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Well yeah. That's what makes the extremely limited number of operatives and the focus on level up abilities so annoying in XCEU. You're supposed to be focusing on simulating a sonewhat realistic battle but instead you're emulating an action movie.
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It's funny that all the alien races except one are genetically modified mutant slaves who suffered the same fate humanity is trying to avoid and they all get integrated into what's left of the rebuilding Earthian society.
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>>738754075
It's D20, aka dumbed down D&D 3/.5e.
>move action
>standard action (attack or move again)
>swift action (special powers)
>cover provides 20% bonus (+4)
>can be large enough to provide 40% (double cover bonus to +8)
It's exactly the same but without the depth of classes. That's why a lot of people hated it. D&D 3/.5e is autistic build simulator tacked on to combat rules that everybody hates. XCOM Enemy Unknown has none of the autistic build simulation that everyone liked about D&D 3/.5e and all of the shit mechanics that people kept wanting to replace.
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>>738754860
XCOM is just barebones d20
Fallout is just modded GURPS
Morrowind is just Runequest, down to Kirkbride being getting Greg Stafford's ancedotes.
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No, not really. The modern XCOMs are obviously based on the original UFO Defence, which itself was based on a bunch of other games. When you water down the inspiration a game takes from to that extent you can't really make any claims of 'based on'. There's gonna be Master of Orion DNA and Ultima DNA and all this kind of shit. Those took inspiration from tabletop games, yeah, but those tabletop games will also have taken inspiration from shit like fucking chess, so are you going to say that XCOM is based on chess? Nah.
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>>738754674
Basic bitch levels of comprehension. Most early video games were complex interpretations of tabletop games, yes, but not one-to-one clones. X-Com: UFO Defense was Julian Gollop's rendition of a wargame where you churn infantry to complete objectives, but is an original ruleset. Games that shaped the industry like Fallout originally intended to use GURPS, but after licensing issues still created their own rulesets that were more complicated than tabletop games.
The core component of a video game is that your computer can make billions of calculations and comparisons in the time it takes a human to complete one move on a tabletop game. Thus a video game's strengths lie in the fact that it can exceed the complexity that a player is willing to put up with on a tabletop game, since a convoluted or precise ruleset can squeeze 5 minutes, 10, 30, or an hour for a single turn, whereas it can take 17 seconds in a video game.
Video games have to exceed tabletop rules or you're making a weak-ass adaptation that makes me wonder why I'm not just playing it on a table with limitless freedom.
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>>738756237
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>>738757867
>>738760467
The Generic Universal Role-Playing System (GURPS for short) is a tabletop RPG from the mid-eighties. Known for being incredibly modular and able to accommodate just about any genre, but the sheer number of available options (and the necessity of deciding which are relevant or not) often makes chargen a ballache.
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>>738755303
Fallout was supposed to be modded GURPS, but Steve Jackson said no (apparently he hated the graphic violence and Vault Boy). So the devs switched from 3d6 roll under to 1d100 roll over, and went from four attributes to seven.