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General Tabletop Discussion
*Pathfinder & Starfinder
Legends & Lore: Combat and Other Forms of Violence
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5579129" data-attributes="member: 82106"><p>Eh, I don't know about the specifics, and I'm sure you're not intending to make terrible specific suggestions either, but something that simple could be QUITE tactical. I recall developing a mass space combat system that was at approximately that level of complexity, 2 types of attacks, 2-3 stats for each unit, simple single die rolls to resolve everything, and just a couple pages of basic rules. It was quite popular and worked really well. Tactics were quite effective, it was quick, fun, and while your average person that wasn't into tactics would get eaten alive by someone who was sharp in that department pretty much everyone had a lot of fun playing it.</p><p></p><p>Here's a question for people though. Would it be troublesome in a meta-game sense to have 2 radically different combat resolution systems? Would most groups be stuck with some people who hated the 'detailed' system and others who hated the 'quick' system? How hard would it be to write adventures for something like that? I won't say it isn't feasible to do, but it seems to me the existence of 2 substantially different systems might create almost as many issues as it solved.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5579129, member: 82106"] Eh, I don't know about the specifics, and I'm sure you're not intending to make terrible specific suggestions either, but something that simple could be QUITE tactical. I recall developing a mass space combat system that was at approximately that level of complexity, 2 types of attacks, 2-3 stats for each unit, simple single die rolls to resolve everything, and just a couple pages of basic rules. It was quite popular and worked really well. Tactics were quite effective, it was quick, fun, and while your average person that wasn't into tactics would get eaten alive by someone who was sharp in that department pretty much everyone had a lot of fun playing it. Here's a question for people though. Would it be troublesome in a meta-game sense to have 2 radically different combat resolution systems? Would most groups be stuck with some people who hated the 'detailed' system and others who hated the 'quick' system? How hard would it be to write adventures for something like that? I won't say it isn't feasible to do, but it seems to me the existence of 2 substantially different systems might create almost as many issues as it solved. [/QUOTE]
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