How realistic is your setting?
Exactly as much as it needs to be to stay familiar and understandable, and not a step more. How much depends on the genre, but I tend to run over the top, heroic games, so realism isn't a priority beyond the basic necessities.
>>54700190
Define 'realistic?'
on a scale from one to ten, there are talking animals.
>The eldritch hordes of the undead have devoured the world, consuming life wherever it may be found and leaving only ruin in their wake.
>>54699759
>The oceans waters have long since blackened, and are now home to terrible things composed of the now long dead sea-life.
>>54699759
The only thing still broadcasting on the few televisions that work are reruns of Happy Days post jumping the shark, and the occasional episode of Skeleton Warriors.
>>54699759
Gay marriage was legalised
Everybody remembers Greyhawk, Forgotten Realms, and Dragonlance. Let's talk about some of the more obscure or one-note settings from D&D's past - what you loved, what you loathed, how you'd update them to 5e , whatever.
>>54698723
Man, I'd kill for a 5e Spelljammer book, if only because I've always wanted to DM/play in a Spelljammer campaign.
>>54698723
Birthright was cool and could use an update.
Ghostwalk was... interesting. It probably was worth a second book but apparently didn't sell worth shit so it never got one.
Council of Wyrms was a thing too and could also use some love.
>>54698723
Mystra: I don't know so much if I want the setting proper or just a conversion of all the gonzo races it embraced. Swashbuckling wolf-people, samurai catfolk, shapeshifting magical spiders, raccoon-monkey-flying squirrel hybrids, refugees from the dream realm... so many weird races for spicing up homebrew.
Planescape: Give me a Sigil Adventurer's Guide with the skinny on the City of Doors and plenty of new planar races, maybe new archetypes/PrCs to cover membership in the Factions or Sects... it's not like they need to give greater mechanical crunch to the planes than the DMG gave us.
Birthright: Mass combat or literal kingdom building rules would be awesome; there's a reason the Kingmaker AP for PF was so popular.
Spelljammer: Maybe it could be retooled as a sourcebook for generating star-fantasy campaigns, but still, love to see this come back.
Red Steel: Technically this is part of Mystara, but the idea of red steel mutations could be cool to adapt to 5e.
Dragon Fist: It's a wuxia setting that ISN'T Faerun's boring Kara-tur region. AND it actually belongs to Wizards, so there's no legal hassles.
Ravenloft: I don't know if I want this or a new "Dark/Horror Fantasy" setting, the RavenloftD20 version was interesting, but always a bit too... fixated on its Neo-Victorian aesthetics for me.
Also, while technically not obscure, I'd kill to get 5e sourcebooks for Eberron and Points of Light - I mean, bloody hell, they practically had a Nentir Vale Gazetteer at the printers!
What is Jakandor? One of the very last campaign settings that TSR rolled out before its doors closed, this mini-campaign setting advertised itself as something unique on the market. Set on the lost island-nation of Jakandor, its focus was on the forever war between the barbarian tribes of the Knorr and the necromantic magocracy of the Charonti.
It was a bold, ambitious setting... but it wasn't a very good one. It's gone mostly unreviewed, but there are some critiques out there, and they pretty much agree: somehow, the setting takes barbarian tribes who follow giant totem-mecha into battle, and non-evil necromancers who live in the haunted ruins of ancient cities using their own ancestors as advisers, warriors and laborers, and makes them boring.
Admittedly, this applies more solidly to the Knorr, who are vengeance-worshipping stereotypical Viking-Indians, but even so, the Charonti suffer.
Personally, I also have to admit that I couldn't "buy in" on the whole gray/gray morality schtick because it was so obvious to me that the Knorr were the Bad Guys. Seriously, you have their own sourcebook saying that they're a bunch of bloodthirsty traditionalists who started a civil war, lost it, and now want to genocide the pacifist wizards of the island they washed up on because their priests claim this will get them into paradise. How the fuck are you supposed to sympathize with them?!
But, /tg/ gets shit done. So, I'm here to challenge y'all: how can we take the good ideas from this setting, and make it less fucking shit?
Since I can't expect y'all to know the skinny on this stuff, have a link; y'all can get the PDFs of all three books - Island of War, Isle of Destiny, Land of Legend - here for free.
https://dnd.rem.uz/Advanced%20D%26D%20%28unsorted%29/
So you may be wondering how they managed to screw up the Charonti? Well, this review here gives us the full skinny, but in a nutshell, the book seems to keep waffling on about what the Charonti actually are.
"The Charonti have a caste system; only not really. They are hidebound by tradition, ritual and cultural manifest destiny; except when being wholly rational and pragmatic. They're a culture of atheist necromancers; except all the ones who aren't (i.e.: the vast majority). Priests and Outcasts are reviled and hunted; except the ones who decide to fit in. The Charonti are a dying race fighting for survival in the ruins of their former greatness; but what they're besieged by is never made clear."
http://vaultsofnagoh.blogspot.com.au/2009/06/jakandor-last-sandbox.html
Step 1 in redeeming Jakandor is, obviously, to make them clearer.
Step 2? Fix up the mechanical crunch. Again, our reviewer offers a scathing outline of what's wrong:
"he fearsome thaumaturgical plague that destroyed Charonti civilisation is anything but fearsome and can, in fact, be cured by a cheap alchemical mixture. The mighty and terrible necromantic servitors are just bog-standard 1HD skeletons and zombie with silly names. Even the unique magical constructs are yawnsome. Zeppelins made of whale bones, mummified ancestor head libraries, or giant necromantic digging machines made boring? An achievement in itself. And the class kits (you remember these, front-loaded modifications to the existing AD&D classes...) are dull beyond the dreams of accountants. There's a scribe kit for Gygax' sake! Kits take up more than a score of pages in the book, and they could have been dispatched in two."
Now, as for the Knorr... from where I stand, there's three things we need to do to make them work:
Firstly, make them less boring. They're pretty damn paint-by-the-numbers.
Secondly, make them make more SENSE. Seriously, the holy vengeance thing and counting coup is just stupid.
Finally, make them actually sympathetic; when the purported morally gray setting has their own sourcebook admit "Yeah, we're bloodthirsty barbarian invaders who want to kill the natives for not being war-worshipping primitives like us", something's gone fucking wrong.
So... does nobody have any ideas? Anybody? Come on, I thought this'd be right up /tg/'s alley...
What would an aasimar look like that was descended from this?
Or this?
What about this?
>>54698043
>>54698054
Probably something more comprehendable. D&D 5e, at least, doesn't really focus on the freakish out-there angels. They're pretty humanoid for the most part.
Has anyone ever ran a kamen rider themed game? I've been watching ex-aid recently and I think it would make for a fun campaign
>>54697734
To sum up if you've not familiar with Ex-Aid: the premise is doctors using retro games to become kamen riders to cure the "Bugster Virus", which is causing "Game Disease"
>>54697734
From what I've seen, Kamen Rider is like Power Rangers only instead of 5-6 guys it's 1-3 guys and instead of giant transforming robots they have motorcycles. Seems like a strict downgrade.
>>54697822
Except that one Rider is worth about 2-3 regular Rangers or the Red.
Designing a DND 5E campaign set in an Arabic themed setting. Anyone have good references for Ottoman/Arabic Architecture, clothing, weapons and armor, historically I would focus on early (Osman 1) Ottomans and the Abassid Caliphate. For example what would a greatsword look like in this setting, and would it be called a greatsword?
>>54696531
My only advice is that you should have made this thread two years ago.
Have some Turks
Continued on from here: >>54666734, >>54676689.
Let's try to do something with this, shall we?
>"Ah, how kind of you to join us. Please, partake of all the wonders laid before you. We have no restrictions here."
>>54696510
Why does the necromancer archetype attract so many autists, contrarians and fedoras? Is it just because most campaigns don't allow them, which makes them desirable, or is their evil nature the main attraction?
>>54691320
People who can't make good characters are attracted to the idea of making an "evil" archetype a good character because they think it's deep and meaningful and actually makes them a real character when it really doesn't.
>>54691320
>>54691365
you guys are generalizing too much imo, but as that is probably based on experience I cant really speak up too much against it.
And i would lie if I would say Godawfully played necromancers are an exception.
However, I know the concept of a good necromancer can be pulled of, it honestly depends more on the player.
And the reason People like it is the same as any other class, its a fantasy in which you can do something you cant do in reality.
Controlling undead is just that rad.
>>54691320
Maybe necromancers are just fun and you don't get that.
http://powerlisting.wikia.com/wiki/Special:Random
Click the link, roll 1d100 to see how strong/potent your power is.
Teams of five will be made, with the sixth starting a new team
e.g.
Team 1
>power
>power
>power
>power
>power
Team 2
Lets have some fun!
Rolled 49 (1d100)
http://powerlisting.wikia.com/wiki/Razor_Hand
not bad desu
Rolled 31 (1d100)
>>54688340
Ugh, I always get creepy powers when I do this. So, I got http://powerlisting.wikia.com/wiki/Doll_Manipulation. Let's see what the dice have to say about my strength.
Rolled 82 (1d100)
>>54688340
http://powerlisting.wikia.com/wiki/Plot_Contro
I control this plot to get the fuck out to >>>/qst/
How would you go about making a warhammer 40k movie? Do you start with the birth of the Emperor? The first founding? Would you need to cover all of the Primarchs' backstories, just a few, or just cover a little bit of each one? I think you would need at least a trilogy to cover the story from the first founding to the end of the Horus Heresy, if not more than that. Can you even make a (good) movie out of Warhammer 40k that doesn't just appeal to people who already know everything about it?
>>54685288
Do none of this, make a movie based on one of the one-off books like 15 hours. Provide glimpses of the setting from the perspective of the characters and use the plot to hammer in the grimdark tone.
>>54685288
You don't do a movie, you do a Band of Brothers/The Pacific style mini-series of 10ish 1-hr episodes, starting with the raising and training of a new IG regiment from Generic World #1 (who uses mostly Cadian-pattern gear, to tie in with the models), slowly introducing the major players of the Imperium (Guard, AdMech, Space Marines, Inquisition/Sisters, Titans) and upping the ante of the invasion from generic-seccessionist movement to full-blown Daemonic Invasion (starting with generic Traitor Guard, introducing Renegades and Heretics, then Chaos Space Marines, then Daemons and other forces of Chaos).
The series starts by focusing exclusively on the Guard regiment, with the first few episodes showing the capability of the Guard and establishing their "strength" as the "norm" for the audience. This "norm" will then be shattered by the simultaneous introduction of Ultramarines and Salamanders in contrast to the sudden-but-previously-implied existence of Word Bearers - the Chaos Marines devastate the Guard as they push into a hive and shatter their assault, but then the Space Marines appear at 2 minutes to midnight and drop from orbit, pushing them back in a brutal clash of arms as the Guard rallies and pushes forward. This shows the audience that human beings are still capable fighters in the 40K universe, and yet also shows them the incredible power of Space Marines (loyalist and traitor alike) by showing how much MORE capable they are. The introductions of things like Titans and Psykers halfway through the series up the scale as the war engulfs the planet .
Eventually, the planet is engulfed in a Daemonic Incursion, the Inquisitor uses the Guard regiment and a group of Space Marines to serve as his vanguard as he plants an Exterminatus deep into a hive structure. The series ends with the Ultramarines and Salamanders sacrificing themselves, alongside half the remaining Guard, to hold Chaos at bay while the Inquisitor and the rest escape off-world.
40k is a really dense setting, it'd be extremely hard to condense enough of it into 2-3 hours to make a decent film. You're better off making a tv show or an animated series instead.
What's your favorite elemental spread?
The 4 classics? Chinese? Something else?
If you say 'le periodic table' you're a fag.
>>54683417
Fire. Water. Time. Crystals. Gayness. Electricity. Gravity. Radiation. Qi. Willpower.
>>54683417
Compassion, Laughter, Dance, Respect, and a second Dance.
>>54683417
elements are for gay children
Stop putting breasts on Lizard people
>>54677409
No.
>>54677409
Stop burning down my churches
>>54677409
Put MORE breasts on lizard people.
And BIGGER ones.
What's best?
The farmer's daughter, or the barmaid?
>>54675723
Pretty flimsy excuse to post that picture, dontcha think?
>>54675723
Barmaid.
Farmer's daughter. Pure waifus a best, dirty bar wench a shit.
Mario RPG: Pipes & Plumbers
>Rules
https://1d4chan.org/wiki/Super_Mario_RPG
>Races, Abilities, Items, Badges, etc. https://docs.google.com/spreadsheets/d/1TNIGww-irrwywHgSCZPgCw_AT9Q5fmwAmyF2_8T0dBk/htmlview#gid=0
>Additional Races
https://pastebin.com/6HHbLh7c
>Campain RP Archive
http://akey.ca/gbrp/index.php
>Gameplay Test Log 1
https://pastebin.com/tqZPyfdz
>Gameplay Test Log 2
https://pastebin.com/8v8cK2BX
>Super Mario Wiki
https://www.mariowiki.com/Main_Page
Anyone wanna show how their sessions went?
I wanna know how your sessions went! This system looks fun but none of my regular group is interested!
Post Perks
>>54662241
>Duck For Cover! - +1 to damage resistance against your own attacks
>They Don't Think It Be Like It Is - +1 Smarts when identifying undiscovered phenomena
>Skills That Kills - +1 damage to targets that have less FP than you
We don't have a group to play with, but my friend and I made up characters for fun and came up with those.