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Archived threads in /tg/ - Traditional Games - 1830. page

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Does your setting have any eldritch horrors?
What are they like?
Are they part of the main plot or just setting lore?
15 posts and 4 images submitted.
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Mine was supposed to...4th edition D&D had this concept that the stars themselves were evil and wanted the world gone, so I built a whole setting around that in which there was a colossal war with them some 3000-1000 years in the past (I haven't nailed down an exact time, makes things more convenient).

I say SUPPOSED to, because when it came time to actually start introducing them to players their leader's characterization rapidly changed from "soft spoken eerie star father" to "Megatron".

Because Megatron was way more fun to roleplay.
>>
>>51500400
No, I am tired of them.
>>
>>51500400
always wanted to run a campaign centered around the majority of the world being corrupted by/entirely made out of the dreams and nightmares of mad gods slumbering beneath the earth.

And then you go around solving their mad dreams so they can sleep soundly. Kinda psychonauts.

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Is there a way to draft online with real people that doesn't cost 14 dollars each time? I'm not gud enough to go infinite in MTGO, and I don't want to pay out the ass to practice properly.

Also Magic: the Gathering Limited thread, I guess
10 posts and 1 images submitted.
>>
there's always xmage, but since there's nothing on the line people sometimes randomly quit. free to play with rules enforcement though.
>>
>>51500431
Well that sucks. Why draft if you're just going to quit if you don't win?
But thanks for the tip. Is it pretty active?
>>
>>51500133
I recommend watching twitch streams and youtube
You'll get experience like you wanted, without paying any money until you feel ready for the real thing. I know that's not really what you asked for, but desu MTGO is the only way you're gonna play that people have incentive not to ragequit.
And even then, I've met some ragers who abuse the clock and won't concede a lost game

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Previous Thread: >>51491394
>Pastebin:
http://pastebin.com/xrKUUi0A
>News
http//theonyxpath.com/now-available-night-horrors-conquering-heroes-heresies-in-print/
https://www.paradoxinteractive.com/en/white-wolf-partners-with-focus-home-interactive-for-a-video-game-adaptation-of-the-world-of-darkness-storyteller-game-werewolf-the-apocalypse/
This week's Monday Meeting Notes:
http://theonyxpath.com/braaaazillll-monday-meeting-notes/
>Question
How does one counter the Plain?
Hard mode: no mages
351 posts and 32 images submitted.
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>>51500053
>How does one counter the Plain?
Make a Demon Pact then call it in.
>>
>>51500053
only a plain can defeat a plain...
>>
>>51499982
>>51500015
It's also the only gameline (along with Mummy) that comes close to rivaling Mage in terms of oomph. The big three.

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They banned Emrakul but they'll never touch this Edition

Post your brews, your picks for getting fun added to the banlist, and ways to shake that annoying kid who glommed onto you at your local FNM because you gave him a card suggestion.
29 posts and 6 images submitted.
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>>51499890
I'm ok with this retarded ass combo being in Modern cause Modern needs way more variety to their turn 4 wins but holy fuck do they need to ban a lot of uncommons from AER in Standard.
>>
>>51500983
Aside from pic related, what other uncommon do you consider standard-ban worthy?
>>
>>51501480
Not him, though I wouldn't say bannings. That said some of the AER uncommons are hilariously undercosted. Fatal Push is an obvious one, but you can stick things like Winding Constrictor or the cat in so many other decks and just cover the odd mana with a Renegade Map fetch.

I'm looking to build an affordable good competitive deck so I can destroy my neckbeard friend. Help pls
45 posts and 4 images submitted.
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no frogposting please. only bad boards have frogposting.

/tg/ good board. or at least, not frogposting bad.
>>
>>51499689
I have legitimate question and dont intend to frogpost
>>
>>51499676
Ice Barriers are always a good choice.

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Stormcast a Best,
Aelves a Shit,
Slaanesh a Dead Edition

>resources
pastebin.com/qCZb0mvh

>General's Handbook pdf <- the points
mega.nz/#!DxRGmTZL!x_L0eobCjr4qrF7enhVlZ2DffTtRa3hdDrc5RctcAbE

>army builder
scrollbuilder.com

>OP image album
imgur.com/a/fHkqJ

Old (shitty) thread:
>>51485279
7 posts and 3 images submitted.
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Skaven a shit

This is the better general
>>
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>>51498974
It appear-seems that dumb-stupid man-thing was wrong-wrong
>>
>>51498974
Skaven are quite literally the master race and will inherit the world

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I want to run a Zelda campaign but don't know where to start. I'm gonna run 5.e as there is quite a lot of ready made home brewed Zelda stuff for it. However, tone and setting is what i'm having trouble with. Ideas?
13 posts and 1 images submitted.
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>>51498185
Honestly, replay the various Four Swords games and shoot for something like that. For originality, set it around Spirit Tracks instead of any of the more 'traditional' zelda settings, it'll let you use some steam stuff which is nice. Plus the world's less developed so you're less likely to have someone sperg out on you.
>>
>>51498185
It's basically a dungeon crawl that tells a story. I'd mine the Zelda Wiki and play throughs for ideas, rather than here. /tg/ has... opinions about new Zelda lore. And 5e. And homebrew. And ideas.
>>
>>51498185
Lots of retarded puzzles. Don't use blocks though, make it pretty simple - The door is locked by a switch at the end of a hallway, there's skeletons in the hallway. Blow a hole in the ceiling to make the light shine down on something to get the treasure chest to appear. That sort of thing.

Keep it light-hearted but action-packed. Make the story up as you go and tie in every NPC to it eventually. Don't decide who Impa and Zelda or whomever are at the start, have them be secretly someone else the entire time, the person who makes sense at that very moment. It'll mimic the simple but cheezy plot twists that Zelda tends to use.

Don't forget to fuck something important up that lets spergs poke holes in it and debate which zelda is best with huge generalizations about waggling or long travel times or other bullshit. Some sacred cows are too important.

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So what's the best combat system you've ever seen in tabletop? Roleplaying games, wargames and board games invited.
64 posts and 4 images submitted.
>>
Honestly? The most fun I've had in a game with the right mix of simplicity and crunch was Ironclaw 2e. I was surprised.
>>
Legends of the Wulin. I've rambled about it before on /tg/, and quite recently, so I shouldn't go into too much depth, but long story short it's a unique system which combines narrative leanings and sensibilities with a crunchy, mechanically satisfying combat system that makes conflict a key part of storytelling.

I wrote up a combat example over at >>51466250, but to best explain why I love the combat system so much I'll give an example from memory of a pivotal combat in a game and the results of it.

It was, oddly enough, a PvP situation. My PC and another character had never seen eye to eye, since the start of the game there had been friction between them. Over the time it grew and grew until it eventually came to blows.

The fight was fantastic. Not only was it a mechanically engaging and enjoyable struggle, it was an expression of our characters- Their philosophies, ideals and beliefs manifest and directly relevant to their strength and martial prowess, every clash of blade and fist letting them learn more and more about the other.

I don't really remember who won, because at the end of the fight it didn't really matter. Through the conflict, they'd gained a mutual understanding and respect, starting what would become a strong friendship.

And here's the amazing thing- Sure, in another system you could roleplay all that. LotW mechanically supported it. Beliefs and ideals granting beneficial Chi Conditions that you made use of in the fight directly informed the opponent about what they cared about, and the strengths they manifested based on them clashing were a literal duel of wills.

And then, when all was said and done? The systems flexible system for end of battle consequences let us impart benefits onto each other- More beneficial conditions representing the understanding we'd gained and the strength they shared going forward.

LotW has a lot of issues, I can repaste them if need be, but goddamn when it works it is like no other system I have ever played.
>>
I like On Mighty Thews' because it's so simple and I don't like battling very much.
You roll whatever your warrior die is - d4, d8 or d12, and any skills you might have on d6 or d10. A simple warrior type character will usually have d12 in warrior, and d6 in sword, something like that.
You and enemy roll, and both actions always succeed - but for every 2 points the winner has above the other, you get an extra action. May it be hit again, or usually cancel the other's action. Players and important NPCs have 3 hp, less important enemies and characters have 1. One attack always deals one damage. That's it.

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>One in ten humans transform into beastmen.

How would we react?
41 posts and 7 images submitted.
>>
Murder
>>
>>51495672
Most of humanity would initially freak out about the change, but,eventually it would settle.
>>
>>51495672
Build a Herdstone

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It has a siren-like song.

It grows anywhere where it can gain a foothold.

It grows insanely fast. for a rock.

It feasts on blood.

It turns anyone near it crazy and bloodthirsty.

It has an anti-magic element that instantly kills mages.

It turns people into screaming crystal hulks.

Anyone that does survive near it wants more people to hear it.
81 posts and 7 images submitted.
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It's not even fucking clear what lyrium actually is.

>From what Bianca says lyrium is alive
>Red lyrium has existed from before the first blight so it's not just tainted or maybe it is, somehow
>If it is corrupted by the taint then there's the whole blight magic thing
>Also dwarves being resistant if only so little
>And dragons being very resistant to it
>Something about a void that it apparently comes from
Fuck the Descent DLC to hell.

Yes, but not as it is since it's unsure what the fuck it actually is.
>>
> Caring about Inquisition plot
Dragon Age has been shit since Awakening. Shame about it, I would love to see a good sequel to Origins.
>>
>>51492969
It's actually one of the cooler things in Dragon Age. Like a creeping crystal

Did anyone back Tales from the Loop? I'm really interested to see how the game plays. Does anyone with the .PDF of the game have any opinion on it?
24 posts and 8 images submitted.
>>
>>51492618
Bump for interest
>>
Here's the campaign if anyone was interested. It's already over but has details on the game

https://www.kickstarter.com/projects/1192053011/tales-from-the-loop-roleplaying-in-the-80s-that-ne/description
>>
>>51492618
Would also like to know more. Hopefully this thread can make it to ten posts without someone sperging out about MUH STRANGER THINGS BAZINGA POP CULTURE.

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Anyone have good ideas for playing a magician using tricks mid fight?
28 posts and 6 images submitted.
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Their fiighting style would probably be conceptually similar to magic tricks.

A magician distracts the crowd with one hand while the other hand is doing the real work behind the scenes.
In a fight a magician will use flashy tricks that the enemy will concentrate on, all while not realizing that a more subtle trick is in effect that will cause the real damage.

>The magician pulls out a giant sword and swings it wildly around him
>the enemies concentrate on dodging and avoid it easily while looking for a new opportunity to attack
>they don't realize that the magician is throwing poisoned needles at them, hiding the throwing motion with the wild and unpracticed sword swings
>don't feel the initial prick of the needle because they're too concentrated on dodging and looking for opportunities
>poison has time to work while they are distracted
The "wild" sword swings were highly practiced beforehand to look like the wielder is just randomly swinging it around while still being effective at keeping the enemies at bay.
>>
>>51491720
I've seen videos of card throwers cutting into fruit with their cards, this would probably also hurt an unarmored human.
>>
Deadlands hucksters use the magic of evil spirits and disguise it as common parlor tricks

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Nonstandard Commander Edition

RESOURCES

>Official Site: Contains deck building rules and the current ban list.
http://www.mtgcommander.net

>Deck List Site: You can search for decks that other people have made. Authors often have comments that explain their deck’s strategy and card choices.
http://www.tappedout.net

>Another resource for commander discussion; they have an entire forum dedicated to discussing decks. People often make primers, which go into detail about how they built and play their deck.
http://www.mtgsalvation.com/forums/the-game/commander-edh

>Statistically see what everyone else puts in their commander decks based on what is posted to the internet.
http://www.edhrec.com/

>Find out what lands you can add to your deck, so?rted by category, based on a chosen Commander’s color identity.
http://manabasecrafter.com/

>CARD SEARCHING

>Official search site. Current for all sets.
http://gatherer.wizards.com/

>Unofficial, but has GOAT search interface.
http://www.magiccards.info

>Thread Topic
What Commanders do you use that don't necessarily fit in their slice of the color pie or whom does something that does fit in it, but in a way that's not conventional for their colors?
403 posts and 63 images submitted.
>>
1st for nekusar
>>
>>51491135
Cuckusar, the Bullraiser
>>
>>51491069
>"Unofficial, but has GOAT search interface"
Why is the OP still not listing combodeck.net is beyond me.

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I have been working on a home brew class list template system.
When approaching the fighter, or Weapon Specialist, I had trouble narrowing down the number of different weapon styles.
Call them "weapon proficiencies" if you like.
My question is this:

If reducing the number of different types of weapons in a fantasy setting (largely without guns) what 7-8 difference kinds of weapons should there be?
32 posts and 2 images submitted.
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Well, let's look at it in simple terms and see if it needs any expansion- Blades, Bludgeons, Two Handers, Spears, Ranged are five very broad categories. You could split Blades into Light and Heavy, Ranged into Thrown and Bows/Crossbows... That leaves you with a decent set of seven, all with distinct identities you can give mechanical weight?
>>
>>51489662
As far as melee weapons:
>Slashing, Bludgeoning, Piercing

and

>One handed, 2 handed, Throwing, Reach

Should cover everything as far as useful weapon properties. Everything else is pretty much fluff.
>>
>>51489690

Sorry, Polearms, not Spears. Mixed up terminology in my head while trying to keep the basic types broad.

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How do you go about designing dungeons, /tg/?
42 posts and 2 images submitted.
>>
>>51487033
https://1d4chan.org/wiki/Five_Room_Dungeon
>>
>>51487033
Node based, like the Alexandrian
>>
>>51487033
I just take inspiration from the castles, monasteries and crypts nearby.

>The advantages of living in medieval Europe

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