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General Tabletop Discussion
*TTRPGs General
Will the complexity pendulum swing back?
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<blockquote data-quote="Campbell" data-source="post: 9768375" data-attributes="member: 16586"><p>[USER=467]@Reynard[/USER] </p><p></p><p>I do not think a game needs to be structured like X-Com or Final Fantasy Tactics to be tactical. I consider a game tactical if it has a compelling combat system that can be played skillfully, requires coordination and skill at execution time is the determining factor in success. </p><p></p><p>I have not seen it at the table yet, but in theory I think Warhammer - The Old World uses zones brilliantly. When someone hits you, but does not do enough damage to cause a wound (or if you fail a roll when making a melee strike) you become staggered. If you would become staggered again you must give ground (move to an adjacent zone) or take a wound. If you give ground to a zone with any enemies your will is broken and you must make your way to an unoccupied zone.</p><p></p><p>L5R is different in that the skill of the game is built around your elemental stances. Each with specific benefits. You take wounds to your rings which reduce your effectiveness when in the corresponding stance so skill at the game involves using special abilities in different rings and adjusting to circumstances as you get wounded.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9768375, member: 16586"] [USER=467]@Reynard[/USER] I do not think a game needs to be structured like X-Com or Final Fantasy Tactics to be tactical. I consider a game tactical if it has a compelling combat system that can be played skillfully, requires coordination and skill at execution time is the determining factor in success. I have not seen it at the table yet, but in theory I think Warhammer - The Old World uses zones brilliantly. When someone hits you, but does not do enough damage to cause a wound (or if you fail a roll when making a melee strike) you become staggered. If you would become staggered again you must give ground (move to an adjacent zone) or take a wound. If you give ground to a zone with any enemies your will is broken and you must make your way to an unoccupied zone. L5R is different in that the skill of the game is built around your elemental stances. Each with specific benefits. You take wounds to your rings which reduce your effectiveness when in the corresponding stance so skill at the game involves using special abilities in different rings and adjusting to circumstances as you get wounded. [/QUOTE]
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Will the complexity pendulum swing back?
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