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7/23/2025, 11:11:12 PM
>>96162975
there is not tactical depth in 2e. in 1e you solve combat in character creation and build planning. in 2e you solve combat with party composition with builds being an afterthought compared to just picking complementary classes. it's like a wargame won in the list-building stage (aka modern 40k).
actual moment to moment gameplay could be scripted on a TI-89 with room left to install Doom.
as far as games where tactical depth is a thing, 4th edition did it better than 2e like most things, including not having 1500 useless spells, the ability to play a supportive martial and damage-focused blaster caster, and not needing to roll ~30 dice after every single encounter at mid-levels when running Treat Wounds RAW because Healing Surges Existed.
Oh, AND you could prevent a party with no casters from being a perpetual motion machine infinitely adventuring and full clearing whole dungeons in a single 6 hour span speedrunning 40 encounters in a day with healing surges too since they imposed a hard limit on how much punishment a character could take in a day, instead of clearing the entire Abomination Vaults in a day if you use ABP (without ABP waiting for mandatory runes to be delivered and transferring them is literally your biggest barrier to progression lol.
GURPS is kind of a cop-out answer to give but it also does tactical combat in a variety of implementations and has the bonus of not being D&D or a blatant D&D knockoff if you want some variety. Then there's games like Gloomhaven where the tactical combat is literally the whole game.
there is not tactical depth in 2e. in 1e you solve combat in character creation and build planning. in 2e you solve combat with party composition with builds being an afterthought compared to just picking complementary classes. it's like a wargame won in the list-building stage (aka modern 40k).
actual moment to moment gameplay could be scripted on a TI-89 with room left to install Doom.
as far as games where tactical depth is a thing, 4th edition did it better than 2e like most things, including not having 1500 useless spells, the ability to play a supportive martial and damage-focused blaster caster, and not needing to roll ~30 dice after every single encounter at mid-levels when running Treat Wounds RAW because Healing Surges Existed.
Oh, AND you could prevent a party with no casters from being a perpetual motion machine infinitely adventuring and full clearing whole dungeons in a single 6 hour span speedrunning 40 encounters in a day with healing surges too since they imposed a hard limit on how much punishment a character could take in a day, instead of clearing the entire Abomination Vaults in a day if you use ABP (without ABP waiting for mandatory runes to be delivered and transferring them is literally your biggest barrier to progression lol.
GURPS is kind of a cop-out answer to give but it also does tactical combat in a variety of implementations and has the bonus of not being D&D or a blatant D&D knockoff if you want some variety. Then there's games like Gloomhaven where the tactical combat is literally the whole game.
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