might be circumvented. Some might be reasoned with. You might flood the dungeon or manufacture other hazards. The fictional terrain is therefore important. The PCs will typically enter an adventure area and have to learn about it. Without knowing features of the place you cannot manufacture hazards. Without knowing other factions in the area you cannot negotiate.
That is great fun too. I fondly remember a group of PCs convincing the magic tree that they were the good guys and the tree needs to defend itself from those other people. Or another group kiting a security golem and finally sicking it on some demons. In this mode the fun is seeing what players can come up with based on established fictions and their own interpolation. My personal favorite here is Brighter Worlds.
Of course, when there’s two options, there is probably more. That is important to remember. Often observations of the type “There are two ways to play” turn into “There are only two ways to play”. That is not a good approach things. Thankfully, I’m late to party, Bankuei made notes about a third approach in 2012.
Combat as Theater. In Combat as Theater, challenge is irrelevant to showboating and drama. This might be a game where there’s really little or not tactical consideration to have, and stacked with no heavy consequences to losing.
I would add that for theater, we might be more interested in emotional outcomes than physical trauma. Possibly there aren’t conventional hit points or wound tracks, as Bankuei notes. We might see declarations of vengeance or love. The villain might try to tempt a hero to the dark side. This mode is thus a contiunation of character play by other means. It’s best when the villains have some kind of personal relation to at least some of the PCs.
Fictional place therewhile is largley perfunctory for this mode. Yes, the show necessarily happens somewhere, but that’s background. The place is not operationalized as a CaS arena or CaW dungeon.
But when there are three, there might be another. And it is quite common. And sadly it’s predictable, boring and best not done. I’m talking about Investigate – Investigate – Showdown. It’s when our heroes stumble upon some strange happenings, they look for clues, they find a trail, and they come about the random warlock in the middle of the ritual. And then everyone rolls initative.
That is not Theater. It’s a just a random warlock, not your nemesis. They might not even monologue properly. It’s definitely not War. We will reach this showdown and we will play it. No circumventing about it. It might be Sport, but often the fighting isn’t that mechanically interesting. And if we were really here for the Sport, we wouldn’t need that extended investgation phase beforehand. Just some frame and motivation and maybe a bit of coloring for the characters and then we could just proceed to clobbering time.
So, what does Daggerheart do?
In Daggerheart, with most any roll, the PCs can either add to their Hope or give the GM a Fear. Those tokens can be saved up. In fact the GM will likely have a sizeable pool at… showdown. So while we investigate that warlock, if we roll good, we get much Hope and the GM gets little Fear.
This feeds into the game’s rather unique initiative system. To recap, the PCs can act in any order they like and continue to do so, until they fail a roll, produce Fear or the GM spends Fear to take a single monster turn instead. After that the GM can spend more fear to use more monsters. So those Fear tokens that have been accumulated over the adventure are monsters’ action budget during showdown.
Daggerheart does like using special environmental features in fights. They aren’t very sportive though. The GM might put a counter visibly on the table. But that doesn’t automatically say what the counter is for. And there isn’t a defined mechanic to get this information. We might negotiate something at the table, but there is no established Search action that will provide those info. It’s primarily a mechanism for suspense.
Character abilities in Daggerheart are colorful, but not so varied on a strategic level. The general strategy is to just burn your resources at showdown. Distance and position do matter for many abilties, but except for pure Theater that might be generally so everywhere: Consider War stories about fireballs in corridors.
So it seems to me, while Daggerheart has some elements of contemporary Sports games, it might rather be the first game that really tries to make Combat as Showdown worthwile.

