Which "Tactical" TTRPG Would Work Best As An X-Com Like?

For me, I realized over the '80s and the '90s that there were certain things that I didn't enjoy in my TTRPG. Things that I preferred in ... say, a videogame. The benefit wasn't worth the time when it came to TTRPGs. When it comes to things like "super crunchy combat," or "advanced tactics," or anything that requires a lot of in-depth numbers and math and time ... I'd rather just have a computer handle all of that in the background while I concentrate on doing, rather than mathing.
I still think the era of VTT play can let us find a middle ground here, where you can have a lot of crunch that doesn't actually slow play down so much.
That's not to say you can't have fun! I mean... there are a lot of people that still wargame. That still love taking the time to paint miniatures, and do complicated tactical battles. If you are looking to prioritize tactical, positioning-based combat, and make it important and fun ... why not just rip off the bandaid and try wargaming?
Well, in this case, becasue I am looking to do a very specific thing: an X-Com like TTRPG.
And I don't mean Warhammer 40k (unless you're, like, into that ... and have a lot of money). Battletech. Napoleonic. Bolt Action. I dunno... just dive in for the full combat experience and see how you like it?
I love Battletech when I can play it with a handful of friends. I wish there was an EASY way to play it online (and, no, MegaMek is NOT easy).
 

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But point taken: it might be easier to crunchy up certain aspects of SWADE.
Just looking at the Sci-fi Companion to refresh the details, it has three levels of hi-tech defined, with examples of weapons, armour, and equipment for each development level. So I think it could do a reasonable amount of ‘tech-development ladder’ play without you needing to create a whole lot of new stuff.

You would probably want to formulate a sub-system for scientific analysis and subsequent advances in engineering and technology. I’d probably add some new edges around different specialisations for the science skill which would address key facets of tech design if I wanted the PCs to be active in this part of the game play (if the science / engineering would be more an NPC thing I probably wouldn’t bother).
 
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I used Everyday Heroes to play 5e-esque Xcom style game a few years ago. Tactical enough without getting too much into the weeds.

Granted, this was before Evil Genius games turned problematic...
 

I keep going back to this idea of running a campaign heavily inspired by X-Com and similar tactical RPG video games. To be specific, I mean highly detailed grid based combat missions, with base building, gear upgrading, character advancement and some "story" advancement happening in between. (I know some folks will balk at X-Com and this setup being an actual RPG, but I am not realliy interested in that debate.)

My question is which TTRPG will best support that play loop? I kind of want to go with Savage Worlds, except SWADE is not very granular with gear, meaning the research and upgrade part of the loop is not going to be especially engaging. I am sort of interested in seeing if Starfinder2E would work, but it might be too much.

Thoughts?

Just as a note: merely naming a game won't do me a lot of good. Please explain how you think it would work well. Also, games with fan licenses or even open licenses are a plus.
If you can find him, Hemlock/Max Wilson/FormerlyHemlock was trying to do much the same some time ago. I think he started wanted to do so with D&D 5e (converting it into a computer program as an intermediary), but decided finally that it was the wrong game for the task. I think he ended up going with GURPS (although who knows what it might be now). I lost track of them between covid and shifts in the boards we favored. We didn't always see eye to eye on positions or behaviors, but I was always impressed with the amount of effort he put into his gaming and thinking-about-gaming (much like Snarf, he put more time and energy into individual gaming topics than I have time to spend on gaming as a whole).

Either way, I would suggest GURPS as a reasonable ruleset for this type of endeavor.

It supports gear-porn fairly well in general (gives money and encumbrance actual in-game importance so you can't have all equipment options; things like weapons have a half-dozen or more different qualities so there isn't a simply-best rifle, etc.).

There are huge lists of situational penalty charts like cover and wind and lighting, as well as complex rules for things like aiming, snap-shots, recoil, cover, etc. Things like unaimed full-auto shots are sufficiently penalized that the actual (ruleswise) optimal strategy isn't to eat the penalty and try to get as many attack rolls as possible (something I've noticed isn't always the case for combat TTRPGs). Instead, it leads you to make decisions like 'Here I have at least 3 seconds to aim with my scope, but my angle is bad and I'm far away. Do I take the shot now, or move closer -- potentially getting a better shot, but risking them spotting me and diving for cover (meaning at best I take a low-accuracy snap-shot on the run before they can)?'

The game, overall, is very good at low-res, high-granularity simulation to a real-world-looking world. I recall going over the (3e) rules with my gaming group bitd when we had way too much time on our hands and determined that the reported 'realism' of the game was really more 'internal consistency.' That said, it generally has rules (and covers territory) that lead to real-world-like results (encumbrance really slows you in combat, even a slight injury really hurts your ability to hurt your attacker, cover is awesome, knowing exactly where your opponent is is a major part of tactical task, trying to minimize penalizing situationals like wind and distance and light-level issues are really important, etc.).

The one thing I will caution is that the character creation system maps to character effectiveness (particularly in a combat-focused game) only very broadly. It's an artificial economy, and obviously more points are better than fewer (and because you have a budget, your can't get everything you want). However, there are going to be optimal selections and bad choices and so on (each edition, genre, and tech level being different; especially with regards to how much being rich/able to afford better gear has an outstanding impact).
 

Having played a metric ton of Savage Worlds and a minor quarter ton of Star Wars Edge of the Empire, take a look at EotE's gear upgrade mini-system.

It implements an "upgrade rating" for gear items that allows you to fill in upgrades that are at or below the upgrade rating number. So if an item has an upgrade rating of 3, you can add an L2 and an L1 rated upgrade.

This would be so easy bolt on to Savage Worlds, if you're willing to take the time to create your own modified gear tables.
 


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GURPS would also be a good answer in my opinion, as it has the breadth of scope and granularity to represent both the challenges of implementing new tech and the befits of the same. There is an X-Com style third party box set which will be coming to crowdfunding in the near future - if you are happy to wait that could be an option for a pre-made solution.

Yeah, Mission X specifically mentions X-Com as an influence.

Mission X by Douglas H. Cole — Kickstarter https://share.google/DfHcjxPf2WmBjs1cq
 


I would use GURPS. It handle techno/gun-porn well. Character advancement would also map well to mission style play. It can be played as intense resource management or more cinematic. Depending on has tactical you want to get something Tactical Shooting might be in order.

If you need Psionics rules they already exist, as do liftable campaign frameworks for action and investigative style games and more.

It’s a lot more work than standing up a Savage Worlds game but it also pretty rewarding. I have mixed feeling about Savage Worlds right now that I haven’t really sorted out so that might also be affecting my opinion.

I’ve run a lot of SWADE and if your looking to keep it less granular and more punchy and action oriented it’s a good choice.
 

GURPS would also be a good answer in my opinion, as it has the breadth of scope and granularity to represent both the challenges of implementing new tech and the befits of the same. There is an X-Com style third party box set which will be coming to crowdfunding in the near future - if you are happy to wait that could be an option for a pre-made solution.
As I've mentioned in other threads, I'm not a huge fan of GURPS but this is actually a place where I think it would fit – at least "run-time" GURPS. It's heavily tactical, with lots of fiddly bits and stuff that could provide meaningful differences between a regular rifle and a laser rifle. It would probably need a lot of changes in the chargen stage however, with a heavily curated skill list and such. Perhaps having separate chargen rules for soldiers and civilians (scientists, politicians, etc.)?

Huh. Perhaps one could steal a concept from Ars Magica. In Ars Magica, each player has two characters that are their own: a Magus and a Companion. In any given adventure, you only play one of them – typically, an adventure consists of one or two magi going off to do something for the Covenant (home base), accompanied by the Companions of the other players (so your Magus and Companion should have complementary niches – don't make both a Herbam/Animal-focused magus and a ranger-type Companion, because you'll only be playing one of them at a time). Similarly, an X-Com game could give each player both a Soldier and a Civilian character.

That said, I'm not sure an RPG is the right solution due to the mixed focus. You know what your description reminds me of? Frosthaven. In Frosthaven, the main gameplay consists of intricately tactical scenarios played out on a set of hex tiles, but in between each scenario* you have an Outpost Phase, where you spend resources to upgrade your home base in order to get access to better gear, or be able to bring various special abilities or conditions on future scenarios, or improve your home base's defenses, or improve your home base's economy, or whatever. This is also where you improve stats, buy/craft gear, and so on. You also have some random events that can happen in the outpost phase. That sounds a lot more like X-Com to me than most RPGs could manage (though I'd envision the tactical part to look more like Imperial Assault than Frosthaven/Gloomhaven).

* More or less. Sometimes one scenario runs right into another.
 

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