I’m not the person you are asking, but I do have Draw Steel. The only particularly ‘modern’ element in my opinion is the use of an evolution of the PbtA tiered success mechanism. For example, in combat you will always do some / average / more damage. There is no ‘miss’ result. Skills are different in so much as there is a ‘fail’ result that can happen.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.
I don't think either zones or narrative positioning would be good choices for a X-Com like, since a big part (at least half) of that genre is explicit ranges, areas of effect, cover mechanics and the like. Zones do that stuff okay in "regualr" RPGs, but I think are too loose for something with a high focus on tactical scenarios.Note that I do not think grids are universal here. Some use square grids (Draw Steel, Cosmere). Some use hex grids (Lancer). Others use zones (Warhammer - The Old World), range bands (L5R) and some even use completely narrative positioning (Fabula Ultima).
This I agree with wholeheartedly.The other unifying theme for me (on a tactical level) is the lack of simple options. You cannot opt out of playing the game and let other players carry the load alone. This often just as true on the narrative side of things as well. Everyone is expected to contribute in all conflict scenes and to play to their character's premise.
Have it your way. But if you don't want to discuss it, why did you bring it up?You're right my bad, there have been no new rpg mechanisms since white box dnd.
Yeah, sorry, in my head I was in the specific X-Com thread when I responded.@Reynard
I do not think a game needs to be structured like X-Com or Final Fantasy Tactics to be tactical.
It was a joke that you decided to take seriously. Why did you do that?Have it your way. But if you don't want to discuss it, why did you bring it up?