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General Tabletop Discussion
*TTRPGs General
What TTRPGs have the best tactical combat rules?
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<blockquote data-quote="DrunkonDuty" data-source="post: 9260734" data-attributes="member: 54364"><p>HERO System, hands down. Differing speeds, aborting phases and holding actions, defensive and offensive manoeuvres that any character can use, pushing an ability for more effect, optional martial arts rules combat skill levels. I went on about it <a href="https://www.enworld.org/threads/in-search-of-flexible-defense-mechanics.702262/#post-9250202" target="_blank">here</a> so I won't go on about it.</p><p></p><p>L5R 3e has some interesting choices. Combat stances (defence, offense, or middle-ground) and shifting initiative order (IIRC they call it Tides of Battle) can give a sense of the flow of the fight moving back and forth between combatants that I quite like.</p><p></p><p>DnD 3.X (and PF 1e) With the right feat selection you could build an interesting combatant. But man, it took some levels to get there. Whenever I played a fighter I always took took the feats: power attack and expertise (weapon expertise? can't remember the name but you could trade attack bonus for AC.) It was the best way to build HERO style skill levels into the game. And for ultimate tactical fun you could always try to grapple someone.</p><p></p><p>All the other game systems I can think of basically have "roll to hit, roll to damage' and not much more to them. GURPS is what? roll to hit, roll defence, roll damage? (sorry to any GURPS fans, it's been literally decades since I looked at the rules.)</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 9260734, member: 54364"] HERO System, hands down. Differing speeds, aborting phases and holding actions, defensive and offensive manoeuvres that any character can use, pushing an ability for more effect, optional martial arts rules combat skill levels. I went on about it [URL='https://www.enworld.org/threads/in-search-of-flexible-defense-mechanics.702262/#post-9250202']here[/URL] so I won't go on about it. L5R 3e has some interesting choices. Combat stances (defence, offense, or middle-ground) and shifting initiative order (IIRC they call it Tides of Battle) can give a sense of the flow of the fight moving back and forth between combatants that I quite like. DnD 3.X (and PF 1e) With the right feat selection you could build an interesting combatant. But man, it took some levels to get there. Whenever I played a fighter I always took took the feats: power attack and expertise (weapon expertise? can't remember the name but you could trade attack bonus for AC.) It was the best way to build HERO style skill levels into the game. And for ultimate tactical fun you could always try to grapple someone. All the other game systems I can think of basically have "roll to hit, roll to damage' and not much more to them. GURPS is what? roll to hit, roll defence, roll damage? (sorry to any GURPS fans, it's been literally decades since I looked at the rules.) [/QUOTE]
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What TTRPGs have the best tactical combat rules?
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