Asked this in the Discord, but I'm interested in a wider response.
What I mean is, there are options in character creation regarding to backstory.
Say, your character has the option to join the military in his backstory. Every tour he does there's a chance of gaining new skills, but there's also a slim chance of dying and having to reroll your character.
Or, with psionics, you have to test yourself to see if you have those powers. 99 times out of 100, you can't move things with your mind, but sometimes it backfires and either hurts your stats or kills you.
it's not like you can't play at all. You just have to reroll your character.
and for a character who rolled bad stats to begin with, those risks could be worth it because for the player even re-rolling would be a good outcome.
My thinking is that it's an interesting way, in theory, to tie a character's backstory into the crunch of the game.
>pic unrelated
Depends on how long character creation takes and how often the players will need to roll up new characters. If it's a game where it's kinda rare to die outside of character creation (like heroic fantasy or something), I don't see a problem. If the player has his character die 3 times during char creation only to die 5 minutes into the game, it seems like a bad system.
Character creation I think should be either slow but interesting or flexible but fast.
>>50173221
Huh, that's really interesting. It reminds me of Khephera Publishing's Atlantis: 2nd Age. Character creation was like a Roll Your Own Background system, but it didn't have the chance of dying from what I recall.
I would say if a system incorporated this, I'd appreciate it being at the very beginning. Maybe choose a race before going into the backgrounds, while having an idea of the class you want to be.
For example, choosing backgrounds is about the last thing you do in D&D 5e, after choosing race/class/equipment/assigning skills. It would suck if your character died after all that work but before you actually played that char.
>>50173221
Seems rather pointless, "oops you rolled a three, start over" and would probably get stupidly annoying and loose any novelty after it happened a few times, and probably just hold everything up.
Hi /tg/ me and my group are looking for something new to play?
We played D&D for a long time and also Numenera for a couple months.
Any suggestions for something easy on the rules and fun in general?
>>50172130
Atomic Highway is worth checking out at the least. It's free
>>50172130
Savage worlds is bretty good.
Symbaroum: http://www85.zippyshare.com/v/uSuMNELr/file.html
https://www.youtube.com/watch?v=9-gSJW3sHXE
>Changing the title of an old video and remove comments
>>50172152
The guy actually did it when the whole circus started and claimed that he is going to leave the tile if Trump wins.
He won, and now he removed the comments.
What happened /tg/?
Who left what? Context please.
She was sexually harassed
Who left Asmodeus-senpai?
Macharius Omega.
It's cheap for a Macharius tank, It's able to shoot the S9 AP2, or shoot 3 large blasts at S7 AP2 and is only a bit more expensive than the base tank.
While it comes with the risk of melting itself, if you fail a gets hot roll and you don't shoot instead you'll take D3 hullpoints off yourself.
It's a good trade off for a plasma tank, why did forge world axe it?
>>50171172
How do you go about fielding this? Do you need to protect it like a normal baneblade?
>>50171280
I've got about three of theses in my army. You'll a small guard of about three or two leman russ to protect if depending on how you use it.
I use it as an assault gun in my army and as a result it's always following my leman russ tanks and is plenty protected.
>>50171280
That's easy, you protect it with a titan.
So, /tg/, d'you have any experience dealing with gargantuan monstrosities? Tell me your stories, I'm listenin'.
>>50170949
I legitimately don't know what threads are euphemisms now
>>50170949
>So, /tg/, d'you have any experience dealing with gargantuan monstrosities?
Afraid not.
>>50170954
Oh? Tell me your story, brer. I'll listen up.
So what of euphemism threads?
Does anyone here play Fate Core?
Let me elaborate. I know that some people do, somewhere, but it's been seriously difficult figuring out whether it's a fad system or whether it's actually a good generic system.
The problem I've found is that while, as a system, it seems to generate a ton of discussion... I can't find regular session write-ups or podcasts/videos almost anywhere, save a few singular sources such as Red Dice Diaries.
For the most part, people seem to go "yeah it's amazing!" and yet all the campaigns on Obsidian Portal die out super fast or have unbelievably short transcripts. This is as compared to a "dead" system like GURPS or HERO, where the 'fanbase' seems much smaller on the surface but people ACTUALLY SEEM TO PLAY THEM.
Can someone help me out with some input, here? Does anyone have any REAL, ACTUAL long-term experience with Fate as a system that doesn't revolve around 3-session "campaigns" that die shortly thereafter?
I'm running a simple game at the moment, over a couple of sessions. I've also run short campaigns in Masters of Umdaar, Venture City and the Shadows of the Century playtest. I don't have it mastered ( I only just realized you couldn't absorb a hit with more than one stress box in one exchange, which certainly changed combat resolution).
One of the reasons it might seem to lack longevity is you don't need to devote too much time to mastering the system, unlike GURPS and Hero.
>>50170946
Thanks for the input. This is the other reason I am hesitant about Fate as a generic system. It seems like a lot of "ooh-ing" and "ahh-ing" as people figure out how to use it properly, resulting in a lot of meta-discussion about the philosophy of the system itself, but again... when it comes to people actually talking about stuff that happened during their sessions, the Fate communities are eerily silent comparatively speaking.
I'm not trying to make any blanket statements here, but nearly all the people I've heard who have experience with it (who aren't ALSO the developers, ahem) have experience similar to yours. That is, still 'getting their feet under the system' and 'have run a few short campaigns' kind of thing.
Not that any of that is a bad thing, mind you, but I keep hearing how brilliant it is and yet I don't want to spend all the effort to wrap my head around it if it's going to bore me after I run a couple games with it once I "get it". If that makes sense.
I actually think FATE has too many rules and too much complexity for what it tries to do.
Health boxes, skill systems, stunts, all of that could be disposed of. Just make the FATE points and aspects everything and dispose of the rest. In fact at that point you'd barely even need the dice.
I'd like you to post OC stuff that could be used in a lovecraftian or just plain horror game.
Items, Scenarios, cults and set-pieces everything is welcome.
I'm specially interested in Occult works, their contents(spells,rituals etc) and creatures,gods included.
Thank you for your attention.
>>50170427
inspired in part by BloodBourne, various Lovecraft works, and a cliffs notes description of Innistrad.
I'm working up a system to run it. here is my latest issue if anyone has input.
>>50170265
>>50170427
bump
Ok, get this: A toaster that predicts people's deaths.
I need a post apo adventure by sunday.
setting is darwins world.
Pic related
Also general help would be appreciated since it is my first time DMing
Can you go into a bit more detail about the setting and what sort of tone you're trying to create?
the setting is basically post apo with mutant powers and rare high tech
The tone of the game is a light hearted one with lots of combat.
I basically planned on a ruined city exploration
Alright /tg/.
>With Volvo's Guide, Tabaxi were added as a race.
>They have a ability to double their speed once per turn, with the drawback of moving 0ft next turn.
A friend and I were talking and started asking what ifs?
>A level 20 monk can move 60 feet. Take Mobile and make it 70 ft.
>You could get Haste cast on, making it 140, and gives you another action, meaning you could dash. Making it 280, dash again making it 560.
>Use the Tabaxi's Feline Agility to double it, making your base speed 1120.ft/round.
>Assuming we have 6 people in a encounter, our Tabaxi would be moving 341.376m/s
>Acceleration is about 342m/s^2
Then we calculate force. Mass x Acceleration.
>80kg x 342 m/s^2 = 27,360 Newtons
>27,360 N = 39,682.3 psi.
Here it gets a bit hazy, we googled and found a trained fighter could punch at about 500 psi.
>We can already see our result is about 80 times this, approximentaly.
>In DND, a fighter trained in martial arts, ergo, a monk, punches around 500 psi.
>1d6+3 (assuming a monk has average player dexterity for a monk) has an average of 7.
So we know a fist from a monk equals about 500 psi and 7 damage.
>Now assuming we just run fist first into the enemy at 342m/s^2. We would be applying about 80 times that force.
>So, running at a dude, fist first, at 342m/s^2 with your first out would be 39,682.3 psi and 560 damage.
>This is just assuming you run fist first, without even doing an actual punch, would do 560 damage.
>We thought of like nerfing this, which results in disintergration since you're slamming into something at very high speed.
>Then we figured this could be countered if another party member would cast death ward on you.
>But then you wouldn't be dead, but we would imagine you would be very crippled.
Iunno if we fucked up, but if we didn't, holy moly.
ignore spelling mistakes im bad at life i didn't read a guide to a car i meant volo's guide.
>>50169521
>Volvo
Aside that, holy shit.
Alright, I just finished watching a bunch of classic western films and I'm thinking of running something like that.
I'm thinking of reading Deadlands but before I start I want to know what I'm getting myself into...
Is this a good idea? Are there better options out there? Is the system any good? Something in particular I should know?
Deadlands is good
Savage Worlds also has a version if you want more rules-lite.
>>50169464
gurps is good for gun porn and gritty realistic struggle
>>50169464
Do you want to run a weird western?
If the answer is yes; run Deadlands.
If you want to run a tradional western check out something else, like...
>Aces & Eights
>Dust Devils
>GURPS: Western
Is there any reason I shouldn't make a cube of just awful cards?
Time, effort, desirability.
>>50169244
Are you implying it would be an undesirable concept?
>>50169197
I did. My group calls it 'The Shit Cube'. 750 cards of complete garbage.
I can't be sure but I'm willing to bet I'm the only Magic player to ever win a game by ult-ing Tibalt to untap the Leviathan I just cast and give it haste.
How can i do this?
my GM is running a game set in the wild west, but he proposed an idea of making it like wild wild west with interesting machines, then a player asked if they could have magic and GM said "very limited"
when he and i talked we said its looking a lot like bioshock, with advanced tech for the year it takes place, and limited genetic mutation (Read: Magic)
I've never created a setting before, and I've only ever played fantasy.
i was hoping to get some help on how to flush out a world like this? what kind of stuff is in it?
>Inb4 system
trying GURPS for the first time
>>50168998
You guys should be fine; GURPS is very evenly balanced in the GUNS vs HUMANS vs MAGIC department, so youre in the right neighborhood for everything to be deadly, no matter the source. Make sure your Dodge is high, you have a good weapon skill over 14, and a touch of body armor over the vitals.
maybe hit up the GURPS general for more details?
>>50168998
>flush out a world like this
http://theoatmeal.com/comics/flesh_vs_flush
>>50169020
ill probably hit them up for books at some point, but i figure for specific setting help i should create a thread.
Thanks by the way
Last Thread: >>50152362
>http://pastebin.com/vrqYhnpu
WE NEED A TRUMP CYOA
>>50168808
From the looks of the polls that may already be happening.
>>50168794
Just a fair warning, friend, you might piss off someone with that OP.
Oh well, they'll just have to live with it.
Stat me, my children.
Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
It might be just me missing a line here or there, but what was the point in kidnapping children?
>>50166583
He wanted to have a family, but as far as he knew, he was the only or last member of his species in Zenozoik. So he just stole a couple of babies and raised them as his own.