I'd like to have a species that looks human but has an equal lower and upper strength limit. A race where the biggest man is as big as the biggest woman and the weakest guy is as weak and skinny as the weakest girl and look like normal humans.
But people like to argue how it's unrealistic to have no sexual dimorphism because it exists for good reason, so I'd like to hear what it would take to create a satisfying way to explain this race existing.
The humans are hard to kill, even when they're defeated they can be revived almost every time so casualties aren't a major concern. Arrows to the heart and hammers to the skull just don't stop them, not from a single hit anyway. Essentially it's HP.
A person with a warrior spirit with military training and the will & desire to become stronger is invariably a better fighter than a conscript. Easily worth a dozen equally trained soldiers, like comparing a PC to an NPC town guard. So filling out your army with conscript males will have them fighting against vastly superior enemies.
Pregnancy isn't much of a burden. It's main impediment is the weight of the baby, which is negligible to a warrior so many women go to battle while pregnant till the last month. The babies survive without harm even when mums like to do acrobatics or get bludgeoned in the stomach.
What else needs to be considered? Or do I need to start over?
>>50608799
Milk production for infants? Differences in the killer instinct?
>>50608840
Also, putting a little more thought into it, every single social and familial dynamic would have to be re-thought. They'd probably be pretty communal if roles are only based on individual aptitude.
>>50608799
A binary god of equality can't stand nuances in his creations and is making them as equal as possible with each passing generation. Projections are in a thousand years they will have lost all gender dimorphism, but by then they are projected to have solved that issue by inventing cloning - this is also why they're so insanely durable, because each individual killed is an irreplaceable degradation in their genetic lineage which will weaken them for the time that they have to outgrow traditional reproduction.
Women are still second-line soldiers mainly protecting homes and local territory rather than sent abroad, not for lack of physical capabilities, but because risking a woman's children to be born is seen as a seldom worth it when a single mother cut down could result in the death of six people. In spite of their fighting powers, they're willing to employ "lesser" humans in their ranks as mercenary auxiliaries for missions of attrition, as though they enjoy combat and fighting, they do not like dying, and especially do not like dying in place of the untermensch if possible.
Something much like the Eldar.
What system has the best grappling rules, /tg/? One that also has an allowance for ridiculous superpowers is not required, but appreciated.
Hate to be "that guy," but GURPS Technical Grappling is great (and being GURPS, of course, any number of ridiculous powers are fully supported and easily integrated). That said, as a rules expansion they're on the crunchy side, but in the best way possible.
The basic GURPS grappling rules are also decent, just not as fun/in depth if that's going to be a big focus in your game.
>>50608280
If you want to do something over the top, Mutants and Masterminds is always good. It's also flexible without being too complicated or too shallow.
A lot of super wrestling moves can be statted as Afflictions with Grab-based, and there's also Slam attacks and whatnot, fast grab for punching straight into a grapple, etc.
Right; I know this sounds a bit mad but... I like the AD&D 2e rules for wrestling from the core rulebook.
Hey guys,
I'm GM'ing a game tomorrow for the first time in a few years. It's 5e, and all of us are new to the system. We have three fresh never-before-players as well.
Do you guys have any general advice or ideas on how to make it enjoyable for everyone?
We're going to roll up characters and then I have a little scenario where they can either explore a spooky mansion being used by clerics worshiping a god of darkness, or go into a closeby mine to try to halt a recent kobold infestation.
>>50608273
Well, as for most D&D advice, I often say to try to avoid having it be all combat all the time.
But it depends on your group. They might be dungeon slog addicts.
If you go to the mansion however, you can put on some Hildegard von Bingen music for atmosphere.
>>50608273
Depends, do the three new players come from Vidjya backgrounds?
>yes
They'll want combat. They'll be keen to the idea of experience, and they'll only recognize the reward of gold, weapons and experience. You'll have to learn them that there are no solid rules for dice RPGs. Anything can and will change because you're the DM and you're not a computer. In fact, a fight and struggle is the only thing they'll think about until you challenge them. Give them a simple puzzle. Give them an encounter they can talk their way out of. Ease them into the whole dice RPG thing a bit at a time. They'll get it.
>no
Ease them into it. They'll usually have a hard time with the "What do I do?" part and the answer is always "Whatever you want". You'll have a rocky start as they literally do the first thing that comes to mind, but if they're meant for the hobby they'll curb themselves.
Of course, that's just my experience. Just about everyone I've gamed with, I've introduced into the hobby.
Encourage them to put effort into their backstories. That way you can adjust things so that the PCs have real investment in the story/campaign.
>Quick! Anon call the exterminator, we have gnomes!
I mentioned gnomes and he said he'd be right over.
>>50607892
The gnomes help pay the rent by making enchanted items, OP. We need them here.
>Google Drive
https://drive.google.com/folderview?id=0B20r6rsFLOg_Zk5RdVdya3hJNnc&usp=sharing
>Jumpchain IRC Chat
http://client00.chat.mibbit.com/?server=rizon.mibbit.org&channel=%23JumpchainCYOA
https://kiwiirc.com/client/irc.rizon.net/?#JumpchainCYOA
>Rules
http://pastebin.com/Gqj3iKyn
>How to Jumpchain
https://drive.google.com/file/d/0B1qb0_OLhDrDNjZmRG02SDFaRVk/view
>Last Thread
>>50596035
Which jumps have a good import option for a single companion?
>>50607120
wtf is this cyoa? ive seen this thread for like years and i have never opened it cuz it looked uninteresting.
someone give me a TLDR?
Reposting.
I forgotbthe title of this one RPG where you are security of this Corporation and you have Augments from the start?
>>50607035
>>>/v/ is that way.
>>50607074
No its a tabletop one
>>50607083
Corporation?
Shadowrun?
Are there any supplements that layout what worlds were like when the illithid empires were at their peak, sort of zerthimon period? The whole psionics and organic tech with no metal technology in a D&D setting thing?
How did it all work?
>>50606798
There's a splatbook for D&D 3.5 called Lords of Madness that goes into a lot of detail about mindflayer society.
>>50606798
There's a 2nd edition Monsterous Arcana series called The Illithiad that has a lot of background on them.
Lords of madness is also dope.
>>50607482
fuck it, flayer dump
>Be Witch Hunter
>Local peasants come to me saying there is a tribe of heretical witches around their lands
>oh shit time for a good ol' Witch Hunt
>Head to the village and do an investigation
>Village head says we should burn and kill them all now
>Well we need actual evidence to prove they are guilty
>What.What? I thought witch hunters purge heretics without remorse
>They do but we need to make sure they are heretics
>Do a thoroughly investigation and question
>Finally found out the coven of "witches" were just fucking herbalists who like to dance in the forest
>Cancel the hunt
>Suddenly get a stern talk from head Inquisitor about some bullshit complaints
Why is trying to play an actual good Witch Hunter always hard? Whats the point of killing some bitches who make flower crowns when there are real threats of children being eaten and possessions happening about?
>>50606079
Because witch hunts by their very nature are based on paranoia, irrationality, ignorance, and generally keeping women from getting too much respect. In real life anyway.
Just burn them and get it over with
Not being the usual evil witch hunter is nice and all but it's to much work to much red tape and way to much retarded potatoe farmers wanting some land
Burn the villagers and the accused witches. After all, if they've been around long enough to form a coven, there was obvious collusion. Maybe they'll recant when being tied to the stake. Heretics tend to do such things.
Don't bully the worst bearers edition
>previous thread
>>50599806
>Freshest Rules:
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>As current as the FAQs get
https://www.games-workshop.com/en-GB/Rules-Errata
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>List Builder if you want us to talk to you about your list
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>Forge World Book Index:
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Filters
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>>50605833
t. Lorgar
3rd for doubling Ork wounds and hull points fixes the army
I've been refining my list of all English-language tabletop RPGs related to mecha anime. The list, plus more, can be found here:
tinyurl
(dot)
com
(slash)
allmecha
4chan thinks the link is spam, arrgh. I shake my fist! Anyway, if anyone has any suggestions for the list, let's have 'em. And let's talk about giant robot gaming in general.
So, I saw that last thread, Mektron Zeta had problems with Reflex being the god stat, but I know some people had some home rules for that, so how did those work?
>>50607770
One thing that helped in my game was switching around how Mecha Reflex worked.
Normally, it's a penalty to all reflex rolls in a mecha.
IE, a Gundam has a MR of -3 while a Zaku II has a MR of -6.
That meant, that all things being equal, the gundam has basically, +3 vs a Zaku on everything, in addition to pilot skills disparity.
The Gundam RPG, Otoh, changed that the lesser of (10-MR) and your Reflex was your effective reflex piloting those mecha.
So you could dump reflex, then pilot a mech that didn't spend all it's points on being super nimble, but having lots of dakka instead.
>>50607770
Adding an aim stat helps. But conceptually I don't see all that much more that would actually matter for mech piloting than your reflexes. BOD will help you take things like electric shocks better, INT helps you with ECM attacks, PSI can be added to give you psychic abilities that will probably make you better than a high ref character, and the other stats will matter allot for when you are outside your mecha. Likewise if the PCS have to build/maintain their own mecha, then the person with high TECH may end up being the most powerful.
Also, your skills are what will really make your character godlike. A character who takes a large life path and has a 5 in REF, but has 10 years worth of Mecha Pilotting, is going to wreck someone who is an amateur in the skill and has a 10 ref, since one stat point has as big of affect on your roll as 1 level in a skill does.
I recall reading an anecdote stating that if you're an astronaut in ModernD20 then it's possible to survive a fall from orbit
Anyone recall?
Not specifically that but it's entirely possible. No game does fall damage right. It's always either far too tame or far too lethal.
>>50605519
Fall damage is weird for real, so no way a system can accurately represent it.
Someone could survive a free fall from an airplane with a few broken bones at worst, and then someone else would trip over a rock, fall 5 feet and die.
>>50606155
Its almost as if real people don't have an hp bar that gradually declines with accrued damage.
Hey /tg/, /co/ here, I just spent 3 months building a campaign for my friends and today had them tell me that DnD is just too much work to play and have fun with. I'm a little depressed now, anything you suggest that I could do to try and spice things up and get my group intrested in the game again?
Just play Risus,
>>50605309
We've been playing zombiecide for the past year now, they don't want to learn a new game system it seems. I'm pretty casual to /tg/, what is Risus? And is it any fun?
If 5e is "too much work," then you might as well give up.
What's the best rules system to run an Elder Scroll's Themed RPG session ?
>>50603415
Start with checking out UESRPG, a pretty good unofficial game that's about to get its third edition. It's the closest you'll get to a proper TES system.
https://docs.google.com/document/d/1pTgTN2aJUoY95JtquowagfUJLL7tCQYhzJKcCAcbvio/editIf you don't like that, there's always GURPS.
>>50603415
Just get super high and freeform it
>>50603718
Get out of here Kirkbride
Pathfinder General /pfg/
"It's clear that you degenerates cannot hold a thread on your own without fucking it up, so as of this point on, this thread is under Drow control. Degenerates will be given a spider bath." - edition
If you want build advice make sure to say what 3pp you can use, if any.
Unified /pfg/ link repository: http://pastebin.com/JTj1yEmU
Avowed Playtest: https://drive.google.com/open?id=0B5HkyGRtGZy3SWVhdWFBWERWWjg
Malefex Playtest: https://docs.google.com/document/d/1W3LrE8WyIxxYRr8d9dHsWioeUk_-HZaSMqVWRnzc9Fc/edit?usp=sharing
Old Thread: >>50598389
Given the header image of the last thread threatening a spider bath might not be the ideal way of scaring people into submission.
>>50603082
No adventurer worth his salt is scared of spiders, try me.
>>50603127
This. A spider bath is my fetish.
>"Mono-Green Card Draw" edition
Previous thread: >>50592298
>Official Site: Contains deck building rules and the current ban list.
http://www.mtgcommander.net
>Deck List Site: You can search for decks that other people have made. Authors often have comments that explain their deck’s strategy and card choices.
http://www.tappedout.net
>Another resource for commander discussion; they have an entire forum dedicated to discussing decks. People often make primers, which go into detail about how they built and play their deck.
http://www.mtgsalvation.com/forums/the-game/commander-edh
>Statistically see what everyone else puts in their commander decks based on what is posted to the internet.
http://www.edhrec.com/
>Find out what lands you can add to your deck, sorted by category, based on a chosen Commander’s color identity.
http://manabasecrafter.com/
>CARD SEARCHING
>Official search site. Current for all sets.
http://gatherer.wizards.com/
>Unofficial, but has GOAT search interface.
http://www.magiccards.info
Thread topic:
>Post a commander you've always wanted to build, but for some reason end up losing motivation to finish.
Post suboptimal theme decks
saprolings are fun as fuck
>>50602773
Always wanted to build a five color eldrazi with either Tazri or sliver hivelord at the helm