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Recommendations for TTRPGs with a focus on strategic combat?
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<blockquote data-quote="Gorgon Zee" data-source="post: 8604461" data-attributes="member: 75787"><p>My list of tactical things:</p><ul> <li data-xf-list-type="ul">The ability to trade between defensive ability and offensive ability</li> <li data-xf-list-type="ul">Ganging up makes a big difference</li> <li data-xf-list-type="ul">Ability to move opposition around the battlefield</li> <li data-xf-list-type="ul">Terrain effects are important</li> <li data-xf-list-type="ul">Ability to apply status effects such as ongoing damage, attack or defense penalties, action losses, movement restrictions</li> <li data-xf-list-type="ul">Status effects that one player applies that another player takes advantage of</li> </ul><p></p><p></p><p>Terrain effects are metagaming? So you think that a GM saying that if you fall in the water, you'll need to climb -- and taking advantage of that is metagaming? I'm just going to assume you mis-spoke and that was one of the points you thought were "great". If I'm wrong, please explain further.</p><p></p><p>"You don't move your opposition; you move yourself". I guess you have never actually fought. Let me assure you, as will anyone who has ever done any combat sport, that you really, really do move opposition. For example, I'm not good close up-- I liker head shots and multiple fakes, so I will typically punch people backwards, or use push kicks to physically move them. Combat is not a chess-like game where I only move my side, and then you move your side. It involves contact, and that contact very often is designed to move your opponent. Don't take my word for this -- ask anyone who has fought regularly. </p><p></p><p>"There are no status effects; there are broken limbs, nausea, the onset of grayscale, concussions, blinding light" -- you are just listing status effects in addition to the ones I did! "Nausea" is an example status effect that can be modeled as ongoing damage, penalties to attack and defense and so on. We could argue how many fine of a grain of status effect are best -- so we need separate rules for "nausea" and for "onset of grayscale", each with their own rules, or can we do with a few more general ones. If you like lost of specific effects, and I like few more general ones, great! That's a good discussion, but it's of degree, not of existence. Feel free to change my suggestion to "Ability to apply status effects such as broken limbs, nausea, the onset of grayscale, concussions, blinding light" if it helps you -- I don't care as much what the status effects are, as I do that they exist and facilitate team tactics.</p><p></p><p>Comment son the OP on what they think are typical "tactical" moves would help clarify a lot. I'm biased by a lot of experience in martial arts and the tactics used there. Maybe the OP has a different point of view?</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8604461, member: 75787"] My list of tactical things: [LIST] [*]The ability to trade between defensive ability and offensive ability [*]Ganging up makes a big difference [*]Ability to move opposition around the battlefield [*]Terrain effects are important [*]Ability to apply status effects such as ongoing damage, attack or defense penalties, action losses, movement restrictions [*]Status effects that one player applies that another player takes advantage of [/LIST] Terrain effects are metagaming? So you think that a GM saying that if you fall in the water, you'll need to climb -- and taking advantage of that is metagaming? I'm just going to assume you mis-spoke and that was one of the points you thought were "great". If I'm wrong, please explain further. "You don't move your opposition; you move yourself". I guess you have never actually fought. Let me assure you, as will anyone who has ever done any combat sport, that you really, really do move opposition. For example, I'm not good close up-- I liker head shots and multiple fakes, so I will typically punch people backwards, or use push kicks to physically move them. Combat is not a chess-like game where I only move my side, and then you move your side. It involves contact, and that contact very often is designed to move your opponent. Don't take my word for this -- ask anyone who has fought regularly. "There are no status effects; there are broken limbs, nausea, the onset of grayscale, concussions, blinding light" -- you are just listing status effects in addition to the ones I did! "Nausea" is an example status effect that can be modeled as ongoing damage, penalties to attack and defense and so on. We could argue how many fine of a grain of status effect are best -- so we need separate rules for "nausea" and for "onset of grayscale", each with their own rules, or can we do with a few more general ones. If you like lost of specific effects, and I like few more general ones, great! That's a good discussion, but it's of degree, not of existence. Feel free to change my suggestion to "Ability to apply status effects such as broken limbs, nausea, the onset of grayscale, concussions, blinding light" if it helps you -- I don't care as much what the status effects are, as I do that they exist and facilitate team tactics. Comment son the OP on what they think are typical "tactical" moves would help clarify a lot. I'm biased by a lot of experience in martial arts and the tactics used there. Maybe the OP has a different point of view? [/QUOTE]
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