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General Tabletop Discussion
*TTRPGs General
What TTRPGs have the best tactical combat rules?
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<blockquote data-quote="TheSword" data-source="post: 9261868" data-attributes="member: 6879661"><p>The most tactical TTRPG for combat is WFRP 4e of course.</p><p></p><p>Firstly whether you hit or not is based on an opposed WS check. With the options to become more skilled in particular classes of weapons. How well you hit also affects damage so you do more damage to creatures you outskill than those that outskill you.</p><p></p><p>Armour is a soak of damage and you can target specific locations to hit. Where you hit and what you hit matters.</p><p></p><p>You can chose to oppose attacks with other skills than WS if appropriate - dodge being the most obvious with larger creatures conveying a penalty on defense rolls meaning it’s better to dodge that giants club than try to parry it.</p><p></p><p>Threatening someone in combat is not just a case of standing next to them. You need to have attempted to attack them in this round or the last round. Outnumbering is a thing. You get a substantial bonus for outnumbering 2 to 1 with an even bigger bonus for 3 to 1. Some talents can allow you to count as more than one defender for outnumbering purposes.</p><p></p><p>Ranged weapon ranges matter a huge amount with some weapons doing different effects at different ranges - the blunderbuss for instance.</p><p></p><p>Reach matters - with longer weapons having an advantage against shorter ones.</p><p></p><p>In-fighting is a thing. You can get into a opponents reach so they can only treat longer weapons as improvised.</p><p></p><p>There is advantage - a spendable resource that increases as you beat your opponents in opposed tests. This can be spent to improve rolls; perform trick manouvers to blind or entangle the opponent; to disengage from combat or even to get an extra action.</p><p></p><p>Weapons have specific special rules for instance a Halberd has hack meaning it can reduce armour on a location hit. The sap has pummel meaning if you strike the head you have a chance to KO the foe. The quarterstaff is defensive and is easier to defend with. Etc etc.</p><p></p><p>Conditions can stack and have levels. So it’s possible to become more entangled or more poisoned.</p><p></p><p>Lastly there are injuries that actually matter and affect how you fight in a battle.</p><p></p><p>In short. WFRP 4e is far more tactical than D&D has ever been. Yes it’s crunchier but if you want tactical decision making combat you can’t do better IMHO.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9261868, member: 6879661"] The most tactical TTRPG for combat is WFRP 4e of course. Firstly whether you hit or not is based on an opposed WS check. With the options to become more skilled in particular classes of weapons. How well you hit also affects damage so you do more damage to creatures you outskill than those that outskill you. Armour is a soak of damage and you can target specific locations to hit. Where you hit and what you hit matters. You can chose to oppose attacks with other skills than WS if appropriate - dodge being the most obvious with larger creatures conveying a penalty on defense rolls meaning it’s better to dodge that giants club than try to parry it. Threatening someone in combat is not just a case of standing next to them. You need to have attempted to attack them in this round or the last round. Outnumbering is a thing. You get a substantial bonus for outnumbering 2 to 1 with an even bigger bonus for 3 to 1. Some talents can allow you to count as more than one defender for outnumbering purposes. Ranged weapon ranges matter a huge amount with some weapons doing different effects at different ranges - the blunderbuss for instance. Reach matters - with longer weapons having an advantage against shorter ones. In-fighting is a thing. You can get into a opponents reach so they can only treat longer weapons as improvised. There is advantage - a spendable resource that increases as you beat your opponents in opposed tests. This can be spent to improve rolls; perform trick manouvers to blind or entangle the opponent; to disengage from combat or even to get an extra action. Weapons have specific special rules for instance a Halberd has hack meaning it can reduce armour on a location hit. The sap has pummel meaning if you strike the head you have a chance to KO the foe. The quarterstaff is defensive and is easier to defend with. Etc etc. Conditions can stack and have levels. So it’s possible to become more entangled or more poisoned. Lastly there are injuries that actually matter and affect how you fight in a battle. In short. WFRP 4e is far more tactical than D&D has ever been. Yes it’s crunchier but if you want tactical decision making combat you can’t do better IMHO. [/QUOTE]
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What TTRPGs have the best tactical combat rules?
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