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General Tabletop Discussion
*TTRPGs General
What TTRPGs have the best tactical combat rules?
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<blockquote data-quote="woefulhc" data-source="post: 9271483" data-attributes="member: 7030766"><p>I'll toss in my $0.02. I think GURPS. In part because the base version allow and supports from theater of the mind up to where terrain, facing position and team work are deciding factors in a battle. Because of the modular design, it works to use any of those levels of tactics. Most of the games I've run over the last 7 years have freely switched between level of tactical detail.</p><p></p><p>I came to GURPS from CW. My recollection from 80s era Car Wars that (car) facing mattered as did targeting things like tires. GURPS does allow (but does not demand) that level of detail. If you want to have all attacks his the hit points, that works. If you want to allow the option of hitting something more specific (hand, leg, neck...) that is well supported.</p><p></p><p>A central theme of GURPS is that it is a toolkit for building a specific game, rather than a completely laid out game. Personally, I don't think having super detailed sniper rules fit well in a martial arts themed game. Nor do I really want my players fumbling with which options they have. In practice, this means I may present them options or tell them the game mechanics of doing something wild. The Barbarian in my Dungeon Fantasy RPG game likes to use their spear to pick up foes they have run through and use the foes to beat their friends. While there is no specific write up, that I know of for this, I do know how difficult I think it should be and am able to move from there.</p><p></p><p>This isn't to say it is the best for everyone. It is my preference, though.</p></blockquote><p></p>
[QUOTE="woefulhc, post: 9271483, member: 7030766"] I'll toss in my $0.02. I think GURPS. In part because the base version allow and supports from theater of the mind up to where terrain, facing position and team work are deciding factors in a battle. Because of the modular design, it works to use any of those levels of tactics. Most of the games I've run over the last 7 years have freely switched between level of tactical detail. I came to GURPS from CW. My recollection from 80s era Car Wars that (car) facing mattered as did targeting things like tires. GURPS does allow (but does not demand) that level of detail. If you want to have all attacks his the hit points, that works. If you want to allow the option of hitting something more specific (hand, leg, neck...) that is well supported. A central theme of GURPS is that it is a toolkit for building a specific game, rather than a completely laid out game. Personally, I don't think having super detailed sniper rules fit well in a martial arts themed game. Nor do I really want my players fumbling with which options they have. In practice, this means I may present them options or tell them the game mechanics of doing something wild. The Barbarian in my Dungeon Fantasy RPG game likes to use their spear to pick up foes they have run through and use the foes to beat their friends. While there is no specific write up, that I know of for this, I do know how difficult I think it should be and am able to move from there. This isn't to say it is the best for everyone. It is my preference, though. [/QUOTE]
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What TTRPGs have the best tactical combat rules?
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