Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What makes a TTRPG tactical?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="aramis erak" data-source="post: 9437677" data-attributes="member: 6779310"><p>For me, it means more options for the fighter than "Which weapon do I attack with, and am I in range?"</p><p></p><p><em><u>The One Ring</u></em> 1e: the four stances make for a strong tactical choice despite the lack of physical mapping... you balance your character's weapon, armor and to-hit chances against the similar effect upon hostiles' hit chances and damage. Each stance also has a special move, which can only be done in that stance. (Some of us added a second to some of them; my notes include my own 2 and somoene else's two, so there are 2 per stance) Using those specials, tho'? always a risk. Plus, the choice to suck it up and keep ready, or roll with it but sacrifice next round's attack...</p><p></p><p><em><u>The Fantasy Trip</u></em> (TFT) (and GURPS, also) instead has ranges and facings, that make the movement a significant part of the game. Tactical in the more literal sense that a reenactor might think tactics, as opposed to a boardgamer. But it also has a touch of that second; as injuries come in, ST drops, and it may be advantageous to switch weapons.</p><p></p><p>Classic <em><u>Tunnels and Trolls</u></em>, (anything from 1st to 5.5th), without reading the examples of play, has the singularly least tactical combat out there... each side rolls and totals their weapons dice as a side, lower total takes the difference in damage, distributed as evenly as possible. YAWN... but once you read the examples, and see the stunting that is intended, the nature of your stunts makes the game highly tactical, as does using the idea that a melee round might see 2 or more "combats" in the same space, where one is Side A charcters 1-3 vs Side B characters a-d, and side A characters 4 and 5 are ganged up on the tanky Mr E... so you're resolving stunts to either include or exclude someone, or to shift a few points of damage, and so on... and then, as with TFT, you can change weapons in combat; if it's whiffy, due to damage less than minimum armor in the group, it may be worth it to lose a few points of Strength for a round or two by using that too-heavy weapon... then switching to the lighter one later in... so you can get the initial punch in to swing the odds. Run as intended, lots of choices that make a difference. It's just many dismiss it before getting to the bits about stunts.</p><p></p><p><em><u>Twilight:2000</u></em> 4e (the current one from Free League) makes some wince when they find out it's 10m hexes... but with modern weapons, they're really quite appropriate when you consider the amount of vehicular and rifle combat happening. Facing doesn't get tracked for people, but it does for vehicles, and switching weapons has been a fraught choice for several players. Cover matters, a lot, and the colorful terrain maps provided make it a delight for old-school map-and-counter wargamers and newbs alike. Oh, and the boxed set comes with nice counters for those same said maps. We added some (thanks again to the provider) nifty 1:180 scale minis of the BTR-60 and some US and Russian tanks. (Before next time, I need to do some M-111's - since I have bought a 3d printer since then.) I am tempted to make me some 1:160 scale infantry figs...</p><p></p><p>FFG <em><u>Legend of the Five Rings</u></em> fifth edition. Not very tactical in the military sense, but it has a lot to its personal combat that makes for a lot of tactical thinking needed. Sure, facing is only minimally addressed, and range is relatively abstract... but the tactics involve a lot of "which ring/stance do I use this round? Which dice to keep - the safe but possibly ineffective, or the high stress explosives that may put the opponent down in one mighty blow, but drop me into exhaustion?" Not to mention that the bushi (warriors) have just as many and just as interesting talents to pick from as the shugenja (somewhere between cleric and wizard). The Shinobi have good choices, too. So do the Monks. Even the courtiers get a few combat abilities, but they excell in the non-combat techniques. So also the Artisans... It feels very tactical with moderately experienced characters.</p><p></p><p></p><p>Different kinds of tactical.</p><p>Different playstyles.</p><p></p><p>So, when someone asks for a recommend of a tactical RPG, ask which kind of tactics? Facings and maps? Lots of decisions that matter? Resource Management in Combat?</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9437677, member: 6779310"] For me, it means more options for the fighter than "Which weapon do I attack with, and am I in range?" [I][U]The One Ring[/U][/I] 1e: the four stances make for a strong tactical choice despite the lack of physical mapping... you balance your character's weapon, armor and to-hit chances against the similar effect upon hostiles' hit chances and damage. Each stance also has a special move, which can only be done in that stance. (Some of us added a second to some of them; my notes include my own 2 and somoene else's two, so there are 2 per stance) Using those specials, tho'? always a risk. Plus, the choice to suck it up and keep ready, or roll with it but sacrifice next round's attack... [I][U]The Fantasy Trip[/U][/I] (TFT) (and GURPS, also) instead has ranges and facings, that make the movement a significant part of the game. Tactical in the more literal sense that a reenactor might think tactics, as opposed to a boardgamer. But it also has a touch of that second; as injuries come in, ST drops, and it may be advantageous to switch weapons. Classic [I][U]Tunnels and Trolls[/U][/I], (anything from 1st to 5.5th), without reading the examples of play, has the singularly least tactical combat out there... each side rolls and totals their weapons dice as a side, lower total takes the difference in damage, distributed as evenly as possible. YAWN... but once you read the examples, and see the stunting that is intended, the nature of your stunts makes the game highly tactical, as does using the idea that a melee round might see 2 or more "combats" in the same space, where one is Side A charcters 1-3 vs Side B characters a-d, and side A characters 4 and 5 are ganged up on the tanky Mr E... so you're resolving stunts to either include or exclude someone, or to shift a few points of damage, and so on... and then, as with TFT, you can change weapons in combat; if it's whiffy, due to damage less than minimum armor in the group, it may be worth it to lose a few points of Strength for a round or two by using that too-heavy weapon... then switching to the lighter one later in... so you can get the initial punch in to swing the odds. Run as intended, lots of choices that make a difference. It's just many dismiss it before getting to the bits about stunts. [I][U]Twilight:2000[/U][/I] 4e (the current one from Free League) makes some wince when they find out it's 10m hexes... but with modern weapons, they're really quite appropriate when you consider the amount of vehicular and rifle combat happening. Facing doesn't get tracked for people, but it does for vehicles, and switching weapons has been a fraught choice for several players. Cover matters, a lot, and the colorful terrain maps provided make it a delight for old-school map-and-counter wargamers and newbs alike. Oh, and the boxed set comes with nice counters for those same said maps. We added some (thanks again to the provider) nifty 1:180 scale minis of the BTR-60 and some US and Russian tanks. (Before next time, I need to do some M-111's - since I have bought a 3d printer since then.) I am tempted to make me some 1:160 scale infantry figs... FFG [I][U]Legend of the Five Rings[/U][/I] fifth edition. Not very tactical in the military sense, but it has a lot to its personal combat that makes for a lot of tactical thinking needed. Sure, facing is only minimally addressed, and range is relatively abstract... but the tactics involve a lot of "which ring/stance do I use this round? Which dice to keep - the safe but possibly ineffective, or the high stress explosives that may put the opponent down in one mighty blow, but drop me into exhaustion?" Not to mention that the bushi (warriors) have just as many and just as interesting talents to pick from as the shugenja (somewhere between cleric and wizard). The Shinobi have good choices, too. So do the Monks. Even the courtiers get a few combat abilities, but they excell in the non-combat techniques. So also the Artisans... It feels very tactical with moderately experienced characters. Different kinds of tactical. Different playstyles. So, when someone asks for a recommend of a tactical RPG, ask which kind of tactics? Facings and maps? Lots of decisions that matter? Resource Management in Combat? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes a TTRPG tactical?
Top