Are there any RPG's that use standard decks of cards instead of dice as random number generators?
I was thinking of a system where the players and DM each have their own full deck.
Maybe have the players draw a hand of cards to choose from, and play one of them when you would normally roll a die. Pretty much every check or challenge would have to be an opposed roll against the DM, so there's still an element of chance and players can't figure out the DC and always play the lowest possible card.
This has to already be a thing, right? Decks of cards are easier to get your hands on than polyhedral dice.
>>50158650
>opposed roll
Fuck's sake. Old habits.
Opposed play or draw, or whatever.
>>50158650
I remember a /tg/ brew based on cuhrayzee vidya and rummy.
It's very game-ish, and that may take you out of the experience (I personally love that shit). Also, getting/rolling a d6 is easier than getting a deck of cards.
>>50158650
Through the Breach, (the Malifaux RPG, uses a basically standard deck of playing cards except the suits have different names. You can buy Fate decks that are made with the custom suits, or you can just use a regular deck and remember which suit counts as which.
I believe there's a Deadlands RPG that also uses a completely standard deck of playing cards, but I'm not sure if it uses dice as well or if it's entirely card based.
Running a homebrew Pathfinder campaign Thursday' I've got everything in order but I'm thinking of making some custom cursed items. I've already worked out the stats on a suit of armor that gets heavier when In water and gains increases in weight with increasing depth of water, so say if a player is sinking the armor gains weight and pulls the player down faster. On the opposite end if say the player were wearing it in a desert it would be light as a feather. Any ideas for other items I should create?
>>50158603
Have some cursed weapons that can actually work out for you.
> Beautiful Singer
>> Medium exotic sword; 1d8 Slashing damage, 19-20/x2 critical threat range.
Sword possessed by the spirit of a warlord's courtesan lover, whom he cuckolded, and mistakenly killed with the blade when she attacked him in a blind rage. Incredibly fast; allows the wielder to draw and strike in the course of a standard action, and carries a 15-20/x3 crit range when drawn and struck with.
>> Beautiful Singer is outright immune to sundering attempts made with any weapon less than an Artifact, and ignores 5 points of Hardness/DR.
>>> The Curse: The jilted whore eventually drives you mad. The most mentally-fortitudinal men can go for decades wielding the weapon and building a legacy with it, those of firey and passionate temper will be lucky to go a few weeks before they get themselves killed. Beautiful Singer always tempts and cajoles the wielder to excel, to show their prowess, to take joy in slaughter, and to never, ever allow any slight to themselves or the sword to go unanswered, with violence, even if to answer the slight would be nigh-suicidal.
>>50159908
>>50159908
> Beautiful Singer continued.
>>>> Any time such a situation that tests the character's pride, the sword's pride, or the character or sword's safety comes up, the character must make a Will Save, DC 10, to avoid attacking. The character may choose to voluntarily fail this save. For every time the character succeeds or fails on this saving throw, the DC increases by 1. For every time the character voluntarily fails this saving throw, it decreases by 2. For every year the character possesses the sword, his Wisdom score falls by 1.
>>>> Voluntarily relinquishing the sword, or destroying the sword is almost impossible. It requires a Willpower saving throw. Any character who is male is treated as if they had rolled a natural 1 on this save, thus automatically. They are also treated as if they had rolled a natural 1 on any re-rolls, either granted by themselves or by others, any special abilities which state they do not automatically fail on a natural will save of 1 are ignored (thus the character automatically fails,) and the DC increases to 50 if the character is capable of, through any means, invoking any special ability that allows them to substitute a skill roll for a saving throw.
>>50159908
> Glorious Victory Unsought
Glorious Victory (the third word of its name is often forgotten by those who tell the legends of it,) is a monumentally heavy blade, said to be too heavy for anyone to wield. This is not true, it's just a very large cavalry greatsword; the devil is in the details of its curse.
> Glorious Victory Unsought
>> Medium Exotic 2h Sword, 2d8 Slashing damage, 19-20/x2 critical threat range.
The sword was the final work of a legendary artisan who forged a great many other blades, most of which acquired baleful reputations and terrible curses. By his end, he quite wished that he had become a potter instead of a swordsmith, and he worked his way of weaving fate into one last weapon, which he made for a very reluctant warrior.
>> Glorious Victory Unsought is outright immune to sundering attempts made with any weapon less than an Artifact, and ignores 10 points of Hardness/DR.
>>> The Curse: Glorious Victory Unsought actively seeks to betray any wielder who wishes to fight with her; if you want to kill someone, if you want to fluff up your own pride, if you desire battle, to test your mettle, to materially enrich yourself, Glorious Victory Unsought betrays you, bestowing a -10 penalty to all attack rolls you make, and a -10 penalty to Armor Class.
>>>> Note: These penalties do not apply when Glorious Victory Unsought is the actively wielded weapon, they apply as long as it is in your possession.
Have you played a game where you were in an arranged marraige for political reasons and you lost your virginity to your spouse despite being in love with someone else? Was it a bad or good marraige?
>>50158271
Seriously, dude, you're being obvious with the magical realm here. Why not just ask if anyone was in an arranged marriage while they were in love with someone else? Why you gotta talk about virginity?
Why you gotta make it weird?
>>50158284
Don't bump, just sage. There's nothing worth salvaging here.
>>50158271
This situation is so specific, it's obvious you're either shilling some dumb weebshit or inviting people into your magical realm.
Either way, fuck off.
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Previous thread: >>50149736
"Unearthed Arcana: Barbarian" edition
http://media.wizards.com/2016/dnd/downloads/UA_Barbarian.pdf
>>50156903
Nice choice of opening post. I used that image for a viking dragon rider, actually, in one of the other games that I've played.
>>50156921
Someone I know is using it for their Ranger in a Pathfinder campaign.
>>50156903
Anybody got any cool ideas for barbarian character concepts to go with the new subclasses?
Was steampunk ever a good setting?
>>50156512
Steampunk is not a setting, moron. It's an aesthetic.
Steampunk settings can be good, but most of it is cogfop dreck.
>>50156512
Yes, cogfop is cancer.
>>50156512
Only when you put emphasis on "punk". Most of the time is rich kids playing with toys.
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>Last Thread
>>50150979
>>50156441
Forgetting the Edition Edition
Hey does anyone have the new Sisters of Silence assembly instructions and could post a shot of them? I got some off eBay and have no instruktions
>>50156447
imagine a world where you can just start threads instead of having reddit tier forum rules and stale memes and copypastas required or the village idiots get mad
I have a dream that we can live in this world
>The GM announces that his next campaign will involve the PCs being glaciers
A race against time to crash into China before you melt?
Do you literally have nothing else to do all fucking day except make shitty greentext threads with zero actual content or merit behind them?
I bet that announcement would get an icy reception.
Any one played d&d, or any other roleplay games for that matter, through tabletop simulator? Was it fun? Any suggestions?
Its fine but needlessly complicated. Just use Roll20
>>50156153
It makes playing certain simpler games far more enjoyable with internet friends, such as simple card games like Boss Monster. Anything with loads of tokens or complex rolling rules is very not to recommend.
Things that I've done that worked well: Boss Monster, card games like poker.
Things that worked decent: Eldritch Horror
Things that worked poorly: Shadowrun, Android: Netrunner, most other TCG/CCGs.
So long as everyone is familiar with the program and has a comp that can handle it.
Though like this guy said
>>50156258
Complexity and this program don't always work well together.
There's not enough minis for dnd in my opinion.
Does anyone remember this game? If so, how would you develop the setting for a game or create a setting inspired by it?
>>50155939
CATastrophe, only furrier?
>>50155939
I do. Its honestly your classic flying islands kind of setting. So Any game that does well with ship to ship combat with some rules for doing air-to-air combat with small planes and maybe a mecha thing too would work out.
Though for the last two a secondary character sheet would do for the mech if you even want to include it. However, that's just for actually running it. In terms of actually doing the setting well, you don't have to over think it. In fact, you can just keep things nice and simple. Keep it idealistic, make the tech rather high-fantasy. Most importantly. Try and just ...make it a dumb romp with an evil team of bad guys and more.
The more you overthink a setting like this the more you fuck it up.
>>50155939
no but i remember Tail Concerto
So pretty much newbie DM here. I tried DMing once before with some friends, didn't really care for it or enjoy it.
Decided to give it another try with another set of friends and hope it goes better.
Could I get some advice to both help myself enjoy it more and make an enjoyable game for my players?
If it helps, the setting I'm thinking of throwing them into is they're all members of a guild that takes on various jobs (monster slaying, saving people, etc).
>>50155342
your job as a DM is to make a game thats fun for you to run, and the players second, no magical realm obvious, but if you gotta make a dungeon, make the monsters one you'd want,
>sketetons?
put in skeletons
>orcs?
ORCS!
>slimes?
SLIMIEST
other than that,
>be prepared to run the game
>improv a bit, don't make everything too rigid
>make it deadly, its more fun for everyone,
>let them know it will be deadly
>>50155342
>Could I get some advice to both help myself enjoy it more and make an enjoyable game for my players?
I'm going to give you some advice that I think should be given to new DMs far more often than it is:
>don't
>plan
>ANYTHING
Come up with a general outline for where you think the session should go, and just make shit up based on what the players do. You'll be amazed at how easy it is, and how much less stressful it is than trying to run things by a time table that you planned 3 weeks ago on adderall.
Other than that, just give the players what they're expecting. People don't want to be surprised, or have to adapt to the unexpected (case in point: you're playing D&D). So don't try to surprise them. Throw difficult things at them that are difficult in exactly the way they're expecting, because otherwise they'll slam their heads against a brick wall and never come close the solution that you came up with.
>>50155477 also has some solid advice. I love reptile monsters, so I use lots of dinosaurs and kobolds and lizardmen and shit in my campaigns. Just do what you like, and the players will have a good time. And if they end up not having a good time, hey, maybe on of them will want to run the next campaign!
>>50155342
Some people will like it, some won't. You're most likely to get new players from MMORPG or CRPG players. You'll fail sometimes but don't let that bring you down.
Read the books, read some modules, salvage what's good, go for it. There's no 20minute wonder, read at least one dungeon master's guide, know the system well, and go for it. Read, read, read.
Adventurer's Guild is an old and worn out cliche for most of experienced players and GMs, but if you're playing with newbies it works. Especially if the players are animefags into shitty anime like Fairy Tail. If you need some plothooks, read up on the Mouse Guard RPG, the mice are basically an adventurer's guild and they deliver mail, protect caravans, patrol and roadbuild. Shit's interesting.
First time playing 5e with friends.
Lore Bard Dwarf or Gnome?
Thief Rogue Dwarf or Gnome?
Wizard Dwarf or Gnome?
Dwarf Baker?
How do I do these and how should I build them/what should I go for to be helpful?>inb4 D&D
>inb4 Ever playing D&D
I'd much rather play CoC 7th, but I was outvoted. It's cool though, I'm sure we'll have fun.
5e is hard to build wrong. Just make sure you put your highest stat on whatever your class needs. All of the things you listed can work. Some racial bonuses might give a slight edge at the start to one stat but since everyone caps at the same,max it doesn't really matter in the long run.
Play what's fun. Build a character concept first and for mechanics to it after.
>>50154806
Good point, mate! Last edition of D&D I played was 3.5e a long time ago, and I'm surprised at seeing the Fighter and Monk not being utter garbage, which is really nice. One thing I do miss is being able to do ridiculous things with high stats/skill checks.
But now I'm wondering if centering yourself around being a Dwarf Baker is fully possible.
>'Tis a fine lastry indeed, my Dwarven friend.
>Aye, I could recognize the taste and exquisite texture coming together in this sweet confection as Dwarven work.
Maybe a Wizard or Rogue. Bard maybe?
Live long enough to become the world's greatest baker by travelling the world and seeing the finest pastries there are to offer!
>>50154718
Gnomes would have a statistical advantage in all of the classes you posted, due to racial bonuses and the way character generation is handled in 5e. Basically, character stats are capped at 20, and 18 is the highest you can point-buy or roll. Therefore, a gnome's +2 Int gives you a higher stat ceiling for a wizard, and a forest gnome's +1 Dex means you can save the points on an 18 (as opposed to 17) stat or get to an ability modifier with a one-off roll.
Still, as >>50154806 pointed out, you can basically build whatever you want in 5e. Only listen to me if you feel the call of the munchkin.
How to get past that crippling fear of failure and actually start writing a setting/homebrewing/any /tg/ related project?
>>50154648
Failure of what?
>>50154648
Alcohol
Drugs
Sleep derivation
Not giving a fuck
Accept that you will fail. Alot. You'll get over the fear of it eventually.
Does anyone else actually anyone Games were you play level one peasants killing rats with a pointy stick.
For some reason I always found it more epic than being some at the mythic hero killed dragons with some magic sword.
>>50154512
In a Skulls and Shackles game I captured four dire rats and stuffed them in a barrel, then war trained them. Still waiting for the opportunity to use them.
>>50154512
Yeah, I feel you. IMO, any character that gets to high level should feel like he earned it by survivng.
Go check out the OSR thread, my man. There are likeminded folks there.
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Old Thread: >>50149960
We talkin' bout knights now, niggas.
>>50154322
What makes a knight chivalrous? Is he born with it or is it something drilled into him?
>>50154364
Not quite a "knight", but I'd say it qualifies.
got a question for ya, /tg/. What do you love about 40k? I mean, what draws you personally into the setting?
the fact is, I see a phenomena quite often where someone will take an obscure piece of fluff and enjoy how it alters their idea of the setting, but as soon as they share it some autist comes along and tells them how they are enjoying 40k wrong.
So tell me- what does it for you?
>>50153800
>What do you love about 40k?
The conspiracy theories about the missing primarchs.
Also the aesthetic, and the over-the-top METAL AF attitude towards everthing. Ever aspect is blown up to its maximum potential. Nothing is small. There's something attractive about a battlefield littered with billions of corpses, and never ending wars.
>>50154206
You are enjoying 40k wrong.
>>50154254
No u