How would one go about making a creature of animal level intelligence the BBEG? How about a completely mindless being, like a fungus or plant?
>>54141951
You have to make sure the players have to remain in the ugh's domain if they want to have any hope of destroying it, and that they're out of their element in it (i.e. pic related).
If it's a swamp animal, it's great at swimming through muck and isn't bothered by clouds of mosquitoes.
Basically you want to make sure that the players think it ambushing them is always a possibility.
>>54141951
>implying an animal can be evil
Spotted the DnD player
>>54141951
Give it a plausible way to track the main characters, as well as a decent reason to (magically bound to follow them, they're covered in pheremones, etc). If it's hunting them out of revenge/sadism/likes the taste of them, that implies an intelligence above animal level, although if you dance around it a little, that could make it even more frightening.
It needs to be able to go wherever the humans go, which knocks Jaws out of the running, unless there's some contrived way of keeping the players in its environment. One great moment of tension can be when the players finally make it out of the creature's environment, only to realize that it can still chase them outside of it.
Or you can do it like Jaws and make it so the players NEED to hunt it, because it's hurting innocents/it hurt someone they like/they're being paid to.
Plants and fungus, I'd say play it like a natural disaster movie. The thing isn't malicious, it's just trying to survive and spread, but it can't understand that it's hurting others by its actions. It can't be reasoned or bargained with, either it dies or you do.
Hiro says we can have a metathread to talk about board problems. Now that Hiro has said he'll "think about" allowing quests back on /tg/, does this mean that the people trying to get generals and CYOAs kicked off the board will finally shut up?
>>54141619
>does this mean that the people trying to get generals and CYOAs kicked off the board will finally shut up?
Hopefully. Odds are they'll just find something else to whine about anyway.
Also if we do get quests back, I hope he'll also punt all those anime quests back to /a/ where they belong.
It would be nice.
People need to learn how to filter or just ignore things they're not interested in instead of trying to get them banned.
>>54141619
Good god I hope generals don't get kicked off the board, the last thing I want is the front page being composed of 5 DnD threads and 5 40k threads FOREVER.
So is anybody else playing this right now? I'd love to know how people's campaigns went.And maybe get some advice on some things.
>>54141485
I ran two games of this not including several prologue games, and am running a game right now. My first two games were a bit rough, but that's only because it was my first time GMing ever, but yet the prologue sessions I did beforehand went pretty smoothly despite that.
Overall any of the problems I've had running games with it seem to be the players that get pissy about the damage system not being meat points, but those that don't bitch absolutely love it because their character can actually be good at punching things. It's pretty flexible and simple (in play)for its crunch, but I would recommend using as much reference of other builds when it comes to character creation It's not Pathfinder levels of convuluted, but the combinations of effects and stuff can overwhelm some.
>>54141648
>including several prologue games
I'm not OP, but could you expand on what this means?
>>54141756
Basically a series of short one shot campaigns to hook each character into the main campaign. In this case it was a multidimensional invasion with their old worlds being destroyed and ending up in a hubworld of sorts.
What's the best chess piece other than queen?
Amazon.
https://en.wikipedia.org/wiki/Amazon_(chess)
>>54141366
King. Its the one piece your enemy can literally never take.
>>54141366
The Tower
>>54141396
Literally the mary sue of chess.
Manly edition
Previous thread: >>54136928
>FAQ (New FAQ), questionable rules lore wise:
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>Designer's Commentary (FAQ 0.1)
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>Old crap
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>List Builder
Squatted harder than Slaanesh
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First for da Orks!
first for understrength unit abuse
>>54141070
Oily custodes are best custodes
What is a fun system that focus on being a murder hobo?
>>54140748
D&D
>>54140748
DnD, Pathfinder, or any game derived from these.
>>54140885
>>54140818
But you would say those are the perfect murderhobo games?
Considering running some homebrew rules for 40k 8th:
>Previously Large Blasts now fire one shot for each model in the targeted unit in range
>Previously Small Blasts now fire one shot for each TWO models in the targeted unit in range.
>Flamer templates now auto-inflict one hit for each model in the targeted unit in range, or TWO hits if they are benefiting from cover or embarked on an open-topped transport.
Does that seem balanced?
How much would it fuck the meta?
Without a cap its rediculously unbalanced and op.
You gotta give the weapons a maximum amount of models they can hit, though. Otherwise you can counter any blob on the table by taking a single large blast template
>throw 30-40 gaunts on the table
>opponent brings two leman russ's
>oneshots the entire unit turn one, no saves or anything allowed
You get my point. Instead, do it like this:
>large blast: one shot for every model in range, up to ten shots total
>small blast: one shot for every two models in range (rounded down to 1 minimum), up to 5 shots total
>flamers: one hit for every model within range, up to (5-10?) hits; flamer weapons ignore bonuses to cover
One could also balance out the maximum shots on an individual scale for each weapon too.
>>54140397
I prefer just bringing back blasts, with a few stipulations: Place a blast down wherever (not necessarily centered over q model). For each model under the blast, make a single roll to-hit against that models unit.
If your foe goes "muh spacing", your foe might be a little bit of a dick. Maybe consider making squad coherency 1" if it becomes an issue (iirc, AOS has 1" coherency).
>>54141046
Personally, I'd make it a function of base size and unit size.
Multi User Dungeons.
Do you play any?
We have made many settings over the years, and even minecraft servers and other stuff I don't know about. What would we do if we made a MUD?
What setting to put in it and what features to add?
>>54138972
>Do you play any?
i played hellmoo for a long time on multiple servers but don't anymore. the admins wiped everyones characters for the 3rd time and i couldn't be fucked to grind up my dude to endgame again.
i still miss playing it from time to time since it does things that no other game does. lots of funny shit happened over the years and it was really fun to affect entire server politics by yourself
Played a Tolkien based one named Shadows of Isildur. Went to shit over the last couple of years.
>>54138972
These things still exist?
What scares you the most?
What was the most frightening tabletop experience you've had?
Also, does anyone have that pdf about themes in Lovecraftian/eldritch horror and how to translate those themes to ttrpg?
>>54138206
>What scares you the most?
When the OP doesn't post the original pic size.
>>54138206
>LE CREEPY SCP IMAGE XD
Go back to Plebbit, Tv Tropes or whathever shithole you come from.
>>54138206
Have the non ant version you mong
So, a problem player has been coming to a lot of our games claiming he's interested. However all he does is distract others, and tells the GM to end the game in favour of playing video games. I've learned my lesson after inviting him but everyone else invites him because our tabletop group is relatively small.
What is a good way to deal with this problem player?
>>54138032
Maybe the story or the setting does not interest him.
>>54138075
Hmm. But he claims to like the stories and settings in the games we run. We've run Star Wars, and Pokemon, and he's a fan of both.
>>54138108
Then either he lies or he doesn't like your group. Or maybe he's just an asshole and you should avoid him.
Previous thread: >>54127920
Archives and other resources: https://pastebin.com/vrqYhnpu
>>54136857
>>54136885
https://www.youtube.com/watch?v=462KBuAhncU
Alright. gentlemen, how could I run this as a one-shot?
...what the fuck
>>54135778
You don't.
Who the fuck wants to pretend to be a train?
>>54135778
Depends which direction you want to go for this. What about this draws you to put your players through this hell?
Best bet is investigation-style, where the PCs are some of the people who brought about this documentary. In this case, Call of Cthulhu or one of its similar systems might work.
If you want a more action-oriented session, such as being part of a clean-up crew seeking rogue Trainfolk, use Shadowrun's universe with a system you like using for combat.
What happened to all the extra space wolves when they went from legion to company size without any successor chapters?
Attrition
>>54135466
They just stayed in the space wolves
>>54135466
During the 2nd founding, the space wolves tried to create a successor chapter. Splitting the legion (which if I remember correctly was one of the smallest at that point) in two, with all resources, manpower, vehicles, etc, the Wolf Brothers, as they were to be called, were sent to another system near the fenris system to set up shop in the name of the Allfather. Then everything went to shit, a bunch of the brothers fell to chaos, the remainder mutated beyond salvation, and the wolves learned the hard way to never "separate the pack" so to speak.
How would playing as a character that relys solely on talking his way out of fights and dumb luck as well as some hand to hand combat experience play out in a standard D&D game?
>>54135180
CEAAAAAAASAAAAAHHHH
A bard with hand to hand perks.
>>54135180
You can't make a PNP character based on luck because luck is inherently retroactive in nature. If somebody is "lucky" you are describing what has happened to them in the past, not what will happen to them in the future.
A luck-based character works in fiction because the author determines what will happen, but it doesn't work in an interactive medium without some sort of metaplot unless you interpret luck as "touching the author's dick under the table for favors," but that's a different concept entirely.
We're currently playing DnD 5, and DM is rolling openly because that's how things always worked. However, you might call us superstitious, but the GMs in our games (me included) tend to roll on the low side, and NPCs struck with consistent bad luck.
Now, my first suggestion would've been to change the dice roll from 1d20 to 2d10, and make a result of "2" the new natural one, but this WILL screw the balance of the game, especially considering the Advantage / Disadvantage mechanic. DnD5 is not meant for a bell curve distribution.
So I am looking for either an evenly distributed chart of d20 results you can use 1 by 1, or any other brilliant idea that would give fairer results, as dice have failed us. One that ensures each die result DO happens 3 to 6% of the time.
Anyone has access to such a chart or have a better idea?
> Inb4 "Have you tried not playing DnD" / "Pathfinder is shit."
For once I am not the GM, and the game's story is good. It's just that specific pet peeve that's annoying, making otherwise challenging encounters easy.
>>54134149
> Shameless self-bump
Also, while 3 to 6% of the time is possible, I meant 3 to 7%.
>>54134149
You're better off taking 40 notecards and making cards for 1-20 twice, then drawing off the facedown deck instead of rolling. Once you've drawn all 40, shuffle and go again.
You are now guaranteed a perfect distribution, although I get the feeling that may not be the real problem.
get some new dice and hope karma comes back around?