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General Tabletop Discussion
*TTRPGs General
Beyond grid combat - what are some good combat systems?
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<blockquote data-quote="Umbran" data-source="post: 7627389" data-attributes="member: 177"><p>That would all depend on what you mean by "good".</p><p></p><p>I have found Ashen Stars' take on starship combat to be an excellent one. Each character has a role in ship combat - your tactical officer, weapons officer, communications officer, and pilot all have attacks, and your engineer patches the ship up as it gets damaged, and your medic patches the people up as they get damaged. Your ship has attacks it is good and bad at dishing out, or taking. You get to pick your desired result at the start of combat (do you want to just escape, or disable the other ship, board it, or blow it out of the sky?) And, the mechanic strongly encourages you to cycle through all the positions, so everyone gets a turn. You have tactics in which attack forms you try first, and how you dole out the ship's limited supply of energy. My group likes it, because everyone gets to play.</p><p></p><p>Just a couple weeks ago, i played in a one-shot of the Savage Worlds Star Wars game, and it also leans heavily into players having roles in ship combat - the engineer manages the ship's energy supply, the pilot flies, the gunner shoots, and the comm/sensor station and command role have boosts they can give to other roles. There's an intriguing way to do mapping and positioning as well, using a grid of cards to describe ranges and positions.</p><p></p><p>There's a fairly new FATE-based game called <em>Tachyon Squadron</em>. Its basic conceit is that the characters are all members of a squadron of space combat fighters - very Star Blazers or Battlestar Galactica. I have not gone over its combat rules in detail, but I suspect there's some goodness to be borrowed from there.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7627389, member: 177"] That would all depend on what you mean by "good". I have found Ashen Stars' take on starship combat to be an excellent one. Each character has a role in ship combat - your tactical officer, weapons officer, communications officer, and pilot all have attacks, and your engineer patches the ship up as it gets damaged, and your medic patches the people up as they get damaged. Your ship has attacks it is good and bad at dishing out, or taking. You get to pick your desired result at the start of combat (do you want to just escape, or disable the other ship, board it, or blow it out of the sky?) And, the mechanic strongly encourages you to cycle through all the positions, so everyone gets a turn. You have tactics in which attack forms you try first, and how you dole out the ship's limited supply of energy. My group likes it, because everyone gets to play. Just a couple weeks ago, i played in a one-shot of the Savage Worlds Star Wars game, and it also leans heavily into players having roles in ship combat - the engineer manages the ship's energy supply, the pilot flies, the gunner shoots, and the comm/sensor station and command role have boosts they can give to other roles. There's an intriguing way to do mapping and positioning as well, using a grid of cards to describe ranges and positions. There's a fairly new FATE-based game called [I]Tachyon Squadron[/I]. Its basic conceit is that the characters are all members of a squadron of space combat fighters - very Star Blazers or Battlestar Galactica. I have not gone over its combat rules in detail, but I suspect there's some goodness to be borrowed from there. [/QUOTE]
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Beyond grid combat - what are some good combat systems?
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