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General Tabletop Discussion
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Beyond grid combat - what are some good combat systems?
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<blockquote data-quote="Fenris-77" data-source="post: 7627294" data-attributes="member: 6993955"><p>For naval battles I'd probably look to an actual wargame rather than a rules set continained within a TTRPG. Avalon Hill's <em>Wooden Ships and Iron Men</em> is one of the best examples of that for the age of sail. I'd probably recommend the same thing for large scale battles and there are a ton of systems you could look at depending on what era and scale you wanted. I'd probably start with the <em>De Bellis</em> games because they aren't designed to be 1:1 representational and can easily be played with counters instead of miniatures. In both cases assuming you want to actually play out the battle, and are OK having to layer magic or whatever on top from whatever TTRPG you're playing. The magic thing could be easy or hard depending on how high magic your setting is. Most spells wouldn't effect enough to matter on a battle field scale and adding rules for AoE stuff like fireball wouldn't be super hard. There are literally hundreds of rules sets for both of these things, so finding something that suits should be too hard.</p><p></p><p>I prefer looking to wargames for rules like these because they are purpose designed to do that thing well, whereas the rules in TTRPGs for these same things tend to feel skimpy and bolted on, at least to me.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7627294, member: 6993955"] For naval battles I'd probably look to an actual wargame rather than a rules set continained within a TTRPG. Avalon Hill's [I]Wooden Ships and Iron Men[/I] is one of the best examples of that for the age of sail. I'd probably recommend the same thing for large scale battles and there are a ton of systems you could look at depending on what era and scale you wanted. I'd probably start with the [I]De Bellis[/I] games because they aren't designed to be 1:1 representational and can easily be played with counters instead of miniatures. In both cases assuming you want to actually play out the battle, and are OK having to layer magic or whatever on top from whatever TTRPG you're playing. The magic thing could be easy or hard depending on how high magic your setting is. Most spells wouldn't effect enough to matter on a battle field scale and adding rules for AoE stuff like fireball wouldn't be super hard. There are literally hundreds of rules sets for both of these things, so finding something that suits should be too hard. I prefer looking to wargames for rules like these because they are purpose designed to do that thing well, whereas the rules in TTRPGs for these same things tend to feel skimpy and bolted on, at least to me. [/QUOTE]
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