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What system has the best combat mechanics in your opinion?
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>>96634514
Pendragon.
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>>96634514
Depends on the type of game your going for.
For guns and more modern weapons would say Veiled Riders.
For your basic fantasy I been liking DC20 beta I been trying out.
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>>96634514
Talisman Adventures had one of the best I've tried so far. Unfortunately many other mechanics just look half assed, or suffered a lack of proof reading and testing, as far as I can tell. Overall the best "bad" game in my collection.
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>>96634514
Can't be defined in such narrow specifics. Stop trying to have things defined in black and white, or good and bad. Find the system that supports what you what to do and explore life and find that everything is more multi-spectrum than the rainbow
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>>96634514
H+I
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>>96634514
My own D10 halo system is the most fun I've ever had with combat in a TTRPG, though that's largely due to the GM actually being encouraged to use elevation, cover and vehicles since they're all part of the sandbox.

Otherwise, the Unofficial RWBY TTRPG encourages you to do more than just attack because if you do, harder enemies will just auto-avoid since you're rolling against a flat TN instead of a contested check and they WILL have more than your 2d10+Modifiers roll can hit and you WILL need to earn extra d10s.
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>>96634810
>stop trying to define things as black or white

>there is no subjective best system. Try literally everything.

Stunning. Brave.
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>>96634801
The most nuts thing about that system is that they made actually pretty decent rolling system to see if you can acquire a cheap item for free... And then the only item in the game that is cheap enough for that system is a staff.
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>>96634640
>For your basic fantasy I been liking DC20 beta I been trying out.
Hmm, actually that's pretty damn good. No real HP bloat, reasonable damage with MoS based bonus and some surprisingly decent combat maneuvers. I probably would have preferred x0.5 / x1 / x2 for damage but considering that a little DR is easy to come by it works good.
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It still the king.
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For me its 13th age . Strong class identity combined with cordellion action economy , combat runs quick and the monster manual is functional so its easy to prep and populate battles on the fly, allowing for an open world in a genre that is usually built around heavy prep. Most high fantasy games require a ton of prep that limit an open world. This game manages to surprise me every time I play it.
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>>96634514
Prowlers and Paragons, for all possible settings and genres.
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>>96635780
What about this system makes you recommend it?
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>>96635780
lol nope
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>>96635780
only for metal gear type games
it sucks for high powered combat
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>>96634514
How many more "best combat mechanics" threads do you need? Because we have right now THREE going alongside
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>>96634514
Prowlers and Paragons.
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>>96641814
I'll keep making them until there is nothing else in the catalog.
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>>96639290
Autism, mostly.
GURPS is the single most robust OC creation engine out there but actual gameplay is boring bullshit that feels exactly like older D&D.
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>>96641393
Retard who don't know how to handle it
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>>96639290
Tactical combat who rewards planning ahead instead of borign "I attack, you defend"

>>96645215
Retard who never played it and only know shit from 1d4chan
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>>96634514
Best? I couldn't tell you that, I'm far too inexperienced for that. But from what I've tried, I like Battle Century G the most.
I don't think the system does massive huge battles super well unless you like Rocket Tag. But I can't think of many system that can do it super well.
But for the most part, I've found it hard to ask for more. You get to do cool things and battles don't take forever.
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>>96634847
So are you gonna share it or just mention it?
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>>96634640
>Veiled Riders
First time I hear about this one. But I agree that separating "best combat system" between "gunfight system" and "swordfight system" is really necessary.
A lot of the most common and dumb game mechanisms typical for melee combat, like HP or AC really become meaningless when reliable firearms comes into play.
If I had to pick a favourite gunfight system, I would nominate Cyberpunk 2020:
>A single hit from the smallest gun in the game can kill a normal unarmed human, but they are not instant death buttons either.
>It's harsh, but it doesn't feel completely unfair. Character dies routinely, but usually when it happens you saw it coming.
>You can have a big chunk of the gun autism you want. There's a fuckload of different ones, you can load different types of ammo and stuff.
However, it's the best system almost per default, because it still doesn't nail down the feel of gunfight IMHO (I've never been in a gun fight thank God, but I did a bit of paint ball), where the dynamic use of cover and suppression is absolutely central, much more than "oh, what kind of bulletproof vest do you use?"
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>>96650211
As for swordfight, my pick would be Mythras. I can't believe no one mentioned it.
It allows you to do stuff like:
>Be charged by a monster, stand your ground and have it getting impaled on your spear
>Straight ignore someone's shield because you are a troll hitting him with a tree trunk
>Throw sand in someone's face
>Block every arrows sent your way without breaking a sweat because you have a large shield
and on top of that
>Different weapons don't just have different stats, but fairly different combat dynamics
>Your character is specialised in a combat style, which includes choice of weapons and a few special moves
>No HP. You can chop off someone's limb in one hit if you are good enough, without any GM fiat.
>>
Best one I've seen so far is Riddle of Steel
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>>96646886
It's currently kind of a mess with a bunch of incoming changes I want to test with my group first, so basically use the shit in the experimental document over the stuff in core where applicable. The Roll20 sheets aren't up to date either, nor are the macros; they need to be fixed but I haven't had the time because I have IRL + a ton of other games I'm part of either as a player or a GM.
https://drive.google.com/drive/folders/1MxIr_IwZHAWLH6Gk0e2taJ85VUUqXtYh?usp=drive_link
>>
>>96634640
>>96635448
... That literally just sounds like GURPS. It sounds EXACTLY like GURPS. How is it not just GURPS?
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>>96645215
>but actual gameplay is boring bullshit that feels exactly like older D&D
So... you are ignoring 95% of GURPS and you're admitting it right there. I guess the question actually is do you even know that GURPS Lite is not the sum total of GURPS?
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>>96650269
>Be charged by a monster, stand your ground and have it getting impaled on your spear
Even PF1e has "Brace" + Readied Action functionality for that kind of thing. It's literally just basic standard PF1e.
>Straight ignore someone's shield because you are a troll hitting him with a tree trunk
Any system that can implement DR as a damage threshold already does that. It sounds like your problem is that you're using D&D where armor is an abstraction that was supposed to remove the need for DR... and then of course because it's D&D they fucked up the whole thing by putting DR in anyway... and then needing to account for the fact that they had just subverted the entire fucking point of AC in the process. Although I would never recommend going back to D&D, if you really really must, then you should at least know that there's dozens of proposed modifications to the system that allow you to implement equipped armor as DR while distinguishing AC as avoidance in order to achieve a mitigation + avoidance damage calculation.
>Throw sand in someone's face
That's just PF1e's Dirty Trick: Blind combat maneuver. It's basic PF1e, it's been around for decades. GURPS does stuff like that all the time, too.
>>Block every arrows sent your way without breaking a sweat because you have a large shield
Again, that's PF1e with a Tower Shield. It's not even a feat. It's a basic function of the Tower Shield item. You just spend a Standard Action to gain Total Cover. While you're in Total Cover like that, enemies cannot even target you (no LoS) and incoming missiles only damage the shield (if they can even surpass the material's Hardness).
>>
>>96650269
>>96654383
(cont.)
>Different weapons don't just have different stats, but fairly different combat dynamics
GURPS and PF1e both have unique traits on weapons which affect how they interact with various combat maneuvers you can perform. Assuming that you don't think having a different critical threat rate, reach / range, base damage and stat requirements isn't sufficient to distinguish weapons for different purposes.
>Your character is specialised in a combat style, which includes choice of weapons and a few special moves
There are no systems in which you cannot specialize in a combat style to do special moves with your chosen weapon. Except for D&D. It's just basic PF1e (there's an entire category of entire feat CHAINS for "combat styles"), and GURPS is literally ALL ABOUT THAT SPECIFIC THING. There literally more than twenty books JUST for doing THAT. Oh my fucking god.
>No HP. You can chop off someone's limb in one hit if you are good enough, without any GM fiat.
GURPS tracks whether you are chopping off an arm by comparing the damage to the victim's hit points, by default. If you don't want GM fiat, then you're gonna have to evaluate the dismemberment somehow in someway. And that method is then your hit points. So it seems that you don't actually understand what you want here, and you're just being a ridiculous contrarian because you don't understand what hit points actually means. GURPS has several books dedicated to dealing with various ways of tracking or complicating medical traumas from violence. You can literally run a Grey's Anatomy game just for gunshot wounds if you want. You can make it as elaborate and medically accurate as you want, and something tells me you don't actually want that amount of crunch.
But there are dismemberment and wounds systems for PF1e, too. And those same systems can be ported to literally ANY system that tracks hit points... I'm gonna give you a hint: ALL game systems track hit points. Otherwise it's GM fiat.
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>>96654383
>>96654412
You picked the wrong anon to sperg out at, because I played Pathfinder every weekend for something like 5 years and let me tell you: PF's is my personal standard for bad combat system and everything that should be avoided.
Mythras work in a completely different way, doing all of this pretty seamlessly without needing a hundred special rules bolted on.
I won't get into a long-winded detailed answer, but in short:
1- There is a difference between
>HP as flesh points
Which I have no problem with and which both Mythras and GURPS have, and
>HP as a blurry mix between luck, stamina and flesh points
Which may have been a useful compromise but sadly turned into a bad habit which creates more problems than it solves.
2- My main problem with
>in Pathfinder you can also do that with X action
is that every single time it boils down to
>but if you don't have the right Feat it means you have very little chance to succeed and you will end up getting opportunity attack'd on top of that, that will teach you to try to do anything else than just normal attacks every turn
No such thing in Mythras, where you can simply decide to spontaneously aim for the creature's head just because you find out that he happens to not wear a helmet and you think it's a good idea.
3- The defence system in Mythras is not
>just an equivalent to AC
either. AC is another one of these unfortunate bad habits/sacred cows which cripples D&DFinders. In Mythras, defence is active (which means that enemies can overwhelm you very easily, as they should, and you need to maneuver to make sure they don't), armour works as damage reduction and shields are more than just a flat bonus.

I don't have any beef against GURPS, however. From what I casually read, I do agree that it can probably work decently to represent all of that.



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