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General Tabletop Discussion
*TTRPGs General
What TTRPGs have the best tactical combat rules?
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<blockquote data-quote="Dustin Cooper" data-source="post: 9260938" data-attributes="member: 6922447"><p>I feel like Princess Wing has some of the best tactical combat I've run into in a while. It's a Japanese TRPG where you play as Sailor Moon style magical girls equipped with Gundam style weapons, and it uses playing cards. The short version is that each character has four weapon slots, and each lines up to a suit (hearts are the head and torso, diamonds are lower body, spade and club are your hands). To use one of those weapons (which each feel kind of like a D&D 4e power), you spend a card of that suit. There's no equivalent of an attack roll, and instead each attack has an evasion value. A target can choose to spend that many cards from their hand to entirely avoid the attack. This means that the game is constant resource management choices, and there's no such thing as an attack that accomplishes nothing.</p><p></p><p>What makes the combat system particularly special is comboing. If you have multiple cards of the same value, you can spend all of them on your turn. I.E. if you have a two of diamonds and a two of hearts, you could spend the former to attack with your lower body weapon, then immediately spend the heart to do a follow up attack with your upper body weapon. And some of these weapons are designed to work best with combos. Like the character I played last night has a "Skirt Bit" that increases the evasion cost of any further attacks on your turn by 1. And there are mechanics for players trading cards, so in practice, a lot of combat is the players saying stuff like "OK, this power will let me take a card out of the discard pile, so I could take that 5 of clubs back, then I can trade that to you to give you three 5s, oh, then the other player could trade you their 5, so you could unload with four of a kind next turn!" Like the mechanics encourage everyone to constantly build each other up to do crazy things, which is very on genre for a magical girl game.</p><p></p><p>And there's a lot of options for character building. Dozens of weapons, powers you can basically spend MP on to enhance things, options to have multiple transformations with different load outs, etc. It's a surprising amount of tactical character building crunch for a game that is otherwise extremely rules light out of combat.</p></blockquote><p></p>
[QUOTE="Dustin Cooper, post: 9260938, member: 6922447"] I feel like Princess Wing has some of the best tactical combat I've run into in a while. It's a Japanese TRPG where you play as Sailor Moon style magical girls equipped with Gundam style weapons, and it uses playing cards. The short version is that each character has four weapon slots, and each lines up to a suit (hearts are the head and torso, diamonds are lower body, spade and club are your hands). To use one of those weapons (which each feel kind of like a D&D 4e power), you spend a card of that suit. There's no equivalent of an attack roll, and instead each attack has an evasion value. A target can choose to spend that many cards from their hand to entirely avoid the attack. This means that the game is constant resource management choices, and there's no such thing as an attack that accomplishes nothing. What makes the combat system particularly special is comboing. If you have multiple cards of the same value, you can spend all of them on your turn. I.E. if you have a two of diamonds and a two of hearts, you could spend the former to attack with your lower body weapon, then immediately spend the heart to do a follow up attack with your upper body weapon. And some of these weapons are designed to work best with combos. Like the character I played last night has a "Skirt Bit" that increases the evasion cost of any further attacks on your turn by 1. And there are mechanics for players trading cards, so in practice, a lot of combat is the players saying stuff like "OK, this power will let me take a card out of the discard pile, so I could take that 5 of clubs back, then I can trade that to you to give you three 5s, oh, then the other player could trade you their 5, so you could unload with four of a kind next turn!" Like the mechanics encourage everyone to constantly build each other up to do crazy things, which is very on genre for a magical girl game. And there's a lot of options for character building. Dozens of weapons, powers you can basically spend MP on to enhance things, options to have multiple transformations with different load outs, etc. It's a surprising amount of tactical character building crunch for a game that is otherwise extremely rules light out of combat. [/QUOTE]
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What TTRPGs have the best tactical combat rules?
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