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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.



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