Hey everyone! I’ve been diving into a ton of combat systems from various tabletop RPGs for a personal project, and I’m currently on the hunt for one that incorporates some specific features. While I know it’s tough to find a single game that ticks all the boxes, I’d love to hear if you’ve come across any systems that meet any of the following core principles: 1. **Measured Progression Toward an Alternate Goal** – I want combat to reflect physical confrontations while also having combatants pursue something more meaningful, like an emotional breakthrough or persuading an audience. Progress should be measurable, not just based on hit points. 2. **Suitable for 1v1** – I’m looking for systems that support dueling mechanics with just two fighters. 3. **Dynamic** – I prefer systems that keep things varied and exciting, avoiding repetitive actions. 4. **Builds to a Climax** – I’d love to see combat that builds toward a significant event, like an ultimate move that shifts the game’s momentum. 5. **Talking is Important** – I want dialogue during combat to matter. 6. **Streamlined with Defined Options** – The rules should be easy to understand but still offer meaningful choices during combat. If you’ve seen any games that fit these descriptions or come close, I’d really appreciate your insights!
3 Answers
Regarding your point about PbtA games lacking a mechanical framework, I think that might not be entirely accurate. Sure, they don’t have tactical combat like D&D, but they do track success in combat through various mechanics like harm or conditions. Could Masks be a good fit since it emphasizes storytelling even in combat?
Have you checked out Starforged? It covers a lot of what you’re looking for, and it’s got some pretty cool mechanics!
That sounds interesting! What specific aspects do you think it excels in?
Have you looked into Fantasy Flight Games’ Legend of the Five Rings? It has some unique mechanics around social combat and might touch on some of those goals you have in mind.
I’m familiar with some social elements from earlier editions. What does the FFG version bring to the table that fits what I’m after?
I see what you mean! I guess I’m looking for something that defines specific action methods towards goals rather than resolving through narrative agreement, which is common in PbtA games.