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Archived threads in /tg/ - Traditional Games - 2437. page

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So I'm going to be playing DnD for the first time and I made my first Character, how'd I do?
Note: It's DnD 3.5e, and the DM wants us to use pathfinder feats with our characters.

Name: Bob Fast
Class: Swiftblade, variant
Race: Quickling
Alignment: Neutral Good
Stats
Strength: 12
Intellect: 12
Dexterity: 17
Wisdom: 12
Constitution: 8
Charisma: 16
HP: 4
Base Speed: 55 feet a turn
Feat: Run (Pathfinder feat which allows multiple bonuses, but at it's core let's me run 4-5 times base speed when running, meaning that when running I'd be going at about 275 feet a turn.)
Items: I don't know, but I rolled 210 gold, which is nice.

My goal was to make a character that was as fast as I could make it, how'd I do?
BTW, if some of the stats seem wrong, that's because the DM nerfed this character because it was a little OP if we just went by the books, which makes sense to me. If you want to know more about the character I'll tell you what I can. Pic related is a quickling, though obviously drawn as a monster rather than a PC.
48 posts and 1 images submitted.
>>
>Class
>Swiftblade

Also you move more than 55 per turn
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>>50296209
I know, I said it got nerfed.
DM took one look at where it said 80 and just went "No, that's getting nerfed."
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>>50296217
Swiftblade is not a class, is a Prestigue Class which you of course can't take at 1st level.

Also
>Nerfing speed
What's next, nerfing monks?

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Im making a homebrew d20 system to use for a campaign, and for the life of me I cannot think of an attribute that would increase the number of spells/day. I want it to be separate from INT used as the stat that increases effectiveness to avoid it being godstat for casters.

Suggestions?
13 posts and 2 images submitted.
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>>50294838
>Suggestions?
Besides the obvious one?
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>>50294838
Magic. It determines your magical potential.
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>>50294917
What's the obvious one?

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I'm bored, /tg/. Let's design a god/church. First post ending in 4 decides the god's name. Second post ending in 4 decides the god's alignment. Third post ending in 4 decides the god's favored weapon. Fourth through seventh posts ending in four decide the god's associated domains/portfolio. Any post ending in double 4's spawn a schism where one of the previously decided aspects of the god is determined to be heretical.
25 posts and 1 images submitted.
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Steve the god
>>
Bananahands
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>>50294215
Eleos

Could you make a wargame using Gundam models? I think the articulation could make for some interesting firefights (shooting over walls, physically hiding behind cover etc.)
23 posts and 4 images submitted.
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>>50294181
You'd need to keep it fairly low-key as far as gundam is concerned. You'd mostly just have a bunch of ground-based mobile suits unless you're fine with space battles on a 2D plane.

Now that I think about it, FFs X-Wing game refluffed with mobile suits/Mobile armors would be fun as fuck.
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>>50294546
I wasn't thinking the gundam setting in specific,basically just any mechas in that model style.
but mobile suit dogfighting would also be bitchin
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>>50294576
Well you've pretty much got the two choices. Slow and beefy mecha would be more suited for traditional wargaming like Battletech or 40k. you high-speed jap style like gundam and armored core would be great for a dogfighting game, especially if a melee function was implemented.

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Where the fuck does the aesthetic come from anyway?
I mean, I can say "Witch Hunter" or "Vampire Hunter" to anyone and they will immediately know what I'm talking about; the puritan hat, the leather overcoat, the belts and buckles, crossbows and knives. It's so pervasive in popular culture, but why?
14 posts and 5 images submitted.
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>>50293735

Movies and vydia.
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>>50293755

It comes from Solomon Kane stories by the creator of Conan my young retarded friend. The late, great Robert E. Howard.
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Gee, I fucking wonder.

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not! asians in traditional fantasy settings. give me examples lol. requirements: must be human.

so far i can think of khergites from mount and blade (not fantasy), easterlings from lotr movie and well thats all i know, and warhammer fantasy but from what i saw (i dont actually play it, just checked some lore here and there) there is not much information on those oriental people. akaviri people?? dont know tes lore much personally.

every other setting i know is just other races as asians, like fucking pandas in warcraft, and orc blademasters as stereotypical samurais.
17 posts and 3 images submitted.
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>>50293535

''Asian'' as in oriental or east-asian (ricegoblins) or british ''asian'' as in middle-eastern (dune coons)?
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>>50293759
asian as in japan korea china vietnam mongolia idk tibet? and other shit with the -.- eyes ppl.

is oriental = mudslimes?
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i forgot about diablo. there are some not! asians. wizards and to an extent monks, but the latter are basically russians with some asian themes

Sup, /tg/?
I'd like to know which are your favourite/least favourite primarch model. Doesn't matter what is your favourite legion/primarch in the setting or on the tabletop, I'm talking about just the models themselves.

I find the models with restraint in the pose to be coolest, thats why Lorgar is my choice even tho hes one of my least favourite primarchs fluffwise.

Other favourites for me are Perturabo, Mortarion and Vulkan (lives).

Corax, Russ, Angron and Fulgrim are just too over the top with the motion (even though Angron is awesome because hes mowing down his own guys)

Most dissappointing are Guilliman (restraint yes, but still meh) and Horus (wtf is with that pose, seriously?)

Whats your take on the FW primarchs?
23 posts and 3 images submitted.
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>>50293229
Both Lorgar and Fulgrim. Sadly both of their faces suck.
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>>50293306
Many of the primarchs faces are wierd to say the least. Corax and Russ make this face i cant even
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>>50293229
>Horus (wtf is with that pose, seriously?)
This pose makes me think he is adressing his Legion, pointing at the nearby Hive/Fortress with Worldbreaker.
>You see this Fortress, Luna Wolves? Before this day perish it will be OURS!
He actually strikes ideal ballance for me between relaxed/confident and eager to move forward in charge.

You can tell he is my favorite. Second one is Angron, third one is Perturabo. I just love models that tell the story.

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Due to character limits, this will be in 2 parts.

Okay, something happened last D&D session, and either me or the other guy was That Guy, or maybe we both were, but I want to know /tg/'s opinion on it.

Pic unrelated, excepting that my expression matched Ahhnuld's by the end of the session.

THE SUSPECTS
- A CG drow elf rogue (thief) (this is me)
- A TN wood elf warlock (the undying)/monk (way of shadow), emphasis on the monk half

To sum up: we had visited a magical tower in the game, the former home of a now long-lost wizard no one's seen or heard from in centuries. The tower is surrounded by a labyrinth that probably partially exists on its own demiplane or something that requires puzzle solving and/or blind luck to get through, but we had.

During the course of exploring the tower itself, my character came across a locked chest, and contained within it was a Magical Deed to the tower.

The Deed passes to a new owner if:
1) The current owner gifts it to a new owner; or
2) The current owner wills it to a new owner upon his/her/its/whatever death; or
3) If the current owner has neither gifted nor willed it to anyone and died, the first person to find the Deed claims it.

I was pretty jazzed about finding the Deed to the Tower because the Tower has a lot of cool stuff in it. I was planning on having it become our party's base of operations and had opening discussed such with the party, saying things like "this could be your library, Warlock" (different warlock from the one above) or "clear out these rooms and we've got some neat bedrooms", and the like. Failing that, I was open to selling the tower for X many gold pieces to someone (say, 50,000 gp for the sake of argument), and splitting the profit with the party, with me getting a plurality of the gold due to a "finder's fee" but otherwise it being a fair split (there's 4 of us total, so say 14K for me, 12K for the other three.).
37 posts and 5 images submitted.
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No matter what your second post looks like, making a thread on /tg/ to vent about your game means you're the one in the wrong.
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>>50293137
And then the Warlock started punching and kicking me and proceeded to rape my dog and changed my wallpaper to porn of the worst pony.
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>>50293147
Fluttershy?

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Hey /tg/ I am going to be DMing a Chronicles of Darkness game early next year and have started putting some stuff together for it. The game takes place in the distant future on a "colony ship" heading to another planet when the players find themselves awoken from stasis for currently unknown reasons. I am trying to come up with some stats for futuristic weapons and gear and was wondering if there is any recommended books, sites, or resources I should check out.

Also Paranormal Scifi dump I guess.
12 posts and 10 images submitted.
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A reminder to give into your innermost basic pleasures. Bottling them up and letting them boil over is unhealthy. Also, makes Slaanesh's job to corrupt much easier.
16 posts and 5 images submitted.
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>>50292964
NO!
NOT AGAIN!
>>
If Slaanesh ruled worlds are so pretty then I wanna turn heretic as well.
>>
Slaanesh is out of fashion. So tacky and gaudy. Ugh.

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Help me find a system, /tg/.
I've played or familiar with D&D2-3, GURPS 4, (o/n)WoD-Exalted, Ars Magica 4-5. I want a universal system to run a modern or near future game centered on megacorps. Players would work for different departments in a corp and would compete with each other by capturing and/or destroying whole markets and third-world nations, starting proxy wars with kebabs and making transnational trade treaties to get those foreigners back into debt slavery and minimal wages. Obviously it would be based more on social and intellectual skills and less on murder-hoboing.
I need something like GURPS, but without GURPS loopholes.
Specifically, GURPS does shitty job on price fluctuations and doesn’t account for exchange rates.
GURPS has a problem with IQ (it’s too generic and helicoptered to differ mechanically between, let’s say, office workers with 3 and 6 years of work experience on similar positions; it doesn’t different well enough between biological wits and education; I don’t want to rescale all skills when IQ is raised; I also don’t want to stimulate power-gaming around a choice of raising IQ or skills – in this environment IQ would be a no-brainer).
Of course I can house rule these things myself. But I thought, maybe someone would suggest a system where these things are already okay to begin with.
16 posts and 13 images submitted.
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There's literally a game called Corporation RPG. It might be a little more wetworks than you might like, but you should still check it out.
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Me and some plebs want to play an evil 5e game how do we make it not shit
18 posts and 4 images submitted.
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>>50292623
Give the characters a reason to be evil?
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>>50292623
You don't. Evil parties are shit.

Also it's 2016, stop using alignments.
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>>50292623
By playing a game that actually supports this.

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Given that:
>A) The Warp acts as an afterlife and all souls of the dead go there;
>B) Belief shapens the Warp;
>C) There is a sanctioned Imperial splinter cult worshipping the (presumably) deceased Ciaphas Cain;
Can we assume that Commissar Cain, HERO OF THE IMPERIUM! is running around the Warp, whacking Daemons over the head with what one can only assume is pure snark given form?
14 posts and 1 images submitted.
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>>50291447
This is Cain we're talking about, he's probably fighting an unintentional guerilla war instead.
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>>50291447
>implying Cain is in his grave
He's still out there, somewhere.
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>>50291479
>"Lord Ezreach, the reactor cores of our Battleship, the Fist Of Chaos, have just blown up!"
>"How by Khorne's brass balls did that happen?!"
>"It seems a Commissar was hiding in the nearby supply close and threw his hat into them to distract patrols so he could escape - he even stole our supply of amasec!"
>"...What."
>"Our forces sent to capture him lost him when he tumbled into the Dark Prince's palace, seemingly by accident. Funny thing, they all swore he still had his hat on."

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'sup /tg/, noob DM here. While I have some experience running games, this is mostly reserved to a handfull of one-shots and one deliberately short BitD campaign. Now, I'm preparing to run 5e.

For the area I'm starting the players off in, I'm building an ecosystem/relationship map of all the relevant forces around, and how they relate to eachother (pic related). I intend for the players to start off as strangers to this land, coming to look for the Bandit King's hidden treasure.

Right now, the Forest has the most complex internal relations, compared to the Castle and the Barrows, and the relationships between different locales are fairly barebones. Anyone of you have interesting experiences or resources that could help in building such relationships? Specific feedback tips to what I already made?
13 posts and 2 images submitted.
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>>50290952
First thing first, i like you and i wish more GMs were like you.

Forest has most relations because it has several opposing factions inside it, while other forces are more homogenous. You could add some unexpected stuff to castle, like harpies or some other flying menace on the upper floors (maybe chieftain considers them simple beasts), or a rogue ghost faction in the barrows (particularly underhanded warrior who wanted to depose of chieftain before he died?).
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>>50291195
I could work something with the disloyal warriors; have them stalk the barrows as ghouls, being denied the rest their brethern are (mostly) granted for their treaturous hearts.
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>>50290952
Bumping with a slight update. The Castle and Barrows are now part of the overall Plains, and the traitorous Ghouls and Wizard's tower have been added. Right now, the Wizard's tower is pretty much an afterthought. I've not given it any significant relations to other entities at this point.

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Do other DMs drench their handouts in coffee 1 week before the sessions, to give them an old appearance?

Also share other fun little things DMs and players can do to give a game that little bit extra joy.
12 posts and 2 images submitted.
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>>50290900
>Still using paper
>Not making vellum by hand and then writing on it with iron based ink and a quill for every handout


In all seriousness that coffee thing is a pretty good idea though. You could also try doing silly stuff like dripping wax on it to make it look like it was written by candle light. Or if you want to really go crazy, make a fake wax seal with an embossing stamp and a little hot beeswax. Had a GM once who actually gave us a wax sealed letter as a puzzle once, to see if we could open it irl without damaging it. Fun times.

Though in the end you can go crazy doing things for your players that they won't ever appreciate like the greentext, which is why personally when I DM (which Isn't often) I usually do the bare minimum unless I have a special group who really appreciates the little things.

Anyways a one or two more things off the top of my head
Sound effects, playing ambient sounds for the location is kind of fun, dripping stalactites and bat sounds in caves, jungle animals when in a jungle, crickets at night, that sort of thing. Not everyone enjoys it though some find it makes it hard to think.
The occasional real life prop for puzzles and the like, hard to do but works great if you can pull it off, and they can often be reused in another game.
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>>50290900
>Do other DMs drench their handouts in coffee 1 week before the sessions, to give them an old appearance?
I've done it a couple times.
>>
I've handed the players in a Call of Cthulu game set in England a letter, written by a victorian character, in a stained envelop with a (fake) Penny Red postage stamp and franking mark.

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