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Archived threads in /tg/ - Traditional Games - 1991. page

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Any ideas how to play a Luchador in 5e?

Right now I'm thinking a barbarian with monk levels and high dexterity to do crazy finishers. Or is that dumb?

P.S.If you have any artwork that'd be great.
18 posts and 9 images submitted.
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I'll be posting some Luchadors in the mean time
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>>51177431
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>>51177503

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Have you or the DM ever given a character a really autistic weapon, power, or persona? Back in 2013 a friend of a friend invited some retard to join our group and he named his character Steele(accent over 2nd e). His primary weapon was 2 katanas with runes and rhinestones that could be used to link the katanas together to make a greatsword and spew out magic attacks that he claimed were powered by the runes on the swords and not his own mana. Stories?
18 posts and 3 images submitted.
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>>51177152
Sounds like that one sword in the dejah thoris comic.
>>
>>51177203
At first I didn't think it sounded so bad because Rune knights are really unexplored, but interesting characters to play, but he was constantly pulling so many asspulls and then using "muh runes" as an excuse.
>>
>>51177152
This is why I love using the 4e DnD when I DM.
The players get to write the fluff of the class and powers they choose if they didn't like the default one.
They are still using the same mechanics but by using their own personal take on how the powers are performed (singing so badly that their enemies ears started to bleed), it make the session more fun for everyone, including me.
Also why I like 7e Gamma World so much. Whatever crazy shit my friends can think of, the writers can think of even crazier shit.

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D&D 5th Edition General Discussion

>Latest News
New Unearthed Arcana: Artificer
http://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf

>Official /5eg/ Mega Trove v4b
https://mega.nz/#F!z8pBVD4Q!UIJWxhYEWy7Xp91j6tztoQ

>Pastebin with resources and so on:
http://pastebin.com/X1TFNxck (embed)

>/5eg/ Discord server
https://discord.gg/0rRMo7j6WJoQmZ1b

>5etools
https://5egmegaanon.github.io/5etools/5etools.html

Previous Thread >>51164369 (Cross-thread)

Since D&D will likely be releasing a rules expansion later this year, what other rules would you want them to add? Obviously more class features and options are a given, but what other things do you wish there were rules (or better rules) for?

Are you excited for Tales from the Yawning Portal?
414 posts and 41 images submitted.
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OP, why you so mad tho?
>>
what happened
>>
More combat option.
More price list for building and land.
More price list for food and livestock.
A rule for gambling game like gwent.

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So should a half-mermaid (father human, mother mermaid) have any special traits, or is he or she pretty much limited to whichever traits come with species they are born as?

Half-breed questions thread.
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>>51176791
I imagine they're capable of changing their form between human and merfolk with ease.

Or at the least, they would have an affinity with the water and swimming.
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>>51176791
>limited to whichever traits come with species they are born as?
>meaning different species
>interbreeding
>>
>>51176791
Expect webbed fingers/toes and possibly gills.

Basically the Innsmouth look.

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/int/pire 1983 - Cold War Addition will launch on Friday the 12th at 4:00 PM EST
* IP Address: To be announced
* Server Version: 1.10.2
* Chien's World Map
* Towny, Hidden Ore, Crackshot, etc

IMPORTANT: The server is currently in grace period, first wars will begin in 7 days, so joining now will give you ample time to prepare.

Discord: https://discord.gg/mqGsXzu

General Rules:
1. No spam
2. No hacking, this includes things like autofisher bots or x-ray. Voxelmap is allowed and ENCOURAGED
3. No advertising
4. No advertising on unapproved boards/sites
5. Banter is REQUIRED.

Administration: Lineeye, Nurse_Reno: Neither will have creative nor join any town/nation to remain unbiased.

Roleplay:
1. Building a town/nation must be historically accurate for that location given the current time (1983)
2. Buildings do not have to be 100% accurate, variations are allowed.
3. Towns do not have to be exactly in the same geographical location as they were, but it should be in the same general area.
5. If you only want to buildfag, ask to join a Town or Nation in chat, everyone wants buildfags.
6. Nations can spread through conquest or diplomacy, but no Atlantic Federation tier bullshit.
7. Roleplay friendly skins are encouraged, novaskin is a great way to modify or make your own skins for /int/pire

Advice:
1. Build your walls first, these faggots love to run around looking for unprotected cities.
2. Don't bother with xray, you get ore faster from hidden ore.
3. Don't build walls out of cobblestone please, for the love of Christ.
4. Have fun you faggot, join a nation and wear the custom skin if they have one.
5. Find an active town or make a town in an active nation, if you have any questions theyll be happy to help you
6 posts and 4 images submitted.
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http://imgur.com/a/v4zc4

here are the gun recipes

also this isn't an /int/craft server, just a heads up
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>>51176783
Third for Iraq. The Sunnah will be preserved!
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Join Fairbanks, Alaska and fight communists on the front line!

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Do you guys always react to things violently in games?
I much prefer making buddies with things I can make buddies with. It makes the whole tone of the game a lot happier and less brooding.
And when you do need to kill a thing, it's usually for a really good reason.
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I wish this was more common but sadly it's so exceptionally rare that it gets applauded whenever it happens and is hailed as the epitome of moral decision-making in video games.

In pen&paper I often play what would be considered peaceful characters but sadly I'm in the minority and I actually earned queer stares for acting non-violent before.

>"There is no need to kill this highwayman. Maybe we can make him see the wrongness of his actions and return him to the path of lawfulness."
>"What the fuck is wrong with you?" I backflip on the highwyman's shoulders and gouge his eyes out!
This actually happened.
>>
The people I play with generally avoid combat, using it as the last option. They also vary how they act from character to character. If all your characters are pacifists because you like befriending things, then you aren't really roleplaying are you? You're just playing yourself in fantasy world.
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>>51177025
You don't need to be a pacifist to make buds with things, anon.
In fact, sometimes fighting helps you make friends. Like with orcs.

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So I talked before about my desire to create a shadow of the colossus style system where human players fought really big enemies in a way that wasn't just bullshit higher numbers, a way that made it actually feel like you're fighting something fuckoff big.

Since my initial thread I have managed to do a few things, the biggest of which is figuring out a way to "Map" a giant moving object. I tried several methods, including the one you see here, but none of them were really that effective. The problem is that while you can graphically represent them as an object to climb on, monsters are not static things and they can be tackled from so many angles that trying to have a graphical map is fucking crazy.

Instead, I switched to a textual map in which portions of the monsters are broken down into sections following the length of the body and sides following its surface area. The exact size of these sections varies depending on the size of the monster, with something like a cave troll being sectioned off as things like "Whole left arm" while something like godzilla has 7 different sections on its arm. Sides vary too, depending on the thickness of the part in question. So a player can be on the front side of godzilla's left upper forearm.

To pair with this there's the idea of Grades. This is taken from rock climbing; basically, there are grades 1 (flat) to 12 (over-vertical with bad handholds) and depending on the state of the body part the player is on, that part can have a fluctuating grade. The grade determines the stamina used up to move through it and to continue to hold on to it. Climbing requires no rolls, but holding on when something is thrashing or jumping from one part to another does. Stamina applies a bonus to these actions as well, so it is easier to hold on when you have lots of stamina, but increasingly hard to when you have little. Losing stamina can mean either sliding down or falling off.
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>>51175901

The major part I'm currently considering is the stats of the monsters themselves. Anything over 20 tall or long will use the "Colossus" ruleset for movement and attacking, which is different from that of normal enemies. Attempting to force godzilla to adhere to the same rules that simulate a human is pretty stupid after all, because not only does it not represent him well, but it also tends to break down. After all, Strength 14 players vs strength 13000000000 monsters would be a bit silly.

Among giant creatures, There's really only a handful of stats that actually matter:
HP
Reach
Damage
Area Movement
Direction changing
Reactions

HP is sectional, ie it is split among the different parts of the body, and increases with size. The exact numbers vary, but in general Body/core sections have 100% HP, Head and other important parts have 70% HP and Limbs have 50% HP. I want to throw in crippling and other effects due to damage, but other systems are still too unfinished to really do so.

Reach: How far the attacks can go. These creatures can have multiple reaches and its generally delineated by body parts. Godzilla may not be able to punch or kick very far, but that tail of his can hit from miles away.

Damage: Unfinished, but generally a bit weird since really, certain attacks are gonna be instakills. Players have super-human resilience but still, being stepped on by godzilla isn't the sort of thing you walk off. Considering doing this via levels, with higher levels just having a certain chance of instant killing.
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>>51175976

Area movement: Big things are weird because despite appearing to move slowly and reacting slowly, their size means they're actually moving absurdly fast. Godzilla, though he looks slow and lumbering, actually has a walk speed of 40-60 mph depending on which source you look at. Because he covers a lot of ground with each step. As creatures get bigger they need to move around the area faster. To do this I'm thinking of adding "Skip" spaces. Basically, because this combat is happening on a grid and movement is given as the number of squares you can move through, skip spaces effectively allow large creatures to "step over" spaces. So a monster with movement of 6 but skip of 2 would actually cover 3 spaces in a single move, skipping 2 before landing on the third.

Direction changing: Part of the reason for the "Skip" spaces rather than just massively boosting the number of movement squares for the creatures is because I want to tie direction changing to movement. The idea being that as you get bigger, it takes longer for you to turn around and face the way you want. Humans can do it basically instantly, and something like a cave troll could do it pretty fast. But Godzilla is gonna have a hard time rotating his mass quickly and then moving. He doesn't corner well. So depending on the size of the creature, turning 45 degrees is gonna take a certain number of movement points. For something like a cave troll turning 90 might take 1. But godzilla might need 2 movement points to just turn 45. This is important for maneuvering since the reach of attacks and body parts is often directional. If godzilla is breathing atomic breath, you run to the side, not away!
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>>51176011
>Godzilla
>He
Anon...

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A few questions for /tg/ and all of its arcane might.

How would a first-time GM go about introducing players to the PC's world? Would a map help? How many locations is too few and/or too much?
7 posts and 5 images submitted.
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they meet in a bar/in prison.

a map like this is perfectly fine.
>>
>>51175859
Wait a sec..

Is King Kong drilling a in-slot into the statue of liberty?
>>
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For my players, they see a map of what their characters know. Are they a trader? They've probably seen major ports and most mainland villages.

If you've grown up in one village with just rumours of other places your world doesn't need to be massive. Only give them what they need to know. Discover the rest through adventure.

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How do you handle combat with large numbers mooks (pic related: kobolds)?

Specifically for AD&D and its kin
10 posts and 2 images submitted.
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Treat them as a single "mob" enemy.
Health represents their numbers and with it, attack power also goes down.
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>>51175687
Wait why would attack power go *down*?
>>
>>51175639

You should probably ask in the OSR thread, but whatever.
Check those reaction rolls, they may not attack in the first place. If they're hostile, they're an obstacle to be circumvented, not plowed through. If you can't get around them, run away -- you may have to toss some oil or caltrops, and maybe bar some doors to escape.
If all else fails, set up a defensive line, preferably in a narrow hallway if you don't have a decent set of hirelings with spears to hold a larger room, and hope to fend them off long enough for their morale to break.

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Do heavy meta mechanics disturb your suspension of disbelief/character or world immersion?

In the author/actor roleplaying split, what ratio works best for you? Why?
10 posts and 1 images submitted.
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>>51175291
Nothing can destroy immersion quite as thoroughly as a need to metagame, for whatever reason. Among other things because it's almost guaranteed that a system that requires metagaming also has poor connection between fluff and crunch.

>In the author/actor roleplaying split
what
>>
>>51176144
Author, meaning administrating BOTH your character (in the 3rd person) and the story at the same time through mechanics such as player facing narrative-influencing points, declarative (as opposed to investigative) knowledge rolls, etc. Mandates thinking about not just your character and their thoughts and actions, but also about how you want the story to shape around them and influencing that directly as a player instead of just through your character.

Actor, meaning 1st person acting through your character with all outside "story" and "world" stuff dictated by the GM and/or dice.
>>
>>51175291
meta mechanics are fine.
I like giving the players a bit of author power over what their home towns are like and such.

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Does /tg/ - Traditional Games still like Greyhawk?

Can Greyhawk support a thread in this day and age?

I hope so.
10 posts and 3 images submitted.
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>>51175132
I'll help.

Where do I start if I want to learn about the setting?
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>>51175170
Honestly, the wikipedia page is a really good starting point just to sorta get the flavor.

After that, taking a look at some of the old adventure modules would probably be the next best step.

The famous Tomb of Horrors was part of Greyhawk.

It's just super comfy.
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>>51175132
I still like Greyhawk and occasionally write some hexcrawl stuff for it.

It's kinda grandpa's campaign setting nowadays, little interest in the general community.

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All right /tg I have a mtg question. If I enchanted an opponent with Null Profusion then played a Locust Misery what would happen?
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>>51175046
>>
>>51175046
You can't enchant a player with Null Profusion. It's not an aura.

But if one player controls both, then their max hand size is zero.

Profusion sets it to 2, Miser sets it to 2-2.
>>
>>51175086
But it's opponents only

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>List builder with nice pictures and shitty point values STOP FUCKING ASKING
https://webapplications-webroster.rhcloud.com/rc/web/#/rosterCreator

>Freshest Rules in Epub (Use Readium for PC or Kobo on Android)
https://mega.nz/#F!Wl5DAbCb!TYxZG4CgX_x-NJu7JBwbZQ!2tgBUTYI

>Not always current PDFs:
https://mega.nz/#F!BxI1HSgI!0tKymKh9RZTzGpgIA5EyCg
https://mega.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ

>Up to date FAQs
https://www.games-workshop.com/en-GB/Rules-Errata

>40K 7th Edition Quick Reference Sheets:
https://dl.dropboxusercontent.com/u/4104995/Games/7edRef.pdf

>Forge World Book Index:
http://www.dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

>The Black Library
https://mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q!c4pGAJDb
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"It's a 106 light years to Terra, we got a full tank of gas, half a pack of Imperial heroes, it's dark, and we're wearing sunglasses."

"Hit it."
>>
>>51174303
Nice to see drawfags are still fighting the good fight.
>>
Am I imagining things or is the Castigator an incredibly good weapon?

I feel like Invuln saves screw me over big time a lot these days.

Same goes for the Rechlusiam sword relic. Spending those 20 points on the Burning Blind just to kill myself with it annoys me.

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So, new GM here.

One of my players seems really enthusiastic about rolling for stats.
I understand there is a lot of argument online regarding rolling vs arrays vs pointbuy.

The case of rolling too low seems easy to solve by allowing the array option after rolling.

What I want to know is, specifically in D&D 5e, how bad can it get if he rolls really well?
And what should I do to mitigate it, if anything?

This definitely includes any issues that can result from having one player much more powerful than all the other players.

(I did consider setting some kind of limits on the roll, but I suspect I might be too inexperienced to know what may be required)
16 posts and 3 images submitted.
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>>51174102
5e is unlikely to explode if one player gets better numbers than another. In extreme cases, we're talking about starting with a +5 in a stat instead of a +3. That's an entire 10% better chance of success. Nice, but not major.

Independent of system though, when you roll for stats you might get situations where one player is jealous of another for having better numbers, or for taking away from their fun of being "the strong one" or "the clever one" in the party. You said "one of my players". I'd recommend against rolling for stats unless all of your players want to do it.

If you do want to roll stats, I'd recommend rolling them in order. A guy who does DnD on youtube (i.e. a guy with an opinion, i.e. a guy who someone will post here to shit on regardless of the topic) recommends the 4d6 method, rerolling until you get two or more stats of 15 or better, and then making a character based on that. He also runs relatively lethal campaigns, so players with characters they don't like are unlikely to get stuck with them.

http://crimsonshade.com/statsroller.php

Give it a try, make a character based on the first combination from the top-right that has at least two 15s. I think it's fun. Less so when you roll high Strength and low Constitution, of course. You really can't do much with that combination.
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>>51174102
I believe I have a better OP image
>>
>>51175078
With additional points added for not having an obnoxious credit-stealing humor website address at the bottom of the image.

But Elseworld's Darkest Knight was better. At least until they started crowbaring in every Batman villain that wasn't the Joker.

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when a quest requires saving princesses, should the DM create multiple princesses so that each PC can have one?

i feel like i should
21 posts and 8 images submitted.
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>>51173983
i bumping with relevent pic
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>>51173983

>The King's Incest Harem has been taken by the BBEG
>A diplomatic mission to restore peace to the world has been turn upside down thanks to a greedy Queen, taking the other realm's princesses as hostages
>>
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No, what you do is create a diverse cast of princesses, one (or two in exceptional cases) for a quest. Have each of them fall for a PC, count down sessions until the players start asking if your last name is Disney.

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