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<blockquote data-quote="Zadmar" data-source="post: 6295130" data-attributes="member: 6700109"><p>Tactical combat in game terms is more about available options than the complexity of the rules - take chess for example, the rules are very simple but the game itself is still very tactical. You probably won't want to model a roleplaying game on chess, but the same principle applies.</p><p></p><p>Rolemaster is one of the most rules-heavy roleplaying games I've ever played, each weapon literally has its own full-page chart, but there were rarely any tactical decisions - I'd just hit the enemy with my weapon, round after round, until one of us exploded in a shower of gore.</p><p></p><p>D&D 3.5 has a lot of combat rules, but in my experience fights typically consisted of moving up to an enemy and making an attack roll. Players would occasionally perform a maneuver like bull rush or grapple, and would try to take advantage of flanking, but most of the combat consisted of performing the same standard attacks over and over. There are many special abilities, but most of them require Feats or class abilities - and if you've invested in those, you typically want to use them as much as possible, which doesn't really add to the tactical options.</p><p></p><p>Savage Worlds is generally classified as rules-medium, but the reason I find it more tactical is that there are a wide variety of viable choices available to <em>everyone</em> (things like tricks, push, tests of will, Wild Attack, Rapid Attack, performing multiple actions, and so on), and movement is less restrictive (you can freely mix movement and other actions, and can even move around a bit during melee combat without risking attacks of opportunity). It's more permissive - if a player describes an action they can usually do it, without needing a special Feat. You can do different things each round, you don't have to just keep making a standard attack, and I think that's what makes it feel more tactical to me.</p></blockquote><p></p>
[QUOTE="Zadmar, post: 6295130, member: 6700109"] Tactical combat in game terms is more about available options than the complexity of the rules - take chess for example, the rules are very simple but the game itself is still very tactical. You probably won't want to model a roleplaying game on chess, but the same principle applies. Rolemaster is one of the most rules-heavy roleplaying games I've ever played, each weapon literally has its own full-page chart, but there were rarely any tactical decisions - I'd just hit the enemy with my weapon, round after round, until one of us exploded in a shower of gore. D&D 3.5 has a lot of combat rules, but in my experience fights typically consisted of moving up to an enemy and making an attack roll. Players would occasionally perform a maneuver like bull rush or grapple, and would try to take advantage of flanking, but most of the combat consisted of performing the same standard attacks over and over. There are many special abilities, but most of them require Feats or class abilities - and if you've invested in those, you typically want to use them as much as possible, which doesn't really add to the tactical options. Savage Worlds is generally classified as rules-medium, but the reason I find it more tactical is that there are a wide variety of viable choices available to [I]everyone[/I] (things like tricks, push, tests of will, Wild Attack, Rapid Attack, performing multiple actions, and so on), and movement is less restrictive (you can freely mix movement and other actions, and can even move around a bit during melee combat without risking attacks of opportunity). It's more permissive - if a player describes an action they can usually do it, without needing a special Feat. You can do different things each round, you don't have to just keep making a standard attack, and I think that's what makes it feel more tactical to me. [/QUOTE]
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