Agamon
Hero
Okay, if we're taking this seriously, I think it's pretty self-explanatory. It should be tactical and have modern mechanisms. Draw Steel, as an example.What makes a game a modern tactical game?
Okay, if we're taking this seriously, I think it's pretty self-explanatory. It should be tactical and have modern mechanisms. Draw Steel, as an example.What makes a game a modern tactical game?
I am curious what you consider the "modern mechanisms." I don't have Draw Steel, so I don't know how fundamentally different from, say, Savage Worlds its tactical play elements are.Okay, if we're taking this seriously, I think it's pretty self-explanatory. It should be tactical and have modern mechanisms. Draw Steel, as an example.
Okay, if we're taking this seriously, I think it's pretty self-explanatory. It should be tactical and have modern mechanisms. Draw Steel, as an example.
I can understand why the question was posed.
Sometimes, I'm not sure how the word "tactical" is defined by other posters.
By "tactical," do you mean a game that has facing rules, options for things like suppressive gunfire, and things in that vein?
Or
By "tactical" do you mean having a variety of powers, manuevers, and such like D&D 4th Edition?
Or
Some mix of both? The video game Final Fantasy Tactics, for example.
There are plenty of rpg mechanisms that have come about in the past 20 years that weren't in the 30 years previous. Like most everything, RPGs have evolved over the years. It's odd that this doesn't go without saying, tbh.I am curious what you consider the "modern mechanisms." I don't have Draw Steel, so I don't know how fundamentally different from, say, Savage Worlds its tactical play elements are.
To get semantical, choosing PC abilities would be strategy, choosing how to use them as you play would be tactical.I can understand why the question was posed.
Sometimes, I'm not sure how the word "tactical" is defined by other posters.
By "tactical," do you mean a game that has facing rules, options for things like suppressive gunfire, and things in that vein?
Or
By "tactical" do you mean having a variety of powers, manuevers, and such like D&D 4th Edition?
Or
Some mix of both? The video game Final Fantasy Tactics, for example.
In case I wasn't clear, I am asking you to articulate them.There are plenty of rpg mechanisms that have come about in the past 20 years that weren't in the 30 years previous. Like most everything, RPGs have evolved over the years. It's odd that this doesn't go without saying, tbh.
You want me to go over all the changes in RPGs? Am I getting paid for this?In case I wasn't clear, I am asking you to articulate them.
You're the one who decided to use a confusing term without any examples. What kinds of mechanics do you define as "modern"?You want me to go over all the changes in RPGs? Am I getting paid for this?
You're right my bad, there have been no new rpg mechanisms since white box dnd.You're the one who decided to use a confusing term without any examples. What kinds of mechanics do you define as "modern"?