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What Video Game RPG System Do You Want to See Adapted to Tabletop
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<blockquote data-quote="Ruin Explorer" data-source="post: 9643819" data-attributes="member: 18"><p>As I don't see anyone mentioning it, I am compelled to note that we <em>did</em>, in fact, have "VATS for TTRPGs", and before VATS even happened, note!</p><p></p><p>Millennium's End came out in 1991 (six years before Fallout 1), and essentially had a very VATS-like system, which I strongly suspect actually inspired VATS in Fallout 1:</p><p></p><p>[ATTACH=full]403241[/ATTACH]</p><p></p><p>You put a transparent overlay over the body-position which most accurately represented the one of the guy you were shooting, and then you rolled in a way that determined where you hit on the transparent overlay, and if it intersected with the body party, that body part (including 10, the junk!) got hit, with the relevant results (and body armour covered specific body parts).</p><p></p><p>As for systems in videogames I wish were in TTRPGs, I struggle for precise examples, but what I would like to have seen more of in TTRPGs, is Halo/Mass Effect/Many sci-fi videogames-style "regenerative shields" being used in combat, rather than just HP or similar. I.e. you have a pool of shielding that deflects attacks and regenerates if you can avoid taking damage for a bit, protecting some HP which are much harder to fix and more dangerous if reduced.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9643819, member: 18"] As I don't see anyone mentioning it, I am compelled to note that we [I]did[/I], in fact, have "VATS for TTRPGs", and before VATS even happened, note! Millennium's End came out in 1991 (six years before Fallout 1), and essentially had a very VATS-like system, which I strongly suspect actually inspired VATS in Fallout 1: [ATTACH type="full" size="462x600"]403241[/ATTACH] You put a transparent overlay over the body-position which most accurately represented the one of the guy you were shooting, and then you rolled in a way that determined where you hit on the transparent overlay, and if it intersected with the body party, that body part (including 10, the junk!) got hit, with the relevant results (and body armour covered specific body parts). As for systems in videogames I wish were in TTRPGs, I struggle for precise examples, but what I would like to have seen more of in TTRPGs, is Halo/Mass Effect/Many sci-fi videogames-style "regenerative shields" being used in combat, rather than just HP or similar. I.e. you have a pool of shielding that deflects attacks and regenerates if you can avoid taking damage for a bit, protecting some HP which are much harder to fix and more dangerous if reduced. [/QUOTE]
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