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Tactical Combat Module, hasn't it always been there?
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<blockquote data-quote="JiffyPopTart" data-source="post: 7935712" data-attributes="member: 4881"><p>The idea of a "Tactical Combat Module" to me implies expanding the complexity of the existing combat rules, adding back in most of the options from previous editions, and then adding whatever new content the designers though would be a good extra.</p><p></p><p>This would include something like</p><p>1. Expanding the weapon list and differentiating them more (like in 3e).</p><p>2. Alternate Crit rules other than more damage</p><p>3. Tripping, sundering, and other combat options other than whats already there.</p><p>4. Beefier rules for verticality including flying.</p><p>5. Hex based combat.</p><p>6. Tactical mass combat.</p><p>7. An expansion on the Adv/Disadv system to encourage stacking multiple Adv.</p><p></p><p>I am one of those that do think that the designers bailed on their promise of adding in things removed with optional "modules". They have certainly added in things I consider "modules" (like ship combat in Saltmarsh) however it gets buried in with other content rather than expanded on and focused into a supplement in and of itself.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7935712, member: 4881"] The idea of a "Tactical Combat Module" to me implies expanding the complexity of the existing combat rules, adding back in most of the options from previous editions, and then adding whatever new content the designers though would be a good extra. This would include something like 1. Expanding the weapon list and differentiating them more (like in 3e). 2. Alternate Crit rules other than more damage 3. Tripping, sundering, and other combat options other than whats already there. 4. Beefier rules for verticality including flying. 5. Hex based combat. 6. Tactical mass combat. 7. An expansion on the Adv/Disadv system to encourage stacking multiple Adv. I am one of those that do think that the designers bailed on their promise of adding in things removed with optional "modules". They have certainly added in things I consider "modules" (like ship combat in Saltmarsh) however it gets buried in with other content rather than expanded on and focused into a supplement in and of itself. [/QUOTE]
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Tactical Combat Module, hasn't it always been there?
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