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Best Combat System?

Started by RPGPundit, September 20, 2007, 02:47:41 PM

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James McMurray

Quote from: SettembriniFuck, Jim, you can´t answer the question!
It was not a real question!

He didn´t say,...ahh forget it, just merrily babble all you want.

:rolleyes:

Ummm... wtf?

droog

Sett is quite right.


[Though, perhaps, Settembrini, your way of making your point was needlessly brusque. If you could extend a modicum of consideration when expressing yourself, I'm sure the site will be all the better for it.]
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beeber

WFRP 1st ed. always worked fine for me.  our group loves the criticals.  location system is pretty easy.

Lee Short

Quote from: estarIn order
Harnmaster

The best combination of realism and playability I seen. Has a good selection of tactical options combined with an excellent injury system that is both brutal and easy to track. You can't play with out the one page chart so if you lose it you are screwed. The good news it is a free download so replacing it is easy. Armor is a little tedious because you will want to layer and you need to add up the values for two dozen hit locations. However this is a one time thing for PCs and the current edition has a selection of premade common "suits" for GM and player use.

QFT.
 

Gronan of Simmerya

To play or to GM?

As a GM... Brown Box D&D.  Quick, simple, and the one-minute combat round is so abstract that you can imagine combat as looking like anything you want.

To play... old Fantasy Hero.  I loved the way you could shift around skill levels to change the way your character fought.
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dar

GURPS.

Active defenses, armor is DR, shock, hit location, crippling, some of the best automatic fire rules, weapons that do different types of damage and a couple different levels of combat so you can dial up or down the detail.

Blackleaf

I know I'm a bit biased (heh) but I'm really, REALLY, pleased with the combat system for my game.

It's fast, even for groups, nicely simulates the differences between dueling and a chaotic melee, allows for group tactics like a phalanx, shield wall, or line of pikes, and gives individual tactics for using shields and weaponry.

And you get to roll funny dice.  Because funny dice are FUN. :haw:

I've just been asked to do another (big) contract outside of the world of game design, but I'm going to do everything I can to keep the game production on schedule and have it available by next summer! :)

Xanther

Like Stuart, I'd have to say my own homebrew system of course, it has the pefect balance of options and speed of play for me.  

But of commercial systems I like TFT the best when operating in the balanced region of character power.  I've never actually played a GURPS combat, but from what I've read and knowing the lineage I'd probaly choose that for the best commercial system still being published.
 

Imperator

Synergy, from Blue Planet. It has the most round, sensible and complete explanation of how is implemented a damage syste, that I have found. Of course, is gritty as hell.
 
Seconding that, RuneQuest III - because is the best RPG ever.
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Skyrock

For duels with loads of tactics, TRoS wins hands-down (but looses as soon as there are more than two combatants at once).

More generally evaluated, I don't have a single combat system that I would recommend about everything else, though CP2020 has a bit a special place with its stun and death checks and the massive encouragement to deplete your complete magazine in a single action.
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Lawbag

Im going to vote Tunnels and Trolls.

A very simple combat system in which is was easy to gauge your success at the beginning of a fight as to whether you were going to win or lose.

I believe the pundit has lifted some of their ideas in combining attacks?
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enelson

I'll throw out Stormbringer 1st ed.

1. Easy to grasp - % to hit.
2. Active defense - % to parry or dodge.
3. Deadly - Crit at 10% of to hit chance or Major Wound when lost 1/2 or more of HP in one blow.
4. Armor protects - absorbs random amount of damage to simulate hit locations.

Every Stormbringer combat I've ever fought has been quick and deadly.

Having said the above, my friend absolutely detested his new MRQ campaign because combats dragged on when the %s to hit and parry/dodge were up around 90%+. I have never experienced this issue.

A close second is Savage Worlds. The combat system in this game allowed my characters to attempt heroic and cinematic actions with flair. It "felt" heroic and fun.
 

Greentongue

Quote from: LawbagIm going to vote Tunnels and Trolls.

A very simple combat system in which is was easy to gauge your success at the beginning of a fight as to whether you were going to win or lose.
Is the with or without the "Spite" option?  (A roll of 6 always damages the opponent win or lose.)
=

Zachary The First

Quote from: XantherLike Stuart, I'd have to say my own homebrew system of course, it has the pefect balance of options and speed of play for me.  

Well, see that's the thing with combat systems is that so much of it comes down to personal experience and comfort level.  For example, I'd started with Palladium, so I'm much more comfortable with that, and could likely run it faster than a newer system that might be more streamlined.  Familiarity plays such a big part, and then there's systems you just "get".  I know a lot of people don't like T20's combat system, but I do--it just works for me.  Rolemaster and Dark Matter's Epic RPG are the same way--I looked at it, grokked it, and didn't look back.
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JohnnyWannabe

The best combat system? No such thing.

Combat systems I prefer? Ones where I don't:

a) need miniatures or counters to indicate my position.
b) need tables, a slide rule, and calculator.
c) need to roll 37 times to see if I hit, 38 times to see how much damage I do, and 39 times to see if I block/dodge.

I'm too old to screw around with a system that draws out combat, where a three second action becomes a three hour tour.
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