Sometimes I think many people might have in mind the mythic idea of a "tactical combat module" when they claim that WotC didn't deliver. So while thinking about it, I decided to cherrypick a bunch of smaller modules from the DMG and see if altogether they form a decent tactical combat (assembled) module. Here is what I came up with:
- either combat grid or gridless combat, but definitely avoid TotM
- ALL optional combat Actions (Disarm, Mark, Overrun, Shove Aside, Tumble, Climb Onto)
- Flanking
- Facing
- Speed Factor
- Mobs
- Hitting Cover
- Cleaving Through Creatures
- Massive Damage
- Morale
- Mounted Combat, Underwater Combat and Weather rules when appropriate*
*these are not explicitly optional rules
You can also feature the Injuries and the Chases modules, but I decided not to include them in the list because they are more about what happens
after combat rather than
during.
So what do you think about it? I can imagine how each one of those modules can be disliked, but all together it's hard for me to believe that this isn't already quite tactical and complex!