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Archived threads in /tg/ - Traditional Games - 702. page

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How does the lastest plot advancements affect Your Dudes or favorite /tg/ Homebrew?

For me I Imagine the Exterminators being effected like this
>The Cicatrix Maledictum has cut off Hua Yuan from the Imperium again
>Hua Yuanese regiments prevented from coming home
>Hua Yuan itself is besieged by Genestealers Cults, a network of Chaos Cults, and the encroaching tyranid hive fleet
>Some Exterminators go to Baal to kill Nids, others Gardeners go to the ruins of Cadia to avenge their fallen Guardsmen
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>>54091335
Send nids
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>>54091335
As for Sanguine Shields I can see them losing a lot of Marines to Leviathan at Baal, and getting a lot Primaris and new gubbins

Don't know how this would effect their ties to the Assassins
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>>54091335
I don't know a whole lot about the new fluff other than the Eye of Terror exploding or sonething, since I'm jumping back in from being out since 4th ed., but since my army is a bunch of Orks teleporting around the galaxy, they'd probably have a good time.

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>find somewhat interesting play-by-post roleplaying forum
>99% of player characters are obviously made to be wank material
Is there a single PBP forum that doesn't suck and is not furry shit?
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>>54091008

Check out the Dwarf Fortress forums, they've got a fairly active playerbase that's receptive to anything to undisguised /pol/shit or erotic roleplay. I've used it for years, and it's a decent, if somewhat small community.

>> http://www.bay12forums.com/smf/index.php?board=15.0
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>>54091380

> *susceptible to anything but*
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>>54091008
Looks like a successfully run game of Dungeon World.

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What are your guy's opinions on Dystopian Wars 2nd edition? I'm am planning on playing the League of Italian States.
Pic not related
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So I just bought Weapons of the Gods and I was wondering what people thought of it? I'm also looking for recommendations for other wuxia/martial arts games that aren't Exalted
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Weapons of the Gods is kind of obsolete by now, unfortunately.

Legends of the Wulin is a game by the same company which takes a lot of the same ideas but executes them a lot better. It's still worth owning WotG for the fluff though.

Saying that, LotW is far from perfect. Its editing is a total clusterfuck which makes learning the system far harder than it needs to be, and it has a few core balance issues that need to be houseruled.

Sadly, it'll likely never be updated or get extra content due to the company behind it imploding after the chinese half ran away with all the money, but there's a decent amount of fan content at wulinlegends.pbworks.com, along with the fan made companion/errata book the Half Burnt Manual.
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>>54090814
Thanks a lot!
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>>54090814
>Saying that, LotW is far from perfect. Its editing is a total clusterfuck which makes learning the system far harder than it needs to be
Better than Weapons of the Gods' editing, at least. If you take time to read through it carefully, figuring out LotW isn't too hard. WotG, though...I shouldn't have to pick mechanics out of little snippets spread through the lore. That's really bad. LotW sort of does that, too, with the loresheets, but everything in them is add-ons to the core stuff, not essential mechanics. Those are all sensibly grouped in their own separate sections.

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Thoughts on reprints?

Light's Revenge reprints a lot of sought after cards like Denko Sekka, Psy-Framelord Omega, and Crystal Wing. The latter two having no other reprints.
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Stat him.
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>>54090615
-10 HP
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Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
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>>54090615
Alchemist

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/tg/, I have not yet had a "that guy" story but I have now had a "that dm" experience and I am not going back to that table.
The first session starts of with the DM giving me the wrong adress, I should have gone home right then but whatever.
The second session starts of with the DM being 45 minutes late and forgetting all of our character sheets. Fine I get the point, but did he really have to beat around the bust? Couldn't he just say:
>Anon, I don't want you at our table.
?
1 posts and 1 images submitted.
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What would a war against druids look like? If they're the provocateur what could anyone do to stop them?

It's a war against civilization. Nature itself would be against us.

I can see dogs sticking by our side. "Man's best friend" and all that. I could also see cats not giving a fuck. But most other animals would fall under druidic spells.

Trees could be animated to attack. Druids polymorphed into rats could sneak into a town at night and slit the townsfolks' throats.

Imagine the movie Birds but on a large scale, with eagles, rocs even.

What other things could they do? What possible countermeasure could be taken against them?
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>>54089688
In our DM's own setting, this scenario caused the apocalypse. Afterwards all our adventures took place in a verdant green world full of ruins and shit. It was pretty great.

I don't think they could be stopped, realistically speaking. It's better to set the game to the aftermath.
>>
I read some good OSR stuff on this once:

goblinpunch.blogspot.co.nz/2014/09/7-myths-everyone-believes-about-druids.html

goblinpunch.blogspot.co.nz/2016/06/nature-is-horrible.html

But basically yes fighting a serious group of powerful druids would be horrible.
>>
Goblin Punch was the seed for this a while back, but I'm going to be running this war saturday and while I personally believe it'll lead to an apocalypse, I'm more curious as to just how difficult it's going to be. If they're fighting a losing battle, what can they hope to save?

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I'm starting out but i've got a pretty sizable army, whats a good character HQ to head my army? I've got the skyhammer pack, start collecting box, couple more units of grey hunters and some long fangs
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So from what I can gather, X-Wing is a pretty fun beer and pretzels kinda game but trying to get competitive with it is somewhat laughable

Is Armada any different?
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>https://www.youtube.com/watch?v=jahCLBmqHnI
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>>54089091
This looks good
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>>54089091
Eurgh...

Awful graphics.

Nothing will ever top Ultramarines
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>>54089091
Cheers anon

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Seriously, has anyone else noticed this trend?
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>>54089076
And also the majority of them are black cards.
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>>54089089
Since before Shadows block at least.
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>>54089107
And the good nonblack ones have art that would fit on black cards.

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ADVICE WANTED

So I've been away from ttrpgs for around 3+ years now but have recently been inspired to start a game with some friends. None of them have any ttrpg experience. I have experience as a player in DnD 3.5, 4e, a little bit of Dark Heresy, and a heavily modified version of Call of Cthulhu. I've only ever GM'd 4e, but if we were starting tomorrow I'd feel fairly confident running something in 3.5 or Paranoia.

The game isn't going to start until everyone is back for the semester, so I've got around 3-5 weeks before Session Zero.

The game I want to run is heavily inspired by victorian gothic horror with a splash of lovecraft (for those familiar with M:tG, think Shadows over Innistrad set).

Seeking advice: I could run it in 4e, but since I've got enough time to familiarize myself with another system before we start, is it worth picking up something else instead of using Dungeons and Dragons to introduce them to the world of ttrpgs?
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Bumping with skeles of varying spookiness levels until someone responds or I get distracted
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Imagine a setting with a magic system for wands as follows;
>Technically, Wands have unlimited potential and can do *anything*, but are severely limited by the people who use them. Imagination, willpower, and talent all play a part.
>By simply pointing at an object and concentrating, you can will change, action, and work magic over it. This can be cast on areas, objects, or people.
>Anyone can pick up a magic wand and use it; even children are known to steal wands and play pranks with them, but wands are incredibly weak in the hands of non-Wizards, and even Wizards have a very hard time creating permanent and useful change.
>Powers of the wand include changing color, making small objects dance or levitate, creating smells or soft music and so on

This magic system exists in a setting that also features generic cast 'spells' that require words of power and preparation.

My question is thus; In a setting where both this type of wand-magic exists as well as spells;
>Would anyone care about using wands?
And
>How expensive/sought after would they be?
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Lantern rings.
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>>54088741

Not a bad use, but creating a really strong light effect like that would probably be hard to do even temporarily, much less permanent. Plus the enchantment doesn't really have an off button, so you could never sneak around with the ring on your hand.
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>>54088942
That's pretty much a nerfed version of the classic "continual light on a lodestone" trick.
Since it's cast on a magnetic object, it can be placed on any ferrous surface when needed, or put away in a lightproof neck pouch when not required.

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If you fire a variable-output-setting ray gun at a normal human, does it stun them, or does it kill them, or does it vaporize them?
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>>54088601
it gives them cancer and they die 10-20 years later
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>>54088601
THAT DEPENDS ON WHAT SETTNG THE VARIABLE OUTPUT RAYGUN IS ON YOU DONUT
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>>54088601
watts: tingling sensation
kilowatts: set on fire
megawatts: vaporized
gigawatts: the city block is blown up

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