How would one go about modifying a creature to be a different size in 5e?
Check the DMG, pg. 275-ish.
What's a good game for a bronze age setting, preferably no magic (though I will settle for low magic) and heavy emphasis on travelling, using equipment threshold, etc.
Or should I just homebrew one? I was thinking of using a hexagonal map for travelling and having a table of random events happening, like whether, ambushes, merchants, etc.
>>54866913
Mythras. It's setting-neutral BRP variant, but most of the published adventures for the system are in bronze-age Greece. Basic version of the ruleset is free.
Mythras for rules heavy, Mazes and Minotaurs for rules light.
>>54866913
GURPS Basic Set + Low-Tech, then crack open GURPS Greece for worldbuilding.
ITT: Random, yet interesting things, my PCs may encounter from their journey from Baldurs gate to Friendly Arm Inn and to Beregost.
I'll start: Graves by the road. Some from merchants, some from adventurers.
>>54866900
Probably a sign this path is safe and full of friendly cuddly animals and good doers.
>>54866900
Only a few miles south of the city itself you come across a camp on the rise above the road itself with rough wooden buildings.
A sign nearby says 'The historic camp of the Chill & Black Talon bandit gangs, attacked in 1377 DR by Charname the Bahalispawn. Gift shop open sunrise to sunset. No camping. Please do your part to keep this historic sight clean."
>>54867009
Top kek.
So I got a hair up mass, decided to take up running a game again. Last major time I did so was a superhero game set in Marvel, and I kind of feel like doing something like that again. It feels like a wheelhouse that I'm rather comfortably set in and allows me to wax my schluby-comic-nerd-boner much as I like.
My Marvel game had been done using Mutants & Masterminds, but running that campaign gradually wore me down from that. I won't say it's bad because it does allow you to do a shit load of stuff, but it became such a micromanagement nightmare by the end. I've shopped around a bit and I've looked to Savage Worlds as my means of facilitating this need I have. It seems readily accessible and the simpler mechanics seem my kind of thing. I've been taking a look at the Super Powers companion, likely going to be using that, but at the moment my dilemma is that I have the tools with no real idea on exactly how to get started.
Briefly going over things, I know I want this to be a Four-Color power level kind of campaign, but I'm not sure if I want this to be kind of at a set kind of level or if I want to allow for increase of powers over time? And then there's stuff like race creation that I can see getting really out-of-hand if I'm not careful (I'm thinking DC this time, so, y'know, allowing for Kryptonians), etc. Has anyone had any experience running a supers game in this system?
Set level captures the feel of superheroes tho leveling up is always fun
If you're playing a superhero game, do you have multiple superhero groups? Do they have differing goals or modes of operation, and do they ever clash? What about different supervillain groups?
>>54866699
Depends on the story you are trying to tell and the campaign.
Give us some details and we'll offer some tips
Nah, that shit gets way too complicated.
Neither me nor my group are super into super heroes. We usually rock things in one-shots.
>capeshit
Gross
What are the mooks, minions, and fodder in your games? The enemies that your party can mow down in large numbers, guilt-free? Does your game feature a lot of mindless robots, undead, or some kind of evil empire full of faceless enemies to tear through?
I like to use zombies. Tons of zombies. They're a fucking pain for people to deal with, especially in large groups.
It can be overcome with a little action economy, but still, they're difficult.
And I like goblins and bandits. Or goblin bandits. You can't go wrong with the classics, and sometimes you get an interesting RP experience out of it.
What are the worst example of autism you've had at your gaming table?
I've got several examples from over the years, not sure which one is the worst.
>Running a homebrewed world
>Vampires aren't undead here, but they do have a lot of the similar powerset.
>Mention it offhandedly in the worldbuilding packet, but don't really expect anyone to pay attention.
>Bring it up again when it actually becomes relevant to an adventure
>Sperglord flips out because Vampires HAVE to be undead, otherwise why would they drink blood?
>Players on an expedition, which is really more in the order of having a small army secure a set of ruins.
>They've got a bit over a hundred people behind them, although most are non-combatants.
>Chartered a ship to carry a bunch of the supplies, at least most of the way.
>Ship's name is "The Smiling Girl".
>Traveling along the coast
>Just say some stock description about how "The Smiling Girl dances along the waves as you travel, heading ahead of your column and then circling back, a pattern she repeats over the course of the day several times."
>But, The Smiling Girl's a ship, right? How can it dance?
>Player comes up with a stupid exploit based around blatantly misreading the rules to claim that his own trained sheep running around him in a circle are "threats" that he can use to provoke attacks of opportunity to combine with cleave to hit enemies after he murders the critters.
>Tell him that no, I'm not going to allow this to work.
>Heaps abuse on me before I ultimately boot him from the game, because apparently I'm a no fun allowed shitter GM.
I'm writing up a game for exploring an infinite series of islands. A sort of Wind Waker RPG or Porco Rosso but with ships (or airplanes, the vehicle generation is pretty loose). Part of it is a system to generate maps of islands on grid paper and systems for handling wind, navigation by stars, and the creation of pirates, storms and sea monsters.
However, the system is effectively neutral because none of the things are given a definite form. Islands are just empty things you have to fill, pirates could be anything from traditional to angry fish men riding giant eels, and sea monsters are any big dangerous thing, from serpent to Kraken to sentient and angry whirlpool. I was gonna create an example archipelago myself but then I wondered what a /tg/ created one would look like.
So here is a map, generated via the system and paint.net. Blue is ocean, light brown are islands, Light blue stars are the major stars of the area (if you were to stand directly under one of them, the star would be straight up in the sky), and the purple areas are "Dangerous Seas" where sea monsters and storms spawn. The red lines are the patrols of pirates and the red squares are their bases. They can go beyond those points, but those lines act like spider web threads, catching people who get close.
There are 27 islands to fill, 5 stars to name, 9 sea monsters to create, and two bands of pirates along with their headquarters. Post with whatever you want to create (like "Island 7" or "Sea monster 3" or "pirate group 1"). First come first serve.
Isolda (island 13) is the empire capital.
They've actually performed pretty well in conquering most of the world, but as is hard to press power over all islands, they mostly reclaim from their allies the privilege over the land in case the empire needs it for anything.(all land belongs to the emperor).
This islands make all the official technology, for military, public confort and transportation and agricultural progress, which is later hacked for any other purposes in other islands.
>>54865819
7 looks more like a slightly elevated circle of sand and dirt, containing a deep-looking freshwater lake, it's filled with lively fishes different from those of the sea, there are frogs and stuff on its edges, there's bushes of reeds and all, maybe even a few mangrove type trees. In the middle of the lake, there's an island, on the island, a pond. In the middle of the very small pond that's not even ankle deep there is a sword embedded in a small rock. The sword looks like a good quality one, and while it looks old, it looks like it could still be used. It's clear there used to be encrusted jewels. Pulling on the sword doesn't make it come out of the rock, the rock comes with the sword. When pulled, the sound of water flowing ceases to be heard.If the PCs come back later, they'll notice the pond has stopped outflowing into the lake, and the lake into the sea. Nearly everything inside the lake is dead. There are dead fishes and dead plants floating at the surface. Under the water, the only last living thing is scruffy dirty looking green algae strands. It seems to thrive in this environment. It'd of course try to grab at the PCs.
Would anyone be interested in playing a shadow of the demon lord demo? My friends irl don't have the time and I kinda just wanna run a quick game. I have table top simulator and a discord. My discord is Adderal Addison. Dunno if I'll play tonight but if round up enough people i don't see why not. I'll be able to stay up pretty late tonight.
How do you handle time outside of battle? The GMs I have played with have time based events happen at their discretion making it wise to use status buffs outside outside of battle.
>>54864318
For the most part fast and loose. Unless the PC's are directly interacting with NPCs in front of them, people just say what they're doing and I slap on an apt time that it takes, possibly modified by how well/badly players roll (better=faster, worse=longer).
Actually, in retrospect most of time ingame is noncombat - casing targets, investigating bullshit, negotiating with NPCs, covering their tracks, etc.
Pretty unstructured compared to when some kind of conflict is happening. I describe the current situation, ask what everyone wants to do usually one at a time, roleplay some NPCs during conversation, get them to roll some dice if they're trying to do shit they might fail at, mostly stay out of the way when party members are interacting. And move things along once things slow down, either by moving time forward, or giving them some kind of a push if they're stuck.
So today I found these two books at my local store, they seem to be guides concerning ships for the most part. Sadly the core rulebook wasn't there. Can't say I've ever heard of this before, not even on /m/. So I was wondering if anyone here ever played it or if by chance anyone has a PDF of the core rulebook.
>>54863867
Well, it's Palladium so I can't imagine most would want to play it even if they were aware of it, but that's a neat find regardless. Macross II had really neat mecha designs.
https://www.sendspace.com/file/dgn0h3
I have all the physical books and tracked down the pdfs a few years ago. Enjoy.
>>54864424
Many thanks, kind anon
Incase you forgot. http://ben10.wikia.com/wiki/Clancy
How would I go about stating a Super hero who mind controlls and creates bugs from his body mixed with a cranky old homeless person? I've been invited to a game of MnM but this is the only good idea I have and I have absolutely no idea where to start going about creating the guy.
What system should I use to run a Campaign with the same tone, style, and general setting as No More Heroes? I'm thinking the setup is going to be something like:
>UAA Chapters around the world announce a contest to become the best Assassin in the world.
>Challenge: Assassinate the Rank 1 Assassin of every continent
>Party members unite together to take on this challenge for each of their own personal reasons
>Party juggles the handling of their daily personas as they travel across the world every other week, meeting (and killing!) exotic people and fellow challengers
>Secretly a ploy by a corrupt group of politicians a la the Patriots to have the individuals that are most dangerous to their plans assassinated
>Campaign ends in one of two ways: after killing all 7 Rank 1 Assassins, greed and fame get the better of the Party and they fight until only one remains
>Or they take it upon themselves to give up the reward and try to assassinate the not-Patriots
ITT: Random, yet interesting things, my PCs may encounter from their journey from Baldurs gate to Friendly Arm Inn and to Beregost.
I'll start: Graves by the road. Some from merchants, some from adventurers.
Hello everyone, I need your aid, I'm playing a campaign where most of the humans are complete retards, to the point where they cannot retain information if the sentence is longer than 5 words, I want to create a character that can bypass this by doing things like awaken or teach the pelbs or increase intelligence score. level 6 what could I do?
thanks
>>54859692
>referring to your players as "humans"
Randy, how the shit are you playing pen and paper games from beyond the grave?
>>54859709
>, I need your aid, I'm playing a campaign where most of the humans are complete re
i meant the race humans you stupid motherfucker