Woke up this morning to Twitter assuring me that @Wizards_DnD is "ninety percent combat." I must be playing (and designing) it wrong.
— WinningerR (@WinningerR) February 19, 2022
I wake up every morning and don't understand 90% of Twitter. Congrats to you for unraveling this much, Ray!
— Ajit George (@ajitgeorgeSB) February 20, 2022
So guess we're gonna recall all those Wild Beyond the Witchlight books and rework them into combat slogs, yeah?
Since we did it wrong.
— Dan Dillon (@Dan_Dillon_1) February 19, 2022
That’s a very uncharitable read, Dan.
Yes, WbtW can be played without combat. But that’s one – of 18 – adventure module.
Like, Congratulations! You showed that it can be done, not that it’s the norm or even the design intent. I disagree. It’s showcasing that an entire D&D campaign can be designed and played with no combat if that’s how you wish to use it. The other published adventures are irrelevant to that point.
The point is how you can use the game. If that doesn’t work for you, fair enough.
— Dan Dillon (@Dan_Dillon_1) February 20, 2022
Maybe they're talking about Twitter instead 😉
— Jim Zub (@JimZub) February 19, 2022
I think there’s a line to be drawn between: 90% of this game’s rules text is about combat (arguably true for 5e) vs. 90% of this game experience is combat (certainly not true for 5e, the social system is light but does a lot of lifting). The portion of rules text that is "about combat" is not even close to 90%.
— WinningerR (@WinningerR) February 19, 2022
Don’t tell anyone this, but most of the combats on my twitch game are put in because people expect there to be combat, not necessity. I often find drawn out combats a bit tedious.
My D&D is very roleplaying heavy, and no, the system doesn’t get in the way.@DungeonScrawl #dnd
— Erik Scott de Bie (@erikscottdebie) February 19, 2022