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*TTRPGs General
What makes a TTRPG tactical?
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<blockquote data-quote="damiller" data-source="post: 9437699" data-attributes="member: 10995"><p>Surprisingly I have found Marvel Multiverse to be quite tactical (by which I mean players/gms have a lot of choices to make about what they want to do during a combat turn, its not only roll and hit).</p><p></p><p>You get an action.</p><p>A movement.</p><p><em>Then you get a reaction. </em></p><p>And you can get more of both as you advance.</p><p></p><p>What I have noticed is that reactions is where it is at tactically. Because some of them require no expenditure, or roll, on the player's part. For example: skulk, if you are within reach (1 square away or adjacent) of a non targeted character, you can "use them" as a shield. If that is the case, they take the hit, not you.</p><p></p><p>In my last game I created a NPC to challenge the player who had a reach of 10. I put the players in a small area. I gave him two reactions. He proved to be a problem.</p><p></p><p>And that is just the beginning with reactions. There is counterstrike which allows you to do 1/2 damage back to anyone who hits you. And on and on. But I didn't realize the power and fun of reactions till my players started using them on my NPCs.</p><p></p><p>Now I do and it has been fun to use them as well.</p><p></p><p>Additionally their is Focus. Its a mental resource, and it powers some powers. I wish it cost players more to use, as it would make it more important of a decision, but it is there, and it still costs.</p></blockquote><p></p>
[QUOTE="damiller, post: 9437699, member: 10995"] Surprisingly I have found Marvel Multiverse to be quite tactical (by which I mean players/gms have a lot of choices to make about what they want to do during a combat turn, its not only roll and hit). You get an action. A movement. [I]Then you get a reaction. [/I] And you can get more of both as you advance. What I have noticed is that reactions is where it is at tactically. Because some of them require no expenditure, or roll, on the player's part. For example: skulk, if you are within reach (1 square away or adjacent) of a non targeted character, you can "use them" as a shield. If that is the case, they take the hit, not you. In my last game I created a NPC to challenge the player who had a reach of 10. I put the players in a small area. I gave him two reactions. He proved to be a problem. And that is just the beginning with reactions. There is counterstrike which allows you to do 1/2 damage back to anyone who hits you. And on and on. But I didn't realize the power and fun of reactions till my players started using them on my NPCs. Now I do and it has been fun to use them as well. Additionally their is Focus. Its a mental resource, and it powers some powers. I wish it cost players more to use, as it would make it more important of a decision, but it is there, and it still costs. [/QUOTE]
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