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General Tabletop Discussion
*TTRPGs General
What TTRPGs have the best tactical combat rules?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9271744" data-attributes="member: 18"><p>Yes - and multiple actions act as a multiplier factor on decision paralysis, especially when they're separated, time-wise.</p><p></p><p>Spread out is worse for time-wasting and analysis paralysis but better for player engagement, because you go back and forth between players and the situation keeps changing - so people have to make new decisions based on new situations repeatedly, and the sort of player who gets analysis paralysis absolutely struggles with that. If you have multiple actions in a row, you likely have a single tactical situation and your actions are usually pretty focused - attack this guy until he falls down, now attack this guy, and there's usually much less analysis paralysis (though games which do stuff like force you to use separate actions for different things can create it).</p><p></p><p>On the upside, spread out means players generally stay a bit more engaged because they wait less time between turns. In theory.</p><p></p><p>However, in practice, if one character has 3 actions/round and one has 1 action/round, the latter is going to be disengaged by that, and spread out makes that worse, because the player with one action has to wait effectively longer as the baton is passed back and forth between various people making decisions, rather than with it being stacked. So neither is great.</p><p></p><p>I have to admit, I loved the concept of multiple actions and so on in both games, but as time wears on, I tend to think extra actions should be more special rather than something that happens every single round - they can be a major part of what can make tactical RPGs tactical though.</p><p></p><p>Sorry, I don't want to be down on HERO or Shadowrun - I think both are cool systems for what they are good at. Just some groups/genres/concepts will be better fits for them than others. At least SR1/2/3 had half decent rules unlike every SR edition since! Those I will diss!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9271744, member: 18"] Yes - and multiple actions act as a multiplier factor on decision paralysis, especially when they're separated, time-wise. Spread out is worse for time-wasting and analysis paralysis but better for player engagement, because you go back and forth between players and the situation keeps changing - so people have to make new decisions based on new situations repeatedly, and the sort of player who gets analysis paralysis absolutely struggles with that. If you have multiple actions in a row, you likely have a single tactical situation and your actions are usually pretty focused - attack this guy until he falls down, now attack this guy, and there's usually much less analysis paralysis (though games which do stuff like force you to use separate actions for different things can create it). On the upside, spread out means players generally stay a bit more engaged because they wait less time between turns. In theory. However, in practice, if one character has 3 actions/round and one has 1 action/round, the latter is going to be disengaged by that, and spread out makes that worse, because the player with one action has to wait effectively longer as the baton is passed back and forth between various people making decisions, rather than with it being stacked. So neither is great. I have to admit, I loved the concept of multiple actions and so on in both games, but as time wears on, I tend to think extra actions should be more special rather than something that happens every single round - they can be a major part of what can make tactical RPGs tactical though. Sorry, I don't want to be down on HERO or Shadowrun - I think both are cool systems for what they are good at. Just some groups/genres/concepts will be better fits for them than others. At least SR1/2/3 had half decent rules unlike every SR edition since! Those I will diss! [/QUOTE]
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What TTRPGs have the best tactical combat rules?
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