RPG Combat Tactics
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Observation
Often when one is discussing RPG combat systems of any significant crunch, one can make a general statement of "Combat system X is all about Y [in terms of tactics]". For example:
GURPS
GURPS is all about getting around the other character's defenses--whether active defenses or DR. This can be done through deceptive attacks, using stealth, attacking from behind, having a high Rate of Fire weapon or targeting chinks in armor. To a somewhat lesser extent GURPS is also about transforming your extra attack into damage via the different damage multipliers from different target locations.
D&D (3e)
D&D is all about stacking bonuses. Have the right magic items with the right bonus types--armor, natural armor, deflection, luck, dodge, etc.--supplemented with the right stacking buffs. To a lesser extent D&D is also all about positioning yourself on the grid--flanking, which area of effect attacks affect which group of enemies, etc.
Savage Worlds
Savage Worlds is all about picking the right maneuver for the right parry/toughness ratio of the target--wild attack, tricks, etc. It is also all about taking advantage of the shaken condition, since that both makes characters easier to damage and robs them of actions.
Shadowrun (3e)
Shadowrun is all about acting first and getting more actions than your opponents. This can be accomplished by sneaking up on them (thus getting your surprise round) or through having a really good initiative. It is also all about distributing your combat and spell pools between attack and defense.
Caveat
Naturally, all of these combat systems have some other things going on tactically beyond these broad statements. For instance, power attack in D&D allows you to turn attack bonus into damage in much the same way that one turns attack bonus into damage in GURPS, but the system still overall promotes a general strategy of piling on bonuses.
Application: Tab-Neo
When I was designing the Tab-System Neo Combat Module I gave some thought to what I was aiming for when making a similar statement of what its combat system is all about. In the end I settled on a system of converting your resources. So: Tab-Neo is all about converting your resources, whether converting attack to defense or converting your composure into damage, etc. This is part of the reasoning behind the basic stances all characters have access to: In a sense they allow you limited conversion of attacks into defense and visa versa.
Buying In
I am similarly aiming to create a system where one "buys into" the different options for resource conversion. This way those new to the system can deal with the options they have little by little. Similar to how in D&D, in order to convert your attack bonus into damage, you need to take Power Attack; and to convert your attack bonus into defense, you need Combat Expertise.
Teamwork
Another aim for the Tab-System Neo combat module was to promote teamwork. Actions like aiding another in combat are in a sense resource conversion. One character is giving up an action resource in order to apply some benefit to another's maneuver. I wanted to make sure that doing this was mechanically a good deal--since that would facilitate characters helping each other out more. I also wanted to make sure that there are a number of different options when aiding another, making playing support characters (in a combat sense) interesting.
Conclusion
Naturally, just like in any other system, the tactics don't focus solely on the conversion of resources. Mechanics like the zone of control make positioning matter, as do area effects.
But it's something to keep in mind.
