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Is there demand for a “tactical” RPG akin to 4e?

Lionblade

Villager
And I will add that LANCER, ICON and Gubat Banwa all play on a grid (LANCER also works well on hexes) and all have different "powers" chosen at each level (and more mix-and-match modularity than 4e did). They're true successors to 4e and it always annoys me that people talk about them like they don't exist.

Two of the games I mentioned (LANCER and ICON) can be downloaded for free on itch.io right now! There is no barrier to reading them!
I’ll have to check these out later. I am only just hearing about them from this thread!
 

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Newest edition of Twilight 2k has incredibly detailed combat. Savage World has miniature rules baked into it's DNA and is basically a RPG/skirmish miniatures game. Fragged Empire was created to feel like a FPS.

The only grid-based combat game with "powers" chosen at different levels is 4e. So if you're asking if people want more 4e, I think the real answer is "do you want to bring a new game to the market that's a retro-clone of 4e?"
10m hexes aren't "incredibly detailed"... there is no fine positioning, no facing, and while Hit Locations matter, it's 90% for armor application.
Nor is the 3-6 HP per character... with most weapons doing 2-3 points base, and +1 point per extra success.
It's gritty, but not detailed.

(It's the least detailed combat of the 2.5 editions of T2K I've run. Those being 1, 2.0, 2.2, and my current 4th campaign. TH2 just hit 53 XP total... I didn't realize how long I've been running it... it's averaging just under 5 per session.)

I'd put it as a good supertactical rather than tactical game. Tactics do matter, quite a bit. Cover matters. My roughly 3 months of play has covered a mere 11 days of character time.

Honestly, it's just a touch more detailed than Alien. (Alien zones run 3 to 30 m per zone, while T2K 4E tactical hexes are always 10m.) And it's basically the same detail level in Coriolis, too.
 
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And I will add that LANCER, ICON and Gubat Banwa all play on a grid (LANCER also works well on hexes) and all have different "powers" chosen at each level (and more mix-and-match modularity than 4e did). They're true successors to 4e and it always annoys me that people talk about them like they don't exist.

Two of the games I mentioned (LANCER and ICON) can be downloaded for free on itch.io right now! There is no barrier to reading them!
Gubat Banwa looks absolutely goddamn fantastic. I'll check out icon as well. Lancer is extremely cool too.
 

Aldarc

Legend
Here is another game that cites 4e D&D and Final Fantasy Tactics as among its inspirations*: Fabula Ultima (TTJRPG). It's an Italian language game that is apparently working on an English version. It does have an English language Quick Start ("Start Game") and a scenario ("Load Game").

fabula-ultima.jpg
 


After a little digging, I think that they are talking about another game called Teamfight Tactics, which is a League of Legends spin-off game that does use a hex grid for the battle space. But that's still something different than Final Fantasy Tactics, which is what we have been referencing.
I was referring to The Fantasy Trip. but that image doesn't ring Final Fantasy Tactics for me, either...
 







A lot of it this depends on how broadly or narrowly you're defining "tactical". Ruin Explorer a couple of posts up seems to be limiting it to games that have a strong option decision set (usually either power or maneuver based). I get where he's coming from, but I think that's a subset rather than where I'd draw the line, which is where position, movement and distance, along with choice of weapon are all significant. I'd suggest Savage Worlds lands firmly in that, as does the Fragged Empire game and its kin.
 

I mentioned earlier how certain builds in LANCER can give players tremendous problem-solving power in certain types of missions. I think 11dragonkid demonstrates this quite well with this LANCER battle report, in which teleport beacons conquer all.

 

What makes a good tactical RPG? What design cues have more-tactically focused TTRPGs have taken from 4e D&D and video games (e.g., FFT, D:OS2, ec.)?
One of my favourites is the job-switching system from some of the Final Fantasies - Tom Parkinson-Morgan tips the hat to the Job system by literally calling his combat classes "Jobs" in ICON.

Also, having character builds that have a specific function (defend, control, damage or support), with strong siloing of abilities towards those functions, helps to create that 4e feel we're looking for. And ICON does it in interesting ways. Here are three different Stalwart (defending warrior) Jobs, each with a clear identity and a different approach to combat:
  • The Bastion is a proud knight with abilities like ramming foes with a shield, or flinging the shield so that it bounces off multiple enemies. Their traits let them dash after enemies they have shoved, and inflict dazing or stunning effects during collisions with enemies. And when they use shoves, dazes and stuns against enemies that are immune to those effects, they deal bonus damage instead.
  • The Demon Slayer specializes in fighting ferocious monsters with powerful melee, throwing and leaping attacks. As long as they have not gone yet in each round, they are immune to shoves, dazes and stuns (typically inflicted by their favoured enemies). This plays toward their tendency to charge up slower, more powerful attacks that do more damage or are harder to save against.
  • The Head Lopper is a berserk follower of Arenheir, the Wolf Titan, capable of boosting abilities and increasing distance of dashes, shoves and flight by willingly taking a wound. When under half HP, they do bonus damage and become immune to shoves, dazes and stuns. Their abilities may involve grappling, carrying and hurling enemies. The majority of their abilities also have short-ranged flight effects, representing their supernatural leaping mobility!
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Demon Slayer by Tom Parkinson-Morgan
 

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