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2011-04-07, 08:17 PM (ISO 8601)
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- Dec 2009
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- Avatar by Ceika
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Any Rules-Heavy Systems Focusing on Tactics?
Right now, I'm looking for a deep, rules-heavy RPG system focusing on tactical combat with lots of character creation options and deeply strategic game-play for a mixed tech-level gladiator game I plan to run. Any suggestions?
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2011-04-07, 09:02 PM (ISO 8601)
- Join Date
- May 2005
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- Somerville, MA
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Re: Any Rules-Heavy Systems Focusing on Tactics?
Uh. GURPS. It's the most rules heavy game I've played. It does mixed tech. I'm not sure it's as strategic as you'd like, but that can probably be handled with optional rules.
Last edited by valadil; 2011-04-07 at 09:04 PM.
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2011-04-07, 09:07 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Any Rules-Heavy Systems Focusing on Tactics?
Burning Wheel or Riddle of Steel would both work. Of these, Burning Wheel is probably the better system, with the Fight! combat system being of incredibly high quality. It has a feel much closer to actual combat than D&D, and even a simple 1 on 1 duel involves heavy tactics.
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2011-04-07, 09:37 PM (ISO 8601)
- Join Date
- May 2010
Re: Any Rules-Heavy Systems Focusing on Tactics?
FantasyCraft
Combat example: http://forum.rpg.net/showthread.php?...0th-Level-Mage
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2011-04-07, 09:57 PM (ISO 8601)
- Join Date
- Apr 2007
Re: Any Rules-Heavy Systems Focusing on Tactics?
I'd second GURPS... it's overwhelming at first as a GM, and oddly simple to play (if you have character templates set up), but when you get down to it, it can get rather tactical.
Targeting and wounding limbs is built into the core, for example. There's good reason to go into defensive (When you get hurt, you're off balance and probably won't hit them until you regain stance. If you're opponent has a gun, you'll want a wall between you and him.) You never have to "just attack"... though doing so is a viable option.
Typical action: You could All-Out Attack (double) with the first being a sweeping blow and the second targeting their sword arm so that they're on the ground and can't get up. That way your All-Out Attack effect of having no defense doesn't kick you in the nads... unless you miss. All you need is a few points into the Axe skill and enough strength to use a greataxe.
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2011-04-08, 06:31 AM (ISO 8601)
- Join Date
- Jan 2007
Re: Any Rules-Heavy Systems Focusing on Tactics?
Seconding Burning Wheel, although with the warning that your players will definitely need to familiarize themselves heavily with the system beforehand. It doesn't have "character sheets", so much as "8-page character pamphlets".
Character "Sheet" from the Burning Wiki.5e D&D Mythos Classes
General Rules
Swordbearer Class
Cynosure Class
Mechanikos Class
Adversary Class
Discussion Thread
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2011-04-08, 07:25 AM (ISO 8601)
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- Jul 2009
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- In the T.A.R.D.I.S.
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Re: Any Rules-Heavy Systems Focusing on Tactics?
Rolemaster/H.A.R.P. is pretty rules-heavy, and lends itself well to tactics.
Originally Posted by The Doctor
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2011-04-08, 10:41 AM (ISO 8601)
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- Dec 2009
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- Avatar by Ceika
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Re: Any Rules-Heavy Systems Focusing on Tactics?
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2011-04-08, 11:01 AM (ISO 8601)
- Join Date
- Nov 2005
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- Reading, England
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Re: Any Rules-Heavy Systems Focusing on Tactics?
GURPS. A rules system with optional rules and expansions by the oil tanker load, including combat rules, can handle mixed tech and has so many character creation options, it's a job to strip out the ones that don't apply to the campaign. It's a perfect match to the requirements you gave. You're gonna have to explain what you don't like about GURPS so others can match a system to what you really want.
Matthew Greet
My purpose in life is to play games.
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2011-04-08, 11:07 AM (ISO 8601)
- Join Date
- Oct 2005
- Location
- NJ
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Re: Any Rules-Heavy Systems Focusing on Tactics?
Second for Rolemaster.
It's insane, absolutely insane, with the charts. And will drive someone with a PHD in advanced mathematics up a tree. But all said, it's not a bad system at all. You'd be well advised, though, to have a co-DM on hand just to handle flipping through charts and finding out all cross references while you are busy actually running things.
Believe it or not, HMB (new Hackmaster game) is pretty decent for tactics. You have to know what you're doing and how to position yourself, or you'll die a horrible death as somebody rips out your spleen and feeds it to you. It's not terribly rules heavy at this point, though. Give it another year.It doesn't matter what game you're playing as long as you're having fun.
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2011-04-10, 11:04 AM (ISO 8601)
- Join Date
- Aug 2008
Re: Any Rules-Heavy Systems Focusing on Tactics?
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.