/tg/ tends to hate 3.5 and Pathfinder a lot yet I still like does systems because they provide a lot of charecter customization.still agree on the community being filled with detested vile heretics though
Could /tg/ enlighten me on where else may I find a system that allows a good amount of character customization ?
Where else will I find a system that allows ripped punching wizards, dudes whom use only their shield as a weapon, smiting archer paladins and more ? Where can I make a character that "feels" different and is not the standard class (but can still allow you to play one if you wish) ?
I already know Warhammer/40k has good character customization, any more ?
>>51633229
FFG Star Wars.
5e with Homebrew under DM's scrutiny.
Savage Worlds.
Strike!
>>51633229
GURPS
FATE
>>51633229
GURPS. But GURPS is a meme system, nobody I know actually, you know, PLAYS it.
>spend a bunch of time on a character
>including a 4 page backstory
>get really attached to them
>die in combat after reaching level 14 from level 1
>really not feeling this game anymore
>come back next session with a bland human rogue
>DM gets pissy with me
Letting characters die is the worst meme ever
>>51632485
If you weren't feeling it, then why did you show up for another session? Just talk with the GM and say you don't want to play anymore.
It varies from group to group and it's an important lesson in learning the playstyle of the GM and the people you're playing with.
Some games are very character focused, expecting a lot of investment and strong ongoing storylines involving the PCs. In those games, character death is rare and generally only occurs at key moments in the story, used as a plot device or a cost of victory rather than a potential consequence of ordinary combat.
Other games, meanwhile, are intentionally lethal and brutal. Characters can die in any conflict of real consequence and you're expected to be prepared for that, able to drop it and pick up with a new character quickly and effectively.
Of course those are both only examples, there's a broad spectrum of other playstyles available and everyone has their own preference. The importance thing is being aware of the playstyle of the group and whether or not you're in tune with it, because if you're trying to play a different game from everyone else at the table that isn't going to be fun for anyone.
>>51632485
If you can't handle character death you should probably ask the GM to run a baby game, instead.
Pretending like there's no chance that your character can't die in a regular game, and then destroy everyone's fun when your character actually dies is bad form.
> Sworn enemies of Ultramarines, the vanilla Space Marines
> No shtick outside being 'super chaosy'
> Responsible for entire Horus Heresy - Erebus was the actual bad guy of 30k
> Still an organised legion
> Worship all four chaos gods
> Fights with cultists and Daemons
Word Bearers are the true vanilla Chaos Space Marines. If Abby gets BTFO by Cypher Daemon Lorgar should take his place as Chaos BBEG and Bird Wearers should become the new poster boys.
>>51632122
This can't be... the true vanilla Chaos Space Marines has to be the [spoilers]BLOOD REHVENS[/spoilers]
>>51632122
I can't say I'd like it, if only because the black legion is my favorite aesthetically.
>>51632122
>No shtick
>Dark apostles, fanaticism
A Song of Ice and Fire Discussion Thread.
This thread is meant for the Discussion of George R.R. Martins Book Series, the RPG Setting, and other Media related to the Subject.
Fucking your sisters Edition
>people in Leng get up to 8 feet tall
I want some
>>51631341
>>51631341
I mean who wouldn't want to have a threesome with their platinum blonde super model hot sisters on the back of a dragon.
Revell star wars thread befor and afters
After
Blaster damage. Could use touching up
Over all fun project
Sup /tg/, haven't seen an evo game on here in a while, how about one?
>Open an existing creature from the chart in paint or whatever and give it one evolutionary adjustment at the time- preferably a small one.
>describe adjustment and upload new image AS .PNG
>Joke/fetishistic species will be nuked on sight
And that's pretty much it. Further explanations of species incoming.
>>51630782
First we have the Irako, a free-floating seaweed/algae life form.
>>51630795
The Idrai, who feed on the Irako. They are usually long and thin, drifting wherever ocean currents take them, but when they spot an Irako, they open up thin membranes to steer themselves toward it, grasping the strand with tiny claws and feasting.
>>51630822
The Rilva are the predators of this young world. Able to move on their own, they hunt the Idrai.
Mages. Why the fuck are there "mages" in a modern roleplaying system? Oh, I get it, if you want to have a fantasy system, you ought to have some supernatural elements. Because it's a game and not say, a work of literature, you need to have mechanical rules as to how these supernatural elements interact with each other and with more mundane effects, to have a coherent game system. And of course, players should be able to access the magical goodies, same as NPCs or monsters.
But for fuck's sake, who the fuck thought it was a good idea to have the archtype of a slim nerdy old guy, an absenminded college professor type, who can rain down fire from the heavens, turn invisible, teleport from place to place, do all sorts of wondrous things with magic, but also has pretty much 0 skillset for anything mundane. I have trouble conceiving the level of stupidity that says that the same guy can't fight in hand to hand combat for his life, but can mentally summon a sword and mentally direct it to devastating effect.
If you start with the usual premises, that just about anyone can learn some magic provided they put the time and effort into it, and that magic is useful to some degree, then you're not likely to see "mages", who are great at magic and nothing else. Rather, you're going to see magic use interlaced through other professions. The blacksmith enchants his forge to get hotter temperatures and a better temper in whatever he's making. The farmer weaves a spell to deflect a rainstorm away from his crops at the wrong season. The warrior knows a spell or two for an extra burst of energy, or to heal his wounds. The thief uses a bit of magic to help him remain unseen, or to pick a particularly difficult lock, and so on.
>>51630729
2/2
You wouldn't see a bizarre concentration of all magical utility in a guy with no other skill set, remember, this works with the assumption that almost anyone can learn at least some magic. Rather, you'd see it distributed among people with other skill sets, often supplementing their more mundane abilities.
Except of course, TTRPG systems are heavy on the former and very light on the latter. What systems do distribute the magical abilities tend to be more towards modern, "urban" fantasy, where magical power is kept on the down-low, and often kept out of sight. Why the fuck do so many people go for such a retarded construction?
If you had access to a power that let you wave your hands and say some funny words to solve problems with barely any effort, would you really bother to learn any practical skills?
>>51630734
>Why the fuck do so many people go for such a retarded construction?
Because D&D 3.5 ruined a generation's creativity.
How do you sell people on playing in a setting that is not traditional? As in anything stranger then not!Europe.
>>51630096
You need a good pitch. A hook. Something to draw them into your setting and become invested in it, if only a little bit.
>>51630096
A familiar starting point. If you need to sell them on this setting, then I'm guessing they're not already excited by the exotic elements. So start off small in a part of the setting that your players can get comfortable in. Then as the story progresses, gradually introduce the new elements as the players encounter them.
How do you sell people on fantasy Europe?
>nah m8, I'm sick of this shit, give us something new
So for tax purposes does a familiar count as a dependent? Also, if I hire a wizard who has a familiar do I have to include the familiar on the payroll as well?
>>51629486
>dependents
Taxes are by household miss.
>>51629486
What is contract law and sub contracting
>>51629486
Familiars fall under the classification of "Summoned Creatures" and are therefore considered seperate entities as they are not created by or within the wizard by any means (i.e. no blood componenets or aspect of themselves such as their soul was used). Whether they are eligible or entitled to pay is based on their relative level of intelligence
I've been playing the digital version and the tutorial is just MTG.
Yeah, same shit with a bad interface and some limitations on fun stuff. Also some retarded additions to take advantage of being digital.
I really wanted to like that game but they failed in so many areas.
It's a blatant MtG ripoff to the point they had to settle out of court with WotC.
Apparently it's not a bad game for a MtG ripoff, but I've never been able to forgive them after their bullshit kickstarter campaign. Selling promises of a new, innovative digital card game with entirely new mechanics and systems... And then making a MtG ripoff? It's just fucking pathetic.
>>51629165
>>51629172
What are the differences between eachother?
The tutorial was just an MTG tutorial, down to the mechanics like Lifedrain/Lifetouch and Steadfast/Vigilance.
I heard something about Threshold mechanic or something.
How has various forms of future sight affected your games /tg/? Fortune telling or divination magic are often used in other forms of media, but they're a bit odd when involved in an interactive format like roleplaying games.
How do systems you like deal with them? How have GMs made use of them? Are your experiences with it good or bad? I'm curious as to different peoples stories and such.
Divination is fun as long as you manage to keep prophecies blurry enough.
In L5R we used following tactic:
1) Get some actual divination (I Ching is fast and has some good wording)
2) If player succeeded in divination roll - say which part of the wording relates to things that are likely to happen next in the game.
>>51629155
I guess that keys into a big question when it comes to prophecy in RPGs.
Do you do player declared stuff, letting the player have an influence on future events, or do you instead treat it as an opportunity to ask questions of the GM?
I tend to prefer the former model, but I know there are examples of both across a lot of different games.
>>51628536
How do the pendulum and number cube work, for divination?
Bad touch edition
In this thread, talk about things pertaining to the (experimental) Frontier format for MTG.
>Tier lists
https://www.mtggoldfish.com/metagame/frontier#paper
Thread questions:
>What are some cards you think will be staples?
>Have you built a deck yet?
>Brewing anything?
>Care to rate a deck? Check this: http://pastebin.com/KxWfNsHw
On an unrelated note, what else should be put into the OP?
How does Abzan not just dominate the meta? I want to buy into the format, and want to crush casuals trying to brew
>>51628455
>grabbing armfuls of Treasure Cruise from the nickle bin at my store
>Clerk: "Why do you want those? They're banned in every format."
>mfw
>>51629218
Because not everyone plays abzan, and there's ways around rhino.
I'd suggest building atarka red, or if you want to be gimmicky, build red blue tutelage
You guys ready for Age of Guiliman?
>>51627692
I've sold my miniature on ebay. I'm ready to give 0 fucks.
We need a smug picture of Guilliman like pic related
>>51627709
You only had one miniature?
What are some ways to make an engineer class work in a game?
I don't want it to be freeform; because that way you depend on the GM to say what you can build or not. I want the player to have some sort of knowledge about his choices.
I'm thinking on making a list of things you can build:
-a super weapon
-a robot
-a cyber part
-a transport
-a transmitting device
etc. Then letting the player choose which one he wants each level up. This way the knowledge of making the thing is abstracted into EXP gained; and has a natural limitation other than money (which in the end is another way of GM's limit: you can just put any price on the project, as high as you need to set a deliberate difficulty)
>>51627630
> -a super weapon
Seems a little crazy unless you tie a level requirement to builds.
If you want to make it a harder choice at each level, you could have a one-time selection at each. Like you have 5 things you can build at level 1, but the list at level 2 cannot include going back to make a second level 1 item. Or a new list at every second level, so you can only choose 2 from 5 and can't go back.
Could also be like tech tree, where each choice opens up 2 or more choices at the next level.
Dunno why I've focused on options that discourage going back to lower level options, but it's late and I've little inclination to cover the myriad ways you could go about making player options exempt from GM meddling.
>>51627630
>>51627749
Also: Is there a reason you want to keep the GM out of it?
Seems to me that a measure of cooperation between player and GM is always needed. Have you experience with GMs railroading you out of your desired character path?
My luck with GMs may bias me into making this inquiry, I admit.
>>51627799
>>51627799
>Is there a reason you want to keep the GM out of it?
Is just the opposite: I, as a GM, don't want to have to bargain what they can or cannot do; and I don't want to say: "OK, for this mission you get whatever gadget you want, name it" because that's too wide a choice and the players natural drive to minmaxing leads to a "tryhard weapon that is also a cyber maid which also fits in my pocket"; or to players without inventive at all who can't decide and end up thinking about things that don't fit the setting.
Maybe I'm just being too absolutist, but I like to have lists for things; what is allowed and what is not (which of course are always up to modifications, but still)
>>51627749
well, even a super weapon must be ranged or melee, so you still need STR or DEX to use them. (Unless it is specifically designed to be usable with other stat). I'm not against giving crazy advantages, providing they're on par with same classes of the same "level".
Just for clarification, I'm not using D&D, Is a very rules light homebrew. But it has stats and levels.
Any advice for starting an evil campaign?
I've been playing with the idea of flipping the script and running one, probably with a bit of video game influence with the party having to deal with a hero that grows depending on the minion they send at him. Maybe even have different heroes depending on where they are or what they do.
Already established the rule that they have to work together, but are there any more strong requirements?
>>51626747
Don't
>flipping the script
Depends how literal you mean that.
Do you want a more strategic game where the PCs are putting into motion dark plans as various heroes attempt to stop them?
Or do you just want the usual "get quest, do quest, murderhobo along the way" but with different fluff.
>>51626803
Strategic. I've actually been working on how to streamline background work like minion managing, and making networks of NPCs, locations, etc.
Basically all the shit I story up for my BBEGs, but players get to do it. Though some murderhobo activity is inevitable to make the game not too dry.