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General Tabletop Discussion
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What TTRPGs have the best tactical combat rules?
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<blockquote data-quote="loverdrive" data-source="post: 9271694" data-attributes="member: 7027139"><p>The issue with "tactical" RPGs is that they are almost always reliant on player options. The end result is that there's no <em>tactics</em>, there's just a closed loop that works all the time. Most of the time the loop is short: "I HIT HIM WITH MY SWORD!", sometimes it requires a bit of set up: "I buff myself, debuff enemy and HIT HIM WITH MY SWORD!", in the exceptional cases it requires cooperation: "wizard buffs me and then I HIT HIM WITH MY SWORD".</p><p></p><p>They also provide too much freedom, which means there's almost no way to evaluate all the possible moves the enemy can make and <em>force </em>them to do something you want. Fine grids, objective of "kill everyone, lol" and almost universally empty maps doesn't help either.</p><p></p><p>The current game I'm working on is deeply tactical and is designed basically as a response to other combat-heavy games. Each class has two, in exceptional cases three things they can do during their turn. Each requires movement and exactly one class has the ability to do nothing, and that is a class-defining feature. The objective is also never just "kill everyone".</p><p></p><p>[SPOILER="More in depth, I guess"]</p><p>The exactly one map I have for now is divided into zones. Adjacent zones are marked with uhm gaps in the "walls"; orange symbol in the center is the objective. Your team has to control that zone (have only your units within it) for two consecutive rounds to win.</p><p>[ATTACH]348025[/ATTACH]</p><p></p><p>There's three types of movement:</p><ul> <li data-xf-list-type="ul"><strong>Move</strong>: move to any adjacent zone</li> <li data-xf-list-type="ul"><strong>Advance</strong>: move to an adjacent zone that has enemy units</li> <li data-xf-list-type="ul"><strong>Retreat: </strong>move to an adjacent zone that <em>does not </em>have enemy units</li> </ul><p>If at the end of your turn you are in the zone your team controls, you Guard it. The first enemy to move into it gets shot.</p><p></p><p>There are four very simple classes that have very specific patterns of action that must be executed in the specified order (so if it's Advance-Attack-Move, you can't attack first and then advance). If you can't make any legal move, you immediately die. Nasty stuff.</p><ul> <li data-xf-list-type="ul">Scout has 2HP and can<ul> <li data-xf-list-type="ul">Advance - Attack - Move</li> <li data-xf-list-type="ul">Retreat - Retreat</li> </ul></li> <li data-xf-list-type="ul">Heavy has 3HP and can<ul> <li data-xf-list-type="ul">Move</li> <li data-xf-list-type="ul">Attack</li> <li data-xf-list-type="ul">Do nothing (it's a very important ability!)</li> </ul></li> <li data-xf-list-type="ul">Sniper has 1HP and can<ul> <li data-xf-list-type="ul">Retreat</li> <li data-xf-list-type="ul">Mark an <em>adjacent </em>zone to Guard infinite amount of times (as opposed to everyone else just shooting the first enemy to walk into it and that's it); sniper also can't Guard his own zone</li> </ul></li> <li data-xf-list-type="ul">Medic has 2HP and can<ul> <li data-xf-list-type="ul">Move</li> <li data-xf-list-type="ul">Any allied unit can immediately end his turn if he is in the same zone as Medic</li> <li data-xf-list-type="ul">Any allied unit that ends his turn is the same Medic gains +1HP, up to its maximum +1 (so, Scout can be overhealed to 3, heavy can 4 and so forth)</li> </ul></li> </ul><p>[/SPOILER]</p><p></p><p>The end result is that the gameplay mostly consist of laying "traps" that will force the enemy to take damage as opposed to just standing around and taking shots at each other.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9271694, member: 7027139"] The issue with "tactical" RPGs is that they are almost always reliant on player options. The end result is that there's no [I]tactics[/I], there's just a closed loop that works all the time. Most of the time the loop is short: "I HIT HIM WITH MY SWORD!", sometimes it requires a bit of set up: "I buff myself, debuff enemy and HIT HIM WITH MY SWORD!", in the exceptional cases it requires cooperation: "wizard buffs me and then I HIT HIM WITH MY SWORD". They also provide too much freedom, which means there's almost no way to evaluate all the possible moves the enemy can make and [I]force [/I]them to do something you want. Fine grids, objective of "kill everyone, lol" and almost universally empty maps doesn't help either. The current game I'm working on is deeply tactical and is designed basically as a response to other combat-heavy games. Each class has two, in exceptional cases three things they can do during their turn. Each requires movement and exactly one class has the ability to do nothing, and that is a class-defining feature. The objective is also never just "kill everyone". [SPOILER="More in depth, I guess"] The exactly one map I have for now is divided into zones. Adjacent zones are marked with uhm gaps in the "walls"; orange symbol in the center is the objective. Your team has to control that zone (have only your units within it) for two consecutive rounds to win. [ATTACH]348025[/ATTACH] There's three types of movement: [LIST] [*][B]Move[/B]: move to any adjacent zone [*][B]Advance[/B]: move to an adjacent zone that has enemy units [*][B]Retreat: [/B]move to an adjacent zone that [I]does not [/I]have enemy units [/LIST] If at the end of your turn you are in the zone your team controls, you Guard it. The first enemy to move into it gets shot. There are four very simple classes that have very specific patterns of action that must be executed in the specified order (so if it's Advance-Attack-Move, you can't attack first and then advance). If you can't make any legal move, you immediately die. Nasty stuff. [LIST] [*]Scout has 2HP and can [LIST] [*]Advance - Attack - Move [*]Retreat - Retreat [/LIST] [*]Heavy has 3HP and can [LIST] [*]Move [*]Attack [*]Do nothing (it's a very important ability!) [/LIST] [*]Sniper has 1HP and can [LIST] [*]Retreat [*]Mark an [I]adjacent [/I]zone to Guard infinite amount of times (as opposed to everyone else just shooting the first enemy to walk into it and that's it); sniper also can't Guard his own zone [/LIST] [*]Medic has 2HP and can [LIST] [*]Move [*]Any allied unit can immediately end his turn if he is in the same zone as Medic [*]Any allied unit that ends his turn is the same Medic gains +1HP, up to its maximum +1 (so, Scout can be overhealed to 3, heavy can 4 and so forth) [/LIST] [/LIST] [/SPOILER] The end result is that the gameplay mostly consist of laying "traps" that will force the enemy to take damage as opposed to just standing around and taking shots at each other. [/QUOTE]
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