does being a noble give any benefit (mechanical or not) in your setting?
How do you reflect nobles being better than everyone else /tg/?
Nobility is a social position with advantages and disadvantages. If you're a noble, it's easier to talk your way into a fancy party, and harder to talk your way into a back room down by the docks. You've got more resources to call on, but more responsibilities to your family and government. Or you could get disinherited and lose both, of course.
>>51819255
I'd say that any setting where being a noble gives you ABSOLUTELY no benefit of value is a poorly-made setting.
Even nowadays, the House of Lords still has social clout, even if they don't have the political clout they once had.
Cont.
I'm actually working on a Noble trait for a game (based much in Adventure Time, so not very realistic) and I want it to reflect mechanically somehow.
Something like "+1 when you act in behalf of your kingdom" or something like that.
Characters are made by combining a heap of traits, so it's also a nice way to difference a Samurai style warrior from a bandit warrior (example: samurai: noble+tough; bandit: clever+tough)
"We tried" Edition
>Savage Worlds Troves
https://mega.nz/#F!mo9nibSC!YIhv5nyoPb2dmY6-scZLgg
https://mega.nz/#F!axkmmbKT!NKiex_659PAGOlaKBbukFA!HsMXyBDa
>Savagepedia
https://savagepedia.wikispaces.com/
Current topic: Which SW splats do certain mechanics better than SW itself, and why?
Interface Zero does hacking a bit better than the more simplified version in the Science Fiction Companion. Actually I think it's one of the most fun hacking mechanics in a game I've ever seen, which is a big fucking problem in RPGs.
I'm looking at you, SHADOWWALK.
>>51819111
Iron Dynasty has the best rules for dueling, and just some of the best edge selection I've seen from any splat.
Also homebrew explosions to cap at exploding once. My players complained it was boring but after I stopped one-shotting them with goblins and we started having games last longer and longer, they're starting to like it. I also don't need to throw absurd toughness creatures at the party anymore and can actually estimate what my players can and can't handle, making it easier to throw enemies on them at the fly. This is for everything, not just Interface Zero.
Also I homebrew cutting every edge that gives a +2 bonus into two edges that give +1 each. Charisma, attack bonuses, professional edges. Savage Worlds runs smoothly the more you make it low number.
>>51821176
Could you elaborate more on "best edge selection" for Iron Dynasty? I've always been curious about the game but kinda forgot about it.
How would you go about building a world where weapons were either restricted, or somehow discouraged, whether legally, socially, whatever, to a point where fighting unarmed was common? I'd like to build some kind of campaign set in a world fueled by fisticuffs and streetfights, possibly set in an urban environment. How would you go about building a rough and tumble world populated by tough sailors, streetwise fighters, travelling circus boxers, etc?
I'd probably start by deciding im not gonna take things too seriously.
Then id probably do an alternate post WW1 world where everyone decided "fuck warfare" and banned high powered weapons, leading to a pulpy world of two fisted adventure.
>>51817845
Well. I would go to a point where government was so supported, that they developed strong position where they restrict gun laws and anyone owning a gun or other threatening weapons/tools (sword, knife, bow) is shot on sight. That resulted in huge problem, because people like blacksmiths couldn't use their tools, or they would be killed instantly, so they moved to the sea because of less surveillance there and they work on the boats. The government allows any sort of nowaday crim (thievery, bribery etc...) as long as it doesn't involve guns and weapons in general.
>>51817906
Definitely feeling the pulpy vibe (the picture is of Conan writer Robert Howard's character Steve Costigan), I like that idea. Definitely going to be an exercise in fun storytelling rather than trying to create a gritty drama.
A strange mist covers the world and a new breed of inhumans emerge with superpowers.
>(Roll twice. Can roll your second power again if it's not thematic to the first.)
powerlisting.wikia.com/wiki/Special:Random
However, through your catatonic transformation, you emerge from your cocoon with an odd mutation.
>(Roll once. Doesn't matter if it's thematic or not)
http://mochakimono.chipx86.com/agen2.html
>>51817750
Which dice do I use?
>>51817750
Fucking kek.
>Your hair has an orgasm and then everyone in the room becomes a teenager.
>>51817774
No dice. Just click the links twice.
BUT you could roll a 1d100 for fun to see how strong you are. 100 is game breaking and 1 is pitiful.
Would roll now but I'm busy.
Fresh bread from last thread
Old thread: >>51805476
Smut thread: >>>/d/7255609
Pastebin: http://pastebin.com/vrqYhnpu
>>51817489
Is this the updated one?
As last thread:
Mental ++++
Knowledge is power.
Kind of lame that the only thing I can choose now is a singular school of active magic, and I can't even be a sorcerer in it. While it is possible to take legendary and a bloodline, that would leave me with 1 point (at best), and no possible magic schools.
Antimagic, I guess. Can't be sorcerer in that school anyway.
When you see it.
>>51817356
VOLCANO DUNGEON??!!
>>51817356
Did they get hacked or something? Because I hear website defacement is popular nowadays.
Anti-adblock is going from passive aggressive to full aggressive?
Y'all know what time it is!
>>51817313
Can I sack Kjeljoran Dead to itself, and then pay the regeneration cost to keep it on the battlefield?
>>51817564
You cannot. Rather, you can sacrifice it to itself, and you can activate the Regenerate ability in response to the trigger, but it won't do any good. Regeneration means "The next time this specific object would be destroyed this turn, instead tap it, remove it from combat, and remove all damage from it". It can only ever replace a DESTRUCTION event- and sacrifice is not one of those.
I know this is a dumb question but I got into an argument with a guy online over it so I guess it's worth asking
If I declare selfless spirit as a blocker and sac it before damage, do I still take damage from the attacker? (assuming no trample)
Also I just wanted to thank you for making these threads. I don't know what you get out of it but I'm sure I speak for everyone when I say they've been immensely helpful for growing as a player
I just started with warmachine and read the lore. I'm a little confused with menoth.
At first he and his guys seem to be decent people. Protect people from barbarians and monsters. But in modern times they are suddenly fanatical assholes. What went wrong?
>>51816899
>At first he and his guys seem to be decent people.
Menoth has always been Lawful Neutral. He doesn't care whether people follow him out of love or fear, so long as they do. Originally he was the only 'civilised' religion around, so while his laws might have been harsh, people were mostly happy to follow them. You had groups like the Paladins of the Wall acting as noble champions and saviors of the people. But when Morrow and Thamar came on the scene, offering people faiths that rewarded kindness and independence respectively, Menoth's priests had to use harsher means to keep people on what they saw as the true path.
>>51816899
Because Menoth is not there to please you. He's the creator and you serve him or die.
Or at least that's their version of the story.
>>51816899
Just look at how Islam went from teaching some tribals basics of civilization like laws and hygiene to what it is now.
This is the dumbest tractor design ever.
>>51815445
>bipedal design allows traction over even the largest furrows and most unbroken, rocky fields
>dual bladed mechanism for twice the harvesting speed
Learn to farm
>>51815496
but how much can it pull?
A tractor isn't shit if it can't pull its' weight.
I sure with that Lionel fellow would stop tipping over all my tractors.
So a while back I posted the bones of an idea in a dying worldbuilding thread that generated a bit of discussion. Recently the WB threads have seemed too narrow in focus so I'm going to go on a bit of a dump on the off-chance that anybody cares.
I don't know if this would make a good setting for anything but I want to share it.
>Setting themes
Isolation, disconnection, certain aspects of physiological horror and breakdown. Soft sci-fi
>Technology level
Alien-tier. CRT and boxy panels, what you might call dospunk. FTL is near-light speeds and suspended animation. Months to year long voyages are commonplace
>Setting proper
The planet KX-48. A Jovian scale terrestrial world and the only object in the system. The planet has no moons and entertains a weak and erratic orbit around a red giant. How KX-48 exists is a mystery, by rights it should have become a second star or broken apart, the prevailing theory is it is an amalgamation of lesser celestial bodies that had collided and held together.
Alternatively it is theorised that the star must have been incomprehensibly large at some stage and that KX-48 has simply collided with, and destroyed every other solid object in the system. This theory explains certain anomalies seen on the surface.
Aside from scientific oddness the planet's only draws are a human-tolerant atmosphere and an abundance of rare earth metals found near the edge of the mantle.
>Why are people here?
Almost 70 years ago "The Company" (a thin wayland clone) received a transmission from several deep space probes launched in a random attempt to discover something of value. The probes had crashed om KX-48 and where broadcasting a general distress message alongside preliminary and incomplete geological scans. A team of recovery experts and scientific types where sent on the 5-year voyage to recover the damaged probes and explore their discovery further.
This team documented their arrival and search for the probes Shortly after locating the first, and confirming that KX-48 was worth mining the team went dark. They where never heard from again, throughout their time planetside journal entries and recorded messages became increasingly erratic. Manic and hysterical.
Undeterred with the prospect of a gold rush presented to them the company set a colonisation effort into motion. Miners, scientists- everything necessary to generate a self-sufficient and lucrative colony. This first generation, upon landing discovered what had driven the recovery team insane. KX-48 was both much, much larger then expected, and had no discernible day-night cycle. No light from the dying sun reached the surface, instead the atmosphere was choked by a cataclysmic layer of dust or cloud that kept the planet locked in a perpetual state of night.
In addition the surface was largely featureless wasteland. Flat plains tens of thousands of square kilometres across dominated the world. Finally, while KX-48 did have a human-tolerant atmosphere it suffered a near total lack of water and less then a dozen species. The planet was barren in almost every sense of the word.
Assured by the company that their supply's would last until additional rations could be delivered the first generation set about building. Prefab housing and the mining equipment. They lasted three years, the relief shipment arrived to discover a dead colony. Further recordings filled in the rest of the story.
>>51814369
>jovian sized terrestrial
Um. Wouldn't that be a little...risky to land on? You'd weigh almost 250% more on that thing than you would here.
Still interested.
>What went wrong.
KX-48's size and lack of a day-night cycle have a negative impact on the mind. The process is similar in theory to motion sickness. When what the brain knows and the senses say don't match up. On a basic level the colinists and miners where aware that time was passing. But with virtually no evidence to support that, agitation and insanity began to set in. The miners suffered the fastest, the nearest deposits where located almost a thousand k's from the landing site. And after a few trips they lost all sense of time and lapsed into catatonia or mania
The colonists lasted a little longer. They to experienced the devaluing of time, with only clocks to go on their bodies natural rhythm decayed. Insomnia and chronic exhaustion set in as, no longer able to gauge the severity of hunger or thirst the colony exhausted its supply's in less then half their expected lifespan.
Subsequent generations of colonists continue to suffer these effects. Miners cycling off work shifts, transport crews and the like are at risk when in transit. Burnout is still slower for colonists, who are spared the weeks of nightmarish limbo that is traveling to and from the mines
Will there ever be a Mark IX armor?
If Guilliman can come back, anything is possible.
>>51813750
Nah. You'd need either Ferrus Manus or Perturabo to come back in order to make new power armor. Guilliman is smart and relatively tech savvy but not enough to design armor to supersede Mark VII or mark VIII.
>>51813682
Mk VIII is still super new, so it should either take a while or require some very dire circumstances where even VIII isn't good enough and they have to rush develop a better mark. This is what happened with Terminators and Land Raiders/Spartans. They were trying to take some Forge World but the plasma fields were too fierce for their normal shit.
What are you anons working on for your homebrew? Systems, splats, character options, etc.
I'm working on a Greek-themed adventure rpg to get away from the classic medieval-esque European setting and take it back to the birth of the hero. In the game the players are from one of several major city-states and receive the call to heroism for a great quest, ala Jason and the Argonauts, and have a minor history of heroism behind them. Combat is a large focus, but not the central one, as that involves a system of trying to achieve their quests and stated goals fueled by Thumos while struggling against the weight of their own Hubris.
The other thing I'm working on is a 90's era setting where the players are psychically awakened beings who channel their psychic powers into physical forms of armor (think Kamen Rider) and study under a race from a neighboring world who were brought to our earth by the event that caused the birth of psychic energy in humanity. They have been training those who they find and recruit to increase their powers and become holistic users of power, called Gestalts, to both help control those humans who would use their powers for malicious purpose and to prepare them for the arrival of a third race that seeks to devour all sentience.
So, what are you guys working on?
>>51813659
Fantasy heartbreaker system with "gamist" rather than "simulationist" stats. So, no strength stat, but there will be both a "combat" stat, and a "physical power" stat, and a "physical accuracy stat".
Still ironing out the details.
Gonna use it to run a homebrew setting, which is sort of like Ravnica meets Sigil meets Shadowrun, with 15th century tech and mid-high powered magic.
>>51813659
I'm trying to balance some kind of Starship Combat system for D&D 5e. I figure the best way to do it is to use a modified version of the sorcerer's "Sorcery points" class feature as a way for the Ships to create spell slots and then cast spells.
I'm having trouble trying to figure out what the ship's HP and the Damage output of the "spells" should both be to make combat challenging but fair. I can't playtest it with my PCs because I think it's unfair to gamble their characters in a live weapons test.
I don't expect anyone else has been working on this particular problem but I post about it once in awhile just in case someone has relevant advice besides "convince your players to adopt a new rules system", which I appreciate but is not a feasible solution
>>51813659
I'm currently working working on a Polynesian-themed game called Tales of the Shifting Seas. I'm nearly done but I cant quite figure out how to resolve the progression system.
As is, very similar to mouseguard. There are three types of 'resources' you can earn to spend on progression, all three of which are "tales" which you spend by telling them at your home village or another friendly village.
The most powerful Tales are Tales of Triumph, which are spent either on fairly large leaps in progression or burned to automatically succeed a physical roll. Tales of Triumph are awarded for completing large overarching goals and putting endcaps on adventures.
Less significant are Tales of Discovery. At the beginning of each session, a goal is agreed upon by the party and approved by the GM. Should this goal be completed a Tale of Discovery is awarded and a new goal is established. If the party fails to achieve that goal, then it may be retained or changed at the beginning of the next session. Tales of discovery are spent on intermediate progression and skills, and can also be burned to succeed a social roll.
The least significant and most numerous are Tales of the Sea. Tales of the sea cannot be burned, and are spent on incidental traits, though some builts can use them as a resource in certain ways. As is, I know I want one to always be awarded at the end of each session. I am unsure, however, of what other explicit circumstances should warrant a Tale of the Sea. I want it to just be a dog-treat you throw out for skilled and creative play, but I don't know how to codify that into something as systemic as the other two.
The main reason to have this stratified Tale system is to encourage players to keep their goals in perspective and plan ahead, which is something Ive noticed greener groups have problems with.
If anybody has ideas, questions, or suggestions regarding my problem, Id love to hear them!
Work In Progess "Now with Flesh Eaters Johnny!" Edition
>Citadel Painting Guides:
https://www.mediafire.com/folder/drb4mezm6792i/not_citadel_nothing_to_see_here
>Paint range compatibility chart across manufacturers
http://www.dakkadakka.com/wiki/en/Paint_Range_Compatibility_Chart
>Painting guides, Uniforms & Heraldry books, Painting Videos, Visions, ebooks and White Dwarves:
>Currently offline
>Painting Videos only
https://mega.nz/#F!fkcliY4L!mhdmIs2lT3mFG3VwoLO8Qw
https://mega.nz/#F!XEJSFDCL!9ZZKiLi6M_wguI1uTpyjPg
https://mega.co.nz/#F!WUsUlSLb!556OumKLhusFd9Fw5dBMdA
>DIY Lightbox
https://www.youtube.com/watch?v=OyxzC5kqbyw
>How to Moldlines
https://www.youtube.com/watch?v=A4LZ8iCSkeU
>Fuckin Magnets how do they work?
https://www.youtube.com/watch?v=w8Tkw7ttTIo
http://www.miniwargaming.com/magnet-guide
http://www.bolterandchainsword.com/topic/297605-tutorial-magnetisation/
>List of mini manufacturers for converting and proxy
http://pastebin.com/p6bVhGsg
>Stripping Paint
http://www.dakkadakka.com/wiki/en/Dakka_Modeling_FAQ:_How_to_Strip...
>On the consequences of insufficient ventilation
https://en.wikipedia.org/wiki/Chronic_solvent-induced_encephalopathy
http://www.hse.gov.uk/pubns/indg273.pdf
>We stood at the edge of destruction, and would have fallen... if not for the might of The God-Emperor and his Angels of Death.
https://www.youtube.com/watch?v=ivXS-58a2EE
>Previous Threads:
>>51794564
>>51770055
>>51756957
>>51812544
You could do with filling in some of the other colours, you're missing black in quite a few areas and it appears monotone as it is now.
So working on my Baal Predator and just gonna do a quick job on the inside before closing it all up and working on the outer layer. I'm just stuck on how much detail I should put into this thing. Goal is that when you look into it it actually looks like troops have been in and out of this thing so I was thinking of some Stirland Mud. Also looking for some thoughts on what else I can do with it to make it look swanky. I'm considering maybe changing the bench colours to black or metal. Maybe even put in some insignias an purity seals.
>>51812978
>Flesh Eater Johnny
Who made him? Where are you brother?!
My friend and I are looking for a game other than 5th Edition D&D. Lately we've found combat (our favorite part of the game) to be monotonous and stale. 5e combat is sort of boring.
What are some fantasy RPGs with good combat?
So far we've thought about maybe trying Pathfinder, Dungeon World, or some others (HackMaster??). Pathfinder is obviously very similar to 5e, but is the combat more fun and varied than 5e? And Dungeon World seems to me like its combat would become very boring after a while as well.
Suggestions?
>>51801671
>Dungeon World seems to me like its combat would become very boring after a while as well.
I've ran dungeon world and yeah it's weird, on the player side there's not much in the way of options. On the monster side though you can make some very interesting enemies. So it's a case of having only a few tools but a wide variety of problems. Maybe that works for you, maybe not.
I'd recommend Legend of the Elements as being the game I've enjoyed combat in the most, it's an rpg based on Avatar: The Last Airbender and it does a very good job replicating that sort of highly-mobile magic martial arts combat
>>51801671
I'm going to upset about half of /tg/ at this point and recommend 4th edition. If you're just after combat its pretty good.
>>51801671
I'd recommend Song of Swords. The combat there is fun, but deadly.
Steampunk vs Cyberpunk Dwemer Edition
>Tabletop/P&P RPGs
[UESRPG - P&P RPG] https://docs.google.com/document/d/1pTgTN2aJUoY95JtquowagfUJLL7tCQYhzJKcCAcbvio/edit?usp=sharing
[Scrollhammer - Tabletop Wargame] http://1d4chan.org/wiki/Scrollhammer_2nd_Edition
Discussion in #Scrollhammer (irc.thisisnotatrueending.com (port 6667))
>Lore Resources
[The Imperial Library] http://www.imperial-library.info/
[/r/teslore] http://www.reddit.com/r/teslore/
[UESP/Lore] http://www.uesp.net/wiki/Lore:Main_Page
[Pocket Guide to the Lore] https://docs.google.com/document/d/1AtsWXZKVqB4Q825_SwINY6z4_9NaGknXgeOknOCDuCU/edit
[Elder Lore Podcast] http://www.elderlore.wordpress.com/
[How to Become a Lore Buff] http://forums.bethsoft.com/topic/1112211-how-to-become-a-lore-buff/
>General Rules
This is NOT /tesg/ minus waifus, so behave properly.
Keep the squabbling to a minimum.
No waifus/husbandos except for Vehk and Vehk
Previous Kalpa: >>51768463
>>51800063
Does any TES game have the equivalent?
>>51800293
what is that?
>>51800320
Tomb of Horrors, and infamously difficult D&D 1e dungeon.