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General Tabletop Discussion
*TTRPGs General
What TTRPGs have the best tactical combat rules?
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<blockquote data-quote="GMMichael" data-source="post: 9260681" data-attributes="member: 6685730"><p>Hmm. In my totally unbiased opinion, the best, bar none, is Modos RPG.* Because it has:</p><p></p><ul> <li data-xf-list-type="ul">Positioning options for close, ranged, mounted, flying, and flanking characters. But no grid, so you're never one square short of your awesome move.</li> <li data-xf-list-type="ul">Teamwork does one major thing that also applies in real life: it gives a significant advantage to the more numerous force. And a general "difficulty bonus" makes a lot of ideas possible.</li> <li data-xf-list-type="ul">Weapon size matters. A two-hander does more damage but prevents using a shield or an off-hand dagger that can be thrown if needed.</li> <li data-xf-list-type="ul">Armor size matters. Heavier armor reduces the severity of your hits, but limits what you can do physically. Shields provide significant bonuses to blocks, but you can't attack if you're blocking.</li> <li data-xf-list-type="ul">Combat actions can happen as reactions or as an aggressive push during your turn. Or you can skip your turn to attempt to seize the initiative.</li> <li data-xf-list-type="ul">Ability application: I have no idea what this means. <img class="smilie smilie--emoji" loading="lazy" alt="🤓" title="Nerd face :nerd:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f913.png" data-shortname=":nerd:" /></li> </ul><p></p><p> *Okay, I might be a little biased about a game I wrote and have been playing for years now. And barring none means that a LOT of other good games probably better deserve the "best" title! But Modos RPG benefits from rules modules as well...</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9260681, member: 6685730"] Hmm. In my totally unbiased opinion, the best, bar none, is Modos RPG.* Because it has: [LIST] [*]Positioning options for close, ranged, mounted, flying, and flanking characters. But no grid, so you're never one square short of your awesome move. [*]Teamwork does one major thing that also applies in real life: it gives a significant advantage to the more numerous force. And a general "difficulty bonus" makes a lot of ideas possible. [*]Weapon size matters. A two-hander does more damage but prevents using a shield or an off-hand dagger that can be thrown if needed. [*]Armor size matters. Heavier armor reduces the severity of your hits, but limits what you can do physically. Shields provide significant bonuses to blocks, but you can't attack if you're blocking. [*]Combat actions can happen as reactions or as an aggressive push during your turn. Or you can skip your turn to attempt to seize the initiative. [*]Ability application: I have no idea what this means. 🤓 [/LIST] *Okay, I might be a little biased about a game I wrote and have been playing for years now. And barring none means that a LOT of other good games probably better deserve the "best" title! But Modos RPG benefits from rules modules as well... [/QUOTE]
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What TTRPGs have the best tactical combat rules?
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