/tg/ HELP
WHY WOULD A PALADIN PRETEND TO BE A DRUNK HOBO
I FORGOT THE MOST IMPORTANT PART OF MY CHARACTER AND THE GAME STARTS IN 1 HOUR
FUCK FUCK FUCK
He actually is a drunk hobo
On a slightly related note, alignment restrictions on any class is stupid.
>>51459746
he would act like its opposite day and get a little carried away
>>51459746
Undercover protecting those who society ignores. Seriously, undercover paladin arresting/killing those who prey on the helpless.
>D&D
That Guy: "Here's my character, she's a generic rogue and her whole personality is that she's a cunt"
>Dark Heresy
TG: "Here's my character, she's a generic scum and her whole personality is that she's a cunt"
>VtM
TG: "Here's my character, she's a generic Assamite and her whole personality is that she's a cunt"
>>51459044
>she
Found your problem
>>51459044
Eh, pretty standard fare for Masquerade, and some to degree, Dark Heresy.
>>51459077
Yeah, who isn't a cunt/prick in Dark Heresy?
>"Hello, I come from the Inquisition to bring you cookies."
Doesn't happen.
So I writing a campaign in dnd 3.5, and to balance how broken casters are I want to implement a system where every spell cast has a small chance of an unexpected side effect or harmful backfire. How can I make this system work? Any time a player casts a spell I roll for them and check the results against a table, then roll again to see if its benign it harmful?
This also fits my fluff where a magic cataclysm wiped out 80% of everyone and made magic users weird.
>>51458564
>to balance how broken casters are
Here's a way:
Don't
fucking
play
3.5
>>51459848
It's what I've got all the books and splat books for from back when I played before pathfinder and 5e were around.
>>51458564
You could try adapting some of these random effects.
More about running a Cowboy Bebop game!
One of the most important things about all the bountyhunters thing is that the money must be useful in game; otherwise is just another McGuffin more to pursue.
Without getting into Traveller-detailed charts, what are good ideas to represent the cost of the living in a game without it getting much into the fun?
What do you like best in-game: abstract economy (an outlaw gives you 4 treasure. Each treasure allows you for a nice toy like a flamethrower, a spaceship repairing, a bribe or a month of food) or to-the-coin economy (there is a list with specific costs of living, do the math as normal)
>I'll drop some advice from the last thread in here.
I guess first thing to do is to look at how the series was structures and how well you can translated.
The Bebop crew always starts out on the brink to starvation, they find an opportunity for money and follow it (every member in their own way) to earn their next meal.
They potentially meet new people and help them solve their problems but almost always they end up just as poor as they started, even if they did the right thing in the end.
What translates well is the episodic nature and the premise, just throw them a few possible leads and they are bound to take one of them. It will always be clear what their goals will be.
Another thing is the constant return to the status quo, it could be frustrating for the players to never really get anywhere and the standard solution would be to just let them earn money through the missions for better gear and ships instead of making them not earn anything, but if they are completely invested into trying to get the original Cowboy Bebop feeling and truly believe that the journey is the reward then there is no harm in keeping them starving, always desperate for new work.
When I think of themes then I guess the biggest one would be about being haunted by the past, almost all Bebop members had a difficult past that they were trying to forget/run away from/remember.
Especially in Spikes case it came back repeatedly and forced him to drop what he is doing and deal with it.
This could be an interesting to include into the game, every player has a backstory they'd only share with their closest people, stories about regrets and what ifs and other stuff they'd rather forget forever.
Occasionally ghosts from the past come back to haunt them, possibly interrupting missions and requiring the players to share their past with the team to get their help with it.
>advice #2
there are two facts that are indispensable to do this right:
1. All players need a tragic and unresolved backstory. This backstory must be ideally randomly assigned from a table; to prevent Marysueitis, but vague enough so they can customize them with their own details.
On every odd bountyhunter mission, there is always a lead to advance one of the PCs plot.
2. The bandits themselves must have good backstories themselves. I want to write a list of them, or instead a d12 table of bandit generation. It must have 12 each of: Names; Crimes (or assumed crimes); Main skill; Motives for crime (in the series, most of the criminals have their motives, which makes them human. PCs must be tempted sometimes to let them go), and an Ace up their sleeve (a twist to fuck PCs in the last moment). Also a randomly assigned bounty (fluff the details depending on the bounty: if is too high, maybe he's got a well-provided gang or pissed off an important man. Too low? maybe the law is underestimating him)
It would be cool that PCs can sometimes choose which prey is best to hunt. Maybe they know a lot about one guy, but the prize is too low, and there is another who they only know the name and the prize is high, but they do not know which kind of dangers they pose.
>>51458324
I think you're getting onto a slippery slope of micromanagement. Either you force players to manage their money to such an extent that it becomes unfun, or you're forced to handwave it away and that defeats the while point.
Honestly, I would make/use a system that uses money as experience. If the players want to advance/get new toys/ Upgrade current toys/ whatever, they need to make money which is then spent on advancement.
It keeps the game about money, without the tedious tracking of every day expenses.
Since I know /tg/ essentially despises all campaign settings I was wondering how much detail you really go into when you write your own worlds. How in depth do you go? Do you flesh out the tax policy of every kingdom?
I personally prefer huge, but shallow settings. They give me as a GM a ton of cool stuff to expand upon and ideas to develop, while not being rigid and requiring me to read hundreds of pages of bad Silmarillion.
>>51458118
Only if it's an economic focused setting. I've learned that you don't need more than about a page to two pages for a setting, then notes for the first two adventures to start running the game, and you worldbuild as you go along.
It's actually easier because you can just give your players those two pages, and then they'll know everything you do about the setting, plus what you spoonfeed them stuff that would be considered common knowledge as you go along.
Then you can take the setting wherever you wish. Right now I'm running a Science-Fantasy campaign using FFG Star Wars, then using Wal-Mart Apocalypse as one of the worlds, which may be a testament more towards the flexibility of the genre and the system than the setting, but still.
>>51458118
Mostly I just describe food, rape and heraldry for hours on end then kill a few PCs off every few sessions to generate drama with minimal effort.
*blocks your path*
>>51457701
Well, considering that it's twenty meters tall going by Expedition's narrative, I guess is pretty well blocked.
>>51457827
What if it blocks sideways
>>51457701
>* *
Get out of here, cancer
In what RPG are combat-oriented casters the most powerful and/or the most fun to play?
All of them.
>>51457633
>Powerful
Pathfinder
>Fun
DnD 5e or any of the ones where spellcasters ARENT insanely broken, unlike you're some faggot who likes basically playing the game by yourself while making all the other players feel useless and resent you.
>>51457633
When everyone's a caster...
>Google Drive
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>Jumpchain IRC Chat
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>Rules
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>Last Thread
>>51449748
>>51456687
I just want to see it returned to its rightful master.Me.
So Jumpers, have you ever ruled a world?
What kind of waifus does the Danmachi jump have?
I just had to share this. Did anyone else know about this?
It's called Bleak World. It's... It might actually be the worst RPG I've ever seen that wasn't personally offensive to me on some level. Think of it as FATAL but with less cocks. This is just a beautiful abortion of a game. It's so bad on so many levels it circles back to amazing. I don't have the faculties to even begin analyzing all the facets of this thing's horribleness, but it's fascinating somehow. It's the proverbial car crush. Dude who made it set up a Patreon, surprisingly earned 0 dollars.
It's a long and sometimes boring read, but damn if it isn't worth it. Just felt like you guys would be able to truly appreciate the depths of the horror.
>>51456640
>>51456640
I mean it seems pretty bad but nowhere near as much as you're making it out to be
this causes me to wonder if this is not some sort of attempt at a reverse psychology shill thread
>>51456912
I just want to be able to laugh at it with other people and most of my group's RPG education begins and ends with D&D.
First post here. You can bash me for that.
I have difficulty to put together my campaign of Star Wars Saga Edition, so i need your help.
>Campaign is set during the Cold War (SWTOR)
>The Characters work for Galactic Republic (green jedi, alderaanian noble, correlian soldier, treasure hunter (scoundrel), engineer(scoundrel)
>They are looking for a treasure of Blazing Chain (force sensitive pirates http://starwars.wikia.com/wiki/Blazing_Chain), hidden on a planet
>No idea what the treasure could be
>They found the map with help of jedi padawan, former Blazing Chain member, that fled with 4 other force-senstives from one of Blazing Chain's ship
>The reason behind the escape was their captain falling to the dark side and become Davy-Jones-sort of character
>I want to put somewhere "friendly sith" character that hunts those pirates for reason unknown to the players (they know the sith, he helped them once, because they had simmilar goal)
>>51456144
What exactly do you need help with?
In the future, avoid making reference to 'how new you are'. It's unnecessary and unattractive. If you say something stupid on 4chan, you're anonymous, it will never have any reflection on you (other than maybe your ego).
>>51456144
> Saga Edition
Don't do it.
>>51456374
What's wrong with the Saga edition?
Why are we supposed to take Raggi seriously again?
Hvat fúll seiðr?
>>51455487
No?
>>51455487
That is the ugliest looking woman (?) I've ever seen. The fuck.
How do I roleplay this wizard?
>>51455200
You don't "roleplay" meme characters.
>>51455200
Some wizards spit in the face of the gods.
That guy shits in his own hands and smears it all over the faces of the gods while shrieking like a baboon.
There's your roleplay.
>>51455200
How would we know how you roleplay him, we're not, uh, telepathic.
> Latest News
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Previous thread:
>>51444729
Let's talk about the most fun class in the game, /5eg/.
More from this homebrew. Not probably enough to "fix" sorcerers, I just wanted them to be different from Wizards. I dunno.
Changelog:
>Sorcerous motes changed to Spell motes
>Ent mon. transformation nerfed
>Eldritch monstrosity nerfed
>Irrevokable Effect retooled to still be useful but not insane
>Beholder transformation level requirements raised.
What's the best level for a one-off?
>>51454916
5th level. Plenty of power and resources where they won't run bone-dry immediately, but not enough that it should slow down things much.
Pathfinder General /pfg/
When was the last time you thanked your DM?
Unified /pfg/ link repository: http://pastebin.com/hAfKSnWW
Avowed Playtest 1:
https://drive.google.com/open?id=0B5HkyGRtGZy3SWVhdWFBWERWWjg
Avowed Playtest 2: https://docs.google.com/document/d/1rV7kaF9JL2gw9xQalkEnlEDL9WXtbsaCqNABm_pLIgc/edit?usp=sharing
Malefex Playtest: https://docs.google.com/document/d/1W3LrE8WyIxxYRr8d9dHsWioeUk_-HZaSMqVWRnzc9Fc/edit?usp=sharing
Spheres of Might previews:
Part 1: https://docs.google.com/document/d/1aLaYQEFAWU4zQBx58boJPPaySLgJc0Emmw9eKyIJeGI/
Part 2: https://docs.google.com/document/d/1pyLq03W2ju58PcKOUq5YXoFowf_weBNzuWtjCMdINXk/edit
Old thread: >>51448305
>>51454740
/pfg/ Games
https://app.roll20.net/lfg/listing/65518/a-fluffy-fairy-tale-2-electric-boogaloo
https://app.roll20.net/lfg/listing/66875/wrath-of-the-raunchy
https://app.roll20.net/lfg/listing/67687/the-sultanas-hot-slave-harem
https://app.roll20.net/lfg/listing/67490/fookin-sky-pirates
https://app.roll20.net/lfg/listing/67597/crusaders-n-shit
https://app.roll20.net/lfg/listing/67813/bathe-yourself-in-blood
Tips on a gestalt with Symbiotic Slayer?
Are there any must-see vacation destinations to take your waifu to in the Inner Sea region if you already live in Absalom?
https://www.youtube.com/watch?v=_P7iSbnd4WU
He's right, isn't he?
G8 b8 m8 I r8 an 8/8
>>51454280
Autistic fuckwit had a shit GM, their turn should've been over the moment they tried to get up
>listening to lindybeige