Really happy to see GW back on tracks again. Another good thing by Rountree.
Any idea on what the rumour pic is? I'd say a knight shoulder pad.
http://www.warhammer-community.com/
>>50263257
>BoLS under GWs thumb
:^)
why anglos have to bring shame upon them and their house
why can't they smile with their lips if they can't smile wide without looking like Cockmongler meme
>>50263257
there were rumors of AoS steampunk dwarves...
Want to start 1250 Grey Knights.
Dubbs decide color scheme
>>50262644
Pink
>>50262644
Magenta
>>50262644
Grey
>/tg/ dwarves
Generally well-rounded interesting takes on race, obviously author's favorites, but not in a grating/mary sue way, generally pleasan to be around, genuinely funny.
>/tg/ elves
stand-ins for culture/mentality/anything worldbuilder doesn't like, loaded to the brim with informed attributes (not advantageous where it matters) and unfounded arrogance, used often as strawmen to show how amazing other races are.As it should be. Rock on, my friends.
>>50262179
>>/tumblr/
>>/leddit/
>>50262188
You don't know what tumblr and reddit actually are, do you?
>Not liking both
It's like you hate fun or something
How the fuck do I find a group to play D&D/Pathfinder? Am I retarded? I never actually found anything from gamefinder.
I've joined some games on Mythweavers, I'll make a character, be one of the 4-6 people accepted for a game, and then the game will run for 4 days and then the GM will quit no matter how much I try and keep the game alive.
I haven't really tried applying for games on Roll20. I can't drive to a local store though I definitely think I'd find the most success by finding a local game since I don't have trouble talking to people at all. I've watched critical role from episode 1 all the way up to the latest episode, and I've listened to the acquisition inc podcasts. All I can think about is how much I want to be a character in a world and solving similar problems in my own creative way. I just want to find a consistent group to play with for a few hours every week so we can make good progress on a meaningful campaign.
It seems like it would be so easy and so fun to do. But its been so fucking elusive of a goal. Do you guys have any tips?
>consistent play
>format is fun to play
I don't find text as fun as voice. I very much am a player that also enjoys the hanging out and having fun aspect of the hobby, though I have a great respect for serious business RP time as I used to GM.
Try roll20.
The trick is to make connections with good people and get invited to their network or form a network of your own.
There's bad shit and good shit everywhere, no matter the website. Don't shy away from applying just because the website you're on gets a lot of flak from /tg/.
>>50261765
>I want to be a character in a world and solving similar problems in my own creative way.
Your childlike wonder is endearing. Brings a tear to the eye.
I can't say I've had any more success there, but reddit LFG throws up the occasional PF game.
>Latest News:
-New Unearthed Arcana: Bard Colleges: http://media.wizards.com/2016/dnd/downloads/UA_Bard.pdf
-Volo's Guide to Monsters out in the trove!
>Official /5eg/ Mega Trove v3:
https://mega.nz/#F!BUdBDABK!K8WbWPKh6Qi1vZSm4OI2PQ
>Community DMs Guild trove
>Submit to [email protected], cleaning available!
https://mega.nz/#F!UA1BhCBS!Oul1nsYh15qJvCWOD2Wo9w
>Pastebin with resources and so on:
http://pastebin.com/X1TFNxck
>/5eg/ Discord server
https://discord.gg/0rRMo7j6WJoQmZ1b
>/tg/ character sheets
https://mega.nz/#F!x0UkRDQK!l-iAUnE46Aabih71s-10DQ
Last Session: >>50258870
Have you ever played an investigation scenario or a mystery campaign?
What did you like about it? What did you hate?
>>50264966
Reposting
>I think making the culprits humanoids (and, by definition, easy to interact with) could be a good beginning.
Nah, extraordinary culprits are ok, but unless you want to make the mystery frustrating, there needs to be enough clues to point toward each elements of the mystery.
At least, that contextually the characters can understand what's going on.
Or, if it stays unexplained/is trully unknown, then make it an hook for something else.
Like
>An unknown spell was used. Who could have such a thing?
Context and clues are important. If you see a guy who got a big mace through the head, you don't really suspect mind flayers as your first try.
>dat pic
>Frost kings: "Fuck your boring-ass crypts and mausoleums, we want a tomb that look like a sword."
What's new with liches in 5e?
I'm DMing a campaign for a group of inquisitives. Every session is a mystery.
Half of the time I'm flying by the seat of my pants, but the players enjoy it.
In one session of a classic dinner party murder, they were convinced the pet bird did it for a while.It kinda did, since it flew in the window while a guest was ODing and tripping balls, prompting them to stab themselves.
So I've heard that barbarians used to be more than berserkers in older D&D. What role did they fill? And could you make something similar?
I say this as someone who loves the idea of a barbarian hero but hate how you're nothing but a rager.
>>50261326
Natural born Mage Hunters. Powers through cc spells through sheer rage and willpower.
>>50261326
In older DnD, Barbarians were basically crowd-control in melee form. Not sure it would work so great in something like 5e though, which is more based around smaller-scale encounters than battlefield-simulation.
>>50261568
>>50261728
Ah, I see. How would /tg/ redo barbarians to make them more than ragetanks?
Always wondered about merging them with rangers for the survival/wildman thing.
>Have zombies in setting
>They don't eat flesh
Y/N?
>>50260496
If they don't eat flesh, what makes them a threat?
>>50260509
Them eating brains.
>>50260509
They eat sundry articles, ravenously.
Makes it quite difficult to survive out in the wastes without dying of exposure with these pricks making off with your clothes, hygienic supplies, fishing line, texts and diaries...... and bullets......
So years ago I designed and ran a few sessions of what I called a "Multi-character RPG". Essentially it uses WHF as its base where each player controlled a singular unit that made up part of an army. The players together formed the force.
The PCs would have a their own main units, which would have individual members stated, who would come together and form unit stats. An individual unit had anywhere between 5-20 units in it.
So as it went I had the following:
>Unit Sheet
This included your unit, it's war equipment, its leader, and a list of names for its members. As well as its XP, unit skills, advancement, etc.
>Army Sheet
This included the resources of the army as a whole, any siege weapons, war machine, monsters, etc. that the army had access to. As well it had "Army Relations" essentially people who might employ your army, people who have taken an interest in you, and the relations there of.
>Unit Breakdown Sheet
This had very simple stats on each member of your main unit, except the leader who got a bit more (and possible the banner holder, musician, or other unique attached individuals to your unit).
As units participated in skirmishes you got experience on three tracks. The army got experience, which the players decided what to spend on together. The units got experience, which you decide on individually, and the individual members who participated got experience.
This made a lot of book keeping, but was generally good fun as you would spend individual piece's experience mostly on the same skill for multiple, and occasionally upgrade an individual to be a banner holder/musician/etc.
What I'm getting at is I am thinking of refining this further and making my own system for it.
What I want to know is how bad of an idea is this? Are there any RPGs that currently do something similar? Would anyone be remotely interested in a game like this?
I ended up rambling so I'll summarize.
The idea is a game where instead of controlling one character you and the party control units part of a large army. The campaigns tell the story of said army and its exploits. Individual characters are still tracked, but many can be abstracted so as to ease play.
I personally loved the idea because of my love of strategic combat, resource management, and fantasy war stories in general. I just am wondering if anyone else finds these topics remotely interesting.
I wanted to run a game of something similar for a long time, i always wanted to see some of my friends in command of an unit to see what kind of dumb shit they would come up with to get supplies
>>50260650
Yeah. I like the idea of it mostly because I actually don't know of a game where you control more than one character normally.
What's so great about having a soul?
I'm happy the way I am.
>>50263021
You're not programmed to have emotions. Report for decommissioning.
>>50263021
Nothing much, but you can trade it to the devil for a free blowjob and a cookie.
>>50263021
If your head breaks and doesn't get fixed you're gone forever. Souls get to avoid that. Also, heaven is pretty dope, or so I'm told.
It's a tradeoff for not having a repairable head.
How do you run survival horror? Say a player is in an encounter with a monster. They see it. It sees them. Their actions determine whether the player lives or dies. Assume the player can't dispose of the monster using straightforward means. It's a xenomorph they need to jettison into space or a vampire they need to expose to sunlight. But say there isn't a handy airlock or curtain in the room.
Is there a system you like with a combat system that facilitates not just exchanging blows, but avoiding contact and utilizing the environment to create obstacles and hindrances to aid in your escape, or at least incapacitate the danger long enough to get what you need and get yourself out of there?
Certainly it's easy enough to have a player make an Athletics check to see if they run away fast enough. I'm just curious about alternatives to combat systems. Games with choices unique to surviving in tense encounters where participants are not physically matched. Designed with an unfair fight in mind.
Favored systems? Techniques in systems not necessarily geared towards encounters like this? Non-RPGs with interesting mechanics that would benefit this kind of experience? If you can't think of any that exist, how WOULD you implement something like this.
>>50259466
You don't. The social interaction at the table will, in all likelihood, turn it into black comedy.
>>50259479
I don't actually have a problem with that to be honest. That's what watching horror movies with friends does as well. I am more interested in the type of action that occurs than trying to make combat scary.
If they are boned and spotted and you don't mind the possibility that the monster will get and kill them,
i would judge it off Player movement/speed vs Monster movement/speed,
So player will move X distance away from monster,
Monster will chase X distance, which i mean you could fudge to keep it interesting.
Navigating objects will either add or subtract distance between the characters.
So the player may attempt to jump onto a table to cut towards the door, moving them further from the monster,
Player could fail that roll so instead of gaining speed they lose it.
or player pulls down a shelf.
If successful monster has to roll to navigate the obstacle
Same to keep it interesting Monster could grab an object to hurl at the player,
Or drop to all 4 and burst into a quick sprint to gain slightly.
It would help for you to have a room by room map to just drop down as your chasing. Or at least some idea like that.
Does anyone have this full .gif?
Oh, post /tg/ related .gifs ITT
Is that NOT the full .GIF?The full clip was pretty short.
>>50259381
What is the best way to start a campaign? In a generic fantasy setting?
Would you start things off with a standard hook by saying that everyone has been hired to work together in order to do something, or that their caravan was attacked? Or maybe give them an elaborate backstory beforehand with distinct motivations to keep everyone working together?
Yes, that's exactly how I'd start the game. And then robots from outer space would blow up the planet and trap the PCs in cyberspace.
>Party members are all part of the same army, marching towards enemy city, after they've won a fight against the enemy force.
>suddenly demon invasion all over the world
>it's GoW-style campaign
https://www.youtube.com/watch?v=Oa-ae6_okmg
>>50259085
Do a session zero together, link up the characters backstories a bit and figure out why there's together now. Get a few NPCs for future use.
Then session 1 start in medias res. Whatever the campaign is going to be all about, start with something that drips with that concept. Middle of a heated negotiation, a boss fight, an heist, whatever
Things you assume about player based on their race/class?
Any form of animal race Tabaxi/Aarakocra/Firbolg
>Degenerate furry scum who will ruin my game with yiffing
Tiefling
>tumblr special snowflake
Elf/half-elf
>Virgin
Dwarf
>Short
Human
>Well rounded player, probably best at roleplaying
Paladin
>Average intelligence, typical beta
>>50258283
>FemGuts
I hope she wants snu-snu.
>>50258283
You'd think Elves and Half-Elves would be more common then.
>>50258283
>female Elf, grown up with savage race
Attention whore with bad taste.
>Druid focused on shapeshifting, especially big cats
Passive as a brick, will never move scene or plot forward.
>Human rogue or fighter that roleplays a enormously pronounced accent, possibly gutter background
Ok to good at first, but danger of drama down the line.
I want a tabletop game that lets you have personalized and customization of weapons and firearms.
Are there any games that do this well? How would you implement this feature?
Honestly, I don't know how you could do a weapon customization thing that didn't feel like tiny and trite pluses and minuses. It's not like an FPS where adding a scope or such changes the way you'll use the weapon.
>>50258267
Well pathfinder lets you actually make new weapons, not a very elaborate system but its something.
Also saw something for it that let you make your own guns too, homebrew but still.
Hey fuck boys, what type of setting would make a good evil game also what does it take to make a good evil game.
>>50257697
A supers-setting game of course. Highest chance to avoid (although not 100% foolproof) shitty edgy murder types and you also don't have to worry about getting slaughtered by town mobs.
The superhero genre also has plenty of inspiration to work with when it comes to villain teams.
>>50257697
An evil town where dancing is forbidden.
my nigga is that Dick Dastardly