How realistic is Dungeons and Dragons combat?
Video Statistics and Information
Channel: Shadiversity
Views: 661,078
Rating: undefined out of 5
Keywords: dungeons and dragons, dnd, d&d, combat, round rpg, roleplaying, role playing, pen and paper, tabletop, game, video, fantasy, medieval, adventure, adventurer, knight, knights, sword, swords, miniature, warhammer, gaming
Id: UPBYRJUYPRU
Channel Id: undefined
Length: 27min 43sec (1663 seconds)
Published: Sat Nov 14 2020
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
Can you summarise for those of us who don't have 27 minutes to sit around and watch the video?
I quite like Shad, but he sure can waffle. Saying the same four different ways to make sure you get the point.
His early points about reach seem to have merit and there is an obvious argument to be had that combatants want to engage in advantageous situations, the greater distance so you are safer while threatening your opponent.
The point about how the limitations of the rules are not the same as physical real world limitations feeling disappointing also has merit. If I, a not very athletic human can lunge and hit a target, or with a quick jump hop a decent stream without falling in, why couldn't my 8ft. tall barbarian Goliath not be able to beat an Olympic long jumper even easier.
His later on ramble about how the initiative system in D&D says that each turn is 6 seconds is just wrong, the entire round takes place in 6 seconds. PCs/monsters aren't taking their turn, attacking moving, and then waiting as time passes by isn't how it is done, but the system doesn't have a system he suggests that everyone declares actions in order before dice are rolled to counter peoples actions.
Considering everything, I agree it's not realistic, but I agree even more so with his own first point, the game has existed for decades with these rules and it has worked so very well that there doesn't need to be these great change.
Final conclusion, Shad makes some good points but needs an editor who can trim some of his ramblings/correct factual errors.
How realistic is D&D combat? Not very if you just look at the bare rules. It's a set of rules to try and make a balanced turn-based minigame, set inside a larger narrative game. But the narrative context is an important part.
I found the first 10 minutes of the video too annoying to finish tbh. Messing with the rules all the time, it's worse then the Free Parking rule on Monopoly: you never know what game you're playing damn it.
Combat in 5eis both simultaneous and turn based. First 10 seconds of the video isn't a good advert for it because the attacked creature is static. The narrative aspect of the game means that the defender tries to avoid the hit (AC isn't just armor it includes dex to dodge an attack). The implication is the defender steps back within his 5ft square, drawing the attacker into the adjacent square fully, and then as the attacker recovers from the swing they are open to an opportunity attack if they step back into the original square.
Combat is both simultaneous and turn based, so at the same time but slightly ahead or behind the action (based on initiative order) the defender also takes their turn. They may have already moved and, being higher in initiative, seen your initial moves and be ready for the attack, or be about to move moments afterwards to flank and make an attack themselves. The narrative implication is the defender is a dynamic body, and has their own mind and goals potentially unknown to the attacker. This limits your total freedom of action somewhat (Reactions do it explicitly). Again, because this is a feature of this narrative game as a whole, it's not reasonable to 'kite' in melee unless you have character features that allow it. That's why the opportunity attack rules and bonus action disengage features exist. Describe what you like, as cool as you like, but if you were close enough to attack with a melee weapon then stepping back to make space always puts you in a vulnerable position (unless you have Features).
Meh. It's all in how you describe it, I don't see the point is wasting turns on sparring just narrate the sparring for flavor as part of the Action.
If you were to take a look at HEMA sparring matches, it certainly looks to me like the combatants are within 5ft of each other during the heat of the engagement. It makes me think that Shad is confusing touching with hitting. A hit represents more than just physical contact, it represents a strong blow that overcomes the opponents defenses and draws blood. Standing far away from your opponent and trying to tag them is hardly going to give you many opportunities to meaningfully hurt someone who is not looking to get a sword in their chest.
Also, can't Battlemaster Fighters make lunging attacks? 5e's stinginess with maneuvers aside, you can hit someone 10ft away with an arming sword.
Anyone got a summary? the "how realistic" title in an imaginary game with monsters, magic & super-powers really doesn't catch my interest.
His entire premise seems to ignore the fact that the characters can move. His example of attacking further than 5 feet away involves him moving to do just that.
I'm not entirely sure what his point is. The rules do exactly what he is complaining about already.
Simple response. The area that a creature controls represents the area that it can hit and do a damaging strike without moving from a single spot. If you include movement into the attack without moving from the square to increase reach then mechanically you are effectively describing the Lunging Attack battlemaster maneuver.
Are we ignoring that to make the 5 foot lunge, the majority of his body leaves his current square? He is really stretching in this video, literally and figuratively. Also his point that most sword fights don't happen within 5ft of each other because it's dangerous, but to actually do any damage you have to come closer, which he admits. Yeah no, he's wrong here.