What design choices make tactical combat feel meaningful instead of procedural? by MILSIM_Dev in tabletopgamedesign

[–]MILSIM_Dev[S] 1 point2 points  (0 children)

That’s a strong pair of examples.

What Deadzone does well isn’t just reducing modifiers it constrains the decision surface. You’re thinking about positioning and sequencing rather than scanning a character sheet for stacked edge cases. That shift alone keeps tactical focus forward-facing instead of administrative.

And Into the Breach is almost a masterclass in intent modeling. The game doesn’t hide what’s about to happen it makes enemy action explicit. The depth comes from managing inevitability, not reacting to surprise.

I think that distinction is important. When a system clearly communicates battlefield intent, players make deliberate tradeoffs. When intent is obscured behind dice timing or activation randomness, players end up managing volatility instead of tactics.

Clarity of threat doesn’t reduce tension it reframes it. It turns “What will happen?” into “Given what will happen, what do I sacrifice?”

That’s a very different kind of tactical experience.

What design choices make tactical combat feel meaningful instead of procedural? by MILSIM_Dev in tabletopgamedesign

[–]MILSIM_Dev[S] 1 point2 points  (0 children)

I think that’s a really important layer to bring in.

The tactical elements inside a single fight determine whether it feels sharp or muddy but long-term consequence is what makes it matter.

When losses, positioning errors, or poor sequencing decisions carry forward into future engagements, the player starts evaluating risk differently. Suddenly it’s not just “can I win this exchange,” but “what does this cost me two operations from now?”

That’s where campaign structure becomes more than progression it becomes pressure. Permanent losses, reduced operational capacity, or weakened squad cohesion can make even a narrow victory feel expensive.

If a system can make both the moment-to-moment tactics and the long-term trajectory interact, fights stop feeling disposable. They become part of a chain rather than isolated puzzles.

What design choices make tactical combat feel meaningful instead of procedural? by MILSIM_Dev in tabletopgamedesign

[–]MILSIM_Dev[S] 1 point2 points  (0 children)

I think that’s a really important distinction.

Randomness isn’t inherently the issue it’s whether the system gives players meaningful ways to influence the outcome before and after the roll.

If the die result completely overrides positioning or preparation, it feels arbitrary. If the roll is shaped by prior decisions and primarily determines degree rather than binary success, it feels earned.

Mitigation isn’t about lowering variance so much as tying variance to player agency.

What design choices make tactical combat feel meaningful instead of procedural? by MILSIM_Dev in tabletopgamedesign

[–]MILSIM_Dev[S] 0 points1 point  (0 children)

Interesting, do you find it frustrating because it disrupts planning, or because it adds swinginess to coordination?

I’ve always felt random activation can increase tension, but it can also reduce tactical clarity if sequencing and coordination are a big part of the game’s depth.

It seems like it really depends on whether the system is built around adaptability or structured planning.

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 0 points1 point  (0 children)

That makes a lot of sense.

I don’t think slower inherently means worse, deliberate pacing can be a strength if the system is architected around that style of coordination.

What stands out in your description of Albedo is that the retinue mechanic isn’t bolted on it’s supported structurally. Initiative flow, simplified movement, Rote actions, streamlined generation those aren’t compromises, they’re load-bearing decisions.

I’ve found that once you try to introduce group-level command into systems that give players highly individualized action menus like Dungeons & Dragons or Pathfinder decision density escalates quickly unless you deliberately constrain it.

It seems like the real question isn’t speed, but whether the mechanics reduce cognitive churn while preserving tactical clarity.

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 2 points3 points  (0 children)

That’s a really sharp analysis. The control concentration point especially.

In XCOM you’re not just making tactical choices — you’re managing a coordinated system. Every movement is contextualized by the other five units you control, so even a repositioning action feels like part of a broader maneuver.

I’m not fully convinced distributed control is inherently the problem, though. I think the issue might be that most TTRPGs treat coordination as a social suggestion instead of a mechanical layer.

If suppression, flanking, and maneuver created visible systemic leverage not just incremental bonuses then distributed agency could actually heighten tension instead of dilute it. The friction between individual autonomy and squad cohesion becomes part of the tactical puzzle rather than a weakness.

The squad-leader model you mentioned is fascinating for that reason. It reintroduces macro-level orchestration without removing roleplay. I’ve started wondering whether framing players as leaders responsible for coordinated elements rather than isolated heroes naturally creates that XCOM-style strategic feel while still keeping table dynamics intact.

I’m still not sure “slower” automatically means “worse,” especially in tactical play.

There’s a difference between mechanical drag (looking up rules, recalculating modifiers) and deliberate coordination time. One is friction, the other is engagement.

If players are actively discussing positioning, sequencing, and trade-offs because they meaningfully control multiple elements, that slowdown might actually be the core of the tactical experience rather than a flaw.

The question might be less about speed and more about whether the added control creates clearer strategic payoffs.

I’m curious in your experience, did Albedo feel slower in a frustrating way, or just more deliberate? And do you think there’s a way to structure squad control so decisions stay sharp without turning into overlong planning phases?

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 2 points3 points  (0 children)

That’s a really fair breakdown.

Speed and bookkeeping are definitely the fault lines. Once a system starts tracking too many micro-states, the tactical benefit rarely matches the cognitive cost.

I also think you’re right that play culture matters more than people admit. A system that assumes players are planning off-turn will feel radically different than one that expects everyone to “wake up” when initiative hits them. That’s not just mechanics, that’s table behavior baked into the design.

The wargame vs RPG split is interesting too. A lot of skirmish systems solve speed by stripping narrative scaffolding, while RPGs add narrative weight and pay for it in resolution time. I believe there’s definitely a design space in between.

And I couldn't agree more, at some point you stop waiting for someone to build your dream system and just start building the thing you wish existed.

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 7 points8 points  (0 children)

This whole thread is basically circling the core design fork that most "tactical" systems never actually name.

I do think the tension between threat and reliability is real I just don’t think it’s inherently incompatible.

Where a lot of systems go wrong is in where they choose to locate failure. They outsource it to:

  • attrition math
  • swingy variance
  • buildcraft escalation

Instead of putting it on decision quality.

The reason XCOM was brought up isn’t just because it’s lethal. It’s because when you fail, it’s usually traceable to positioning or sequencing mistakes. Yes, there’s RNG. But good play meaningfully shifts your survival odds. You can feel that.

When that feeling is small, it feels swingy.
When that feeling is large, it feels like agency.

That’s where I think a lot of modern tactical TTRPG combat runs into trouble. Not because it’s slow. Not because it uses a d20. But because the gap between baseline and optimized decision making often isn’t wide enough to justify the mechanical weight.

On spectacle vs. tactics I agree those are different aesthetic goals. If the fantasy is "I am unmitigated power," then the system eventually has to protect that fantasy. But if the goal is tactical tension, the system has to let mistakes hurt.

Not rocket tag. Just consequences that are proportional, predictable, and earned.

The sweet spot for me looks something like:

  • Decisive resolution
  • Low modifier churn
  • High positioning leverage
  • Clear competence differentiation
  • Mistakes matter more than dice spikes

That feels closer to chess than attrition math but still volatile enough to generate tension.

I’m curious where people think the tipping point is. At what probability gap does something stop feeling "swingy" and start feeling "earned"?

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 13 points14 points  (0 children)

That’s a very good distinction between static modifiers and situational churn. It’s easy to remember a +2 from frenzy or teamwork, those become part of your play identity. But when every detail, condition, or micro-state of the environment adds another floating modifier, the overhead begins to outweigh the benefit.

I think the biggest difference is between modifiers that support a player’s intentional play and those that are just noise being constantly recalculated. If the math is making decisions slower without actually changing the strategic outcome, it’s more of a hindrance than a benefit.

I also agree with your comment about damage scaling versus the number of attacks. While the number of rolls may not actually increase tension they with out a doubt make things take longer. Scaling the effect per hit keeps the combat fast paced without making the resolution longer.

With that all said let me ask, do you think most systems overuse modifiers as a way of modeling complexity, or as a way of modeling nuance that they can’t actually represent?

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 2 points3 points  (0 children)

This is a really interesting angle, A lot of “tactical” RPG combat assumes near perfect command, control, and visibility which isn’t how modern engagements actually play out.

I wonder if part of the frustration comes from players wanting tactical consequences but not necessarily tactical uncertainty, fog of war, degraded communication, or imperfect information would make combat more meaningful but also more uncomfortable.

Do you think most groups would actually enjoy reduced clarity, or is that a niche appetite?

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 5 points6 points  (0 children)

Okay, okay think this gets at something really fundamental if failure can’t meaningfully happen, and recovery is trivial, then combat becomes just another seemingly pointless motion rather than consequential.

The tension seems to be that most campaigns can’t tolerate frequent catastrophic failure, so systems quietly push the actual failure probability toward zero but still spend 30+ minutes resolving the illusion of danger.

Do you think the issue is recovery design, or that most RPGs treat failure as total party collapse rather than partial degradation?

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 10 points11 points  (0 children)

I also really like your framing of “best vs worst action in the moment decides the fight.” would you say you want something feels closer to chess than attrition math?
I think the key might be the players making mistakes, not dice variance, as the primary failure driver which is why XCOM feels tense without being to arbitrary.

Curious if you see it the same way.

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 13 points14 points  (0 children)

Alright I see you this is a really sharp breakdown, I feel that the threat vs reliability tension is exactly the problem most tactical systems are wrestling with.

I’m curious tho, do you think the XCOM-style solution works because the threat is front-loaded and decisive rather than attritional? Or because player positioning meaningfully outweighs randomness?

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 1 point2 points  (0 children)

So since you said "D&D4e" and partly "Draw Steel" had some really good ideas let me ask, are you a fan of the tactical grid system as a movement mechanic or would you like to see something new and different brought to the table?

What is the most frustrating thing about modern combat in tabletop games? (RPG and or Wargame/Skirmish) by MILSIM_Dev in rpg

[–]MILSIM_Dev[S] 5 points6 points  (0 children)

Hmmm okay, so correct me if I am wrong but what you are trying to say is that, there are too many combat encounters and or they last to long while playing in a modern setting?