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General Tabletop Discussion
*TTRPGs General
Is there demand for a “tactical” RPG akin to 4e?
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<blockquote data-quote="Gorgon Zee" data-source="post: 8450356" data-attributes="member: 75787"><p>I've played in multiple campaigns for 13th Age, 4E and 3.5, PF1, PF2, Savage Worlds, Fate and AD&D. I've also got 100+ hours of Gloomhaven under my belt, so I've feeling pretty much the target person for this question!</p><p></p><p>I strongly enjoy tactical group play -- and by that I don't mean just "pieces on a board", I mean the need for a group to consider each other's strengths, and to significantly require team coordination to be highly effective. Of the games in this list, I'd rank the order as:</p><ol> <li data-xf-list-type="ol">Gloomhaven</li> <li data-xf-list-type="ol">4E</li> <li data-xf-list-type="ol">PF2</li> <li data-xf-list-type="ol">Everything else (SW might head the list)</li> </ol><p>Gloomhaven has specific rules on NOT sharing plans, because the entire game is about tactical teamwork. I played the main campaign at level +2, and at that level if you tried to do your own thing, you would fail, almost certainly. </p><p>A very typical round might have conversation: "I'm not going as fast as I can, but I'm going pretty fast and I can be the target for most of their attacks if you can move slowly" "Ahh, not sure I can move slow enough, I'll plan to go invisible then if I am faster than you"</p><p></p><p>For 4E, you don't need that level of coordination for most encounters, but it makes things very smooth if you do, but for big encounters, it's not uncommon for our group to plan 10 minutes on what we expect to do the first round, and powers that help your team move around, give them extra abilities and so on. </p><p>A very typical round might have conversation: "Keep that 3x3 square open, I'm going to daze those two bodyguards in it, but it's not ally friendly" "Hey, delay for me then; I'll move Janet out of that space and have a good chance of sliding the boss into the zone for you" </p><p></p><p>PF2 has a number of classes who do operate pretty independently; but it does benefit significantly from a bit of planning. I think mostly because the game is harder than other current D&D versions by quite a bit, so even small tactical considerations make a big difference.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8450356, member: 75787"] I've played in multiple campaigns for 13th Age, 4E and 3.5, PF1, PF2, Savage Worlds, Fate and AD&D. I've also got 100+ hours of Gloomhaven under my belt, so I've feeling pretty much the target person for this question! I strongly enjoy tactical group play -- and by that I don't mean just "pieces on a board", I mean the need for a group to consider each other's strengths, and to significantly require team coordination to be highly effective. Of the games in this list, I'd rank the order as: [LIST=1] [*]Gloomhaven [*]4E [*]PF2 [*]Everything else (SW might head the list) [/LIST] Gloomhaven has specific rules on NOT sharing plans, because the entire game is about tactical teamwork. I played the main campaign at level +2, and at that level if you tried to do your own thing, you would fail, almost certainly. A very typical round might have conversation: "I'm not going as fast as I can, but I'm going pretty fast and I can be the target for most of their attacks if you can move slowly" "Ahh, not sure I can move slow enough, I'll plan to go invisible then if I am faster than you" For 4E, you don't need that level of coordination for most encounters, but it makes things very smooth if you do, but for big encounters, it's not uncommon for our group to plan 10 minutes on what we expect to do the first round, and powers that help your team move around, give them extra abilities and so on. A very typical round might have conversation: "Keep that 3x3 square open, I'm going to daze those two bodyguards in it, but it's not ally friendly" "Hey, delay for me then; I'll move Janet out of that space and have a good chance of sliding the boss into the zone for you" PF2 has a number of classes who do operate pretty independently; but it does benefit significantly from a bit of planning. I think mostly because the game is harder than other current D&D versions by quite a bit, so even small tactical considerations make a big difference. [/QUOTE]
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Is there demand for a “tactical” RPG akin to 4e?
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