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Archived threads in /tg/ - Traditional Games - 2903. page

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Yugioh thread

Discuss cards, decks, strategies, etc

New banlist
http://www.yugioh-card.com/en/limited/

YGOPro (Windows): https://docs.google.com/uc?id=0B6B7GsCVf45zRUZnVHJid0N0eHc&export=download
YGOPro (Mac): https://mega.nz/#!fREAVBwZ!cOQG_5oHFKgjfwz4dVUtAW88w9gqRrvWyeFZ7zI_bVM

Useful Links:
Current Official Rulebook, last updated 6/27/15
>http://www.yugioh-card.com/en/rulebook/EN_SDSE_Rulebook.pdf
Wiki with a wealth of information for the players
>http://yugioh.wikia.com/wiki/Main_Page
Yu-Gi-Oh! stock market
>http://yugiohprices.com/
OCG decklists
>http://ygodr.blog.jp/
TCG decklists
>http://yugiohtopdecks.com/decklists
TCG/OCG news sites
>https://ygorganization.com/ >http://blog.livedoor.jp/maxut/
>Hypergeometric Probability Calculator
http://yugioh.party/

Upcoming Sets:
●OCG: Extra Pack 2016 (September 10th)
●OCG: Structure Deck R: Machine Dragon Re-Volt (September 24th)
●OCG: Raging Tempest (October 8th)
●OCG: Booster SP: Fusion Enforcers (November 12)

●TCG: 2016 Mega Tins (September 1st)
●TCG: Legendary Decks II (October 7th)
●TCG: Structure Decks Yugi Muto and Seto Kaiba (October 21st)
16 posts and 1 images submitted.
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>>49046955
>>49046955
Strike and Infinity are already confirmed reprints in the tins. Think Kozmo will be as well?
>>
>>49047810
With the amount of reprints Kozmo gotten they might as well be given a structure deck.

I don't know how legit is this list but seems reasonable.
MP16-EN022 Clear Wing Synchro Dragon
MP16-EN027 Galaxy Cyclone
MP16-EN033 Jar of Avarice
MP16-EN078 Odd-Eyes Rebellion Dragon
MP16-EN103 Tatsunoko
MP16-EN139 Odd-Eyes Vortex Dragon
MP16-EN140 Scarlight Red Dragon Archfiend
MP16-EN149 Odd-Eyes Fusion
MP16-EN151 Painful Decision
MP16-EN162 Painful Escape
MP16-EN210 Buster Blader, the Dragon Destroyer Swordsman
MP16-EN231 Solemn Strike
MP16-EN233 Ultimate Providence
MP16-EN237 Cyber Dragon Infinity
MP16-EN239 Traptrix Rafflesia
>>
>>49048088
Wouldn't mind getting ahold of a Clear Wing and a Scarlight reprint. Sold mine awhile back. I just wish they would make holo prints of Swap Frog, Dupe, and Ronin

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1st Generation Supers, "The Supersoldiers", were mostly adult males augmented by the US, German, and Soviet militaries for use in WWII, the Korean War, and the Vietnam War. The US program began production in 1942, the Soviet in 1945, and both ended with the SALT* Treaty of 1972. The German program ended with the Fall of Berlin in '45.

2nd Generation Supers, "The Mutants" are the children of Supersoldiers and were mostly raised as normal human beings until developing superpowers as teenagers.

3rd Generation Supers, "The Metahumans" are the offspring of Mutants, and most develop their powers at a very early age and are often raised in unconventional environments.

* Superhuman Augmentation Limitation Talks
11 posts and 1 images submitted.
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The first Mutants were Baby Boomers manifesting their powers as teens in the 1960's, finding their way in the anti-war movement at a time when the government was still producing new Supersoldiers.

The last big wave of Mutants are the children of those Supersoldiers empowered in 1972 as the program was being shut down. The first major string of power eruptions among this group of teenagers happened in 1987.

The first Metahumans caused a major public panic in the United States, being the offspring of "unwed draft-dodgers and radical Mutant separatists". The danger young children with superpowers posed to themselves and others provoked government intervention, leading to the first cases of superhumans in the US being raised to be government super-operatives.
>>
http://i.imgur.com/NMljk8i.jpg
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Other nations possess supersoldier programs, despite the best attempts at Non-Proliferation. The People's Republic of China had tests as early as 1964 and began production in earnest in 1967. They didn't officially agree to stop production until signing the broader 1999 Non-Proliferation agreement, but the extent of the program or of China's possible proliferation of Supersoldier drugs during the intervening period is not known.

What is known is that in 1979 the Chinese, with American foreknowledge, attacked the Socialist Republic of Vietnam (ostensibly to defend and support the PRC's ally in the region, the Khmer Rouge). This involved a raid, the first large-scale action of Chinese Supersoldiers to be witnessed by the world community, as well as the massing of several top-tier Chinese Supersoldiers on the Soviet border, along with conventional troops, as part of deterrence against Soviet reprisals on behalf of Vietnam.

The darker side of this story is that it is suspected some scholars that before Mao's death and the passing over of power to Deng Xiaoping, the PRC may have provided Supersoldier drugs to the Khmer Rouge between their ascent to power in Cambodia in 1975 and Mao's death in September of the following year. But if the Vietnamese encountered Cambodian Supersoldiers during their defeat of Democratic Kampuchea and uncovering of the regime's genocidal acts, they suppressed that information for unknown reasons.

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Is there any fantasy setting that's inspired by early colonial America?

If not, would /tg/ care to design one? Complete with early American folklore and Native myths and legends?

Because, imo, that'd be pretty cool.
16 posts and 2 images submitted.
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>>49046199
It's really weird, being European and all, how do you guys don't use North American Indians more in settings and stuff, than I remember only WoD and Dragolance used it for fantasy. While putting blacks everywhere, Native americans are nearly never found, and then mostly Mayan, Incans or Aztecs wannabes. Btw NA obsesion with blacks isn't very healthy, the interracial cuckold thing specially it's out of hands.
>>
>>49046317
>>49046317

The good savage myth is falling out of tune with our times. Besides, in fantasy there are already the elves as treehuggers.
>>
>>49046199
Solomon Kane?

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Do you know those games where you have the usual "big three" social offense skills? One for lying to people, one for talking to people in a mean way, and one for talking to people without lying or being mean?

D&D 3.5, Pathfinder, and 4e: Bluff, Diplomacy, Intimidate
D&D 5e: Deception, Intimidation, Persuasion
Fate Core: Deceive, Provoke, Rapport

Would the "talking to people without lying or being mean" skill still be worth it if it was split up into two skills? On its own, it usually IS the most useful one of the bunch, so would splitting it up into two be acceptable?
43 posts and 7 images submitted.
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What two would you split it into?
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>>49045818
How are you proposing the skill's domain be divided up?
>>
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>>49045841
Not him, but I could imagine it being split up into befriend and negotiate, with the former simply being getting someone to like you and the latter getting them to do something they otherwise wouldn't do. It'd be the difference between:
>the guard lets you pass because you're homies4lyfe
>the guard lets you pass because you offer him half his monthly wage as a bribe

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Your an RPGr right?
13 posts and 3 images submitted.
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No, I'm medicated crazy, I can't get hold of a BB-gun, much less anti-tank missile.
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>>49045009
No, my an RPGr left.
>>
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Sure, I roleplay more than your mom.

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Should role-playing characters have 'backdoors' whereby game masters can surreptitiously make changes to characters without player consent?
13 posts and 1 images submitted.
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Why is this a thing you'd ever want/need?
>>
Depends on the system.
>>
>>49044934

Imagine a player looking down at her character sheet and noticing that something is suddenly very wrong.

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https://www.youtube.com/watch?v=kVE-mncKFsA
>THEY DID IT
>THIS IS WARHAMMER HOW IT'S SUPPOSED TO BE.
>FANTASY THREAD
>SUMMON THE ELECTOR COUTS!
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>>49044757
I didn't realize how much I needed that.
>>
>>49044757
Sometimes i forget how much of bitch Sig was
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>>49044757
That's a lot of 'S'

I still need to see pic related happen anyway.

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Just started a new 2e game eith my friend as the only current player this weekend. I was quick generating some potential characters to party up with him.

fighter with 5 con, and very little money. played him as a very earnest son of a disgraced knight, trying his best despite a persistent rasping cough and shortness of breath [possibly asthma].

my friend seemed to really enjoy the way I played Lothar, and we agreed he's pretty awesome as a character.

due to the basic class abilities, specifically being able to wear decent armor and weapon specialization, he still carries his weight.

shit random rolls became the seed for a fun and interesting character.

but please, by all means, keep denying that honest rolls are objectively superior to point buy.
16 posts and 2 images submitted.
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>>49044746
You're entitled to this opinion. I, personally, find random rolls constricting. On the other hand, I tend to play exactly one campaign in any given system and have an idea for what I'd like going in. If I only get one shot, I'd like to play an effective version of my character concept. If I played a lot of games in one system, or if the system was built around it, I could certainly see how rolled stats could give a more dynamic start or breathe new life into a tired game.
>>
>>49044746

What >>49045026 said. Random roll-and-keep is for a very different style of play. If you walk in willing to make anything, and minimal character attachment is a positive (grindy dungeon crawler), then random roll does just fine. It's also advantageous for speedy character creation. If you walk in the door with a character concept, however, a randomized statblock may never meet the threshold necessary to effectively make that character. As you've shown, playing the least restrictive of concepts - vanilla Fighter - can mesh just fine, but by RAW you're not making a Paladin, the end. Also, in a system where suboptimal play is punished, the lack of agency baked into creation will frustrate and turn off the unlucky.

For every random roll success story, I have two of early-game suicide chains in an attempt to actually make the character you want instead of the one the dice handed you.
>>
>>49044746
>guys, rolling stats is superior
>proceeds to give a superficial accessories to a character
>thisisrealroleplay.jpg
You gave the lamest excuse for a reason to roll stats possible, and proceeded to ignore how you will eventually die to a basic poison before level 5 and get a new chance for stat rolls to swing wildly the other direction.

Plenty of games do really well with rolled stats, and a lot don't. Most modern games use a stat array of some kind because it is mechanics that mean little to a character and the designers needed more balanced stats. Some games are like RuneQuest 6 where roles stats can hurt but don't outright cripple a character who can find ways to improve the area's he is really weak. It depends on how robust a system is to asymmetric balance.

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What would be in your ideal mecha tabletop RPG? I'm working on designing one, focusing on lightweight combat mechanics and high customization. Apart from those, what have you always wanted from a mecha system?
34 posts and 7 images submitted.
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>>49044656
A Custom Robo based system? Sounds like an interesting project. I've mulled over this concept a few times in my head so I'll post the main points I keep revisiting to help establish a baseline for you OP

The system should be lightweight and fast like you previously mentioned. If a pilot or builder section of the game exists, they should utilize different stats from the mech all together. The builder could possibly have a "Creativity" or "Skill" stat that influences the degree of customization his mech parts can receive.

The system must either include a large Armory with preexisting parts of a large variety or a method of customization that does not bog down the core gameplay excessively. Maybe parts customization utilizes Traits or Effects that modify existing "template" parts. I've had experiences making a massive database like the Armory idea and overall lean towards freeform customization since it was a nightmare to type up but the option is still present and has it perks like ease of balancing options.

For example, a few baseline templates could be "Standard", "Close Range" or "Long Range." Applying traits like "Powerful" could lower range but up damage. Some other Traits could be akin to "Spread", "Freeze", "Angled", or "Rapid Fire". Cosmetic Traits such as "Dragon: could also exist
>>
>>49045732
For core dice system, I never really settled for one, but it should involve contesting rolls of some kind. For a Metroid RPG I designed, stats influenced how many d6 you rolled like a d6 pool that was then compared to contesting rolls or DCs, so something like that could work. I'll attach it to give you an idea of what I mean.
>>
>>49045790
Last up, I'd be happy to lend some more ideas over Skype or something. I design systems in my free time and am just finishing up another update on my Fire Emblem game so I'd be free to throw ideas out or refine existing concepts further.

What do I do when my players can't follow any sort of plot and I need to make things up on the fly because of it?

For example, I was trying to lead the players to a bandit hideout by having a thief grab one of the player character's coin purses, the players likely would chase him, and he would lead them to the hideout. Or, the players would stop him before he gets there and interrogate him, etc.

How it ended up playing out.
>Bandit grabs coin purse, runs
>Rogue player decides to fire a bow at his leg
>Misses
>Players give up, assume hes gone for good

They also, never opt to do any real roleplay and instead just opt to murder for whoever pays the highest dollar. I've decided that the next campaign, im writing them as a mercenary team working for an army so they can have maximum fun playing for the highest bidder.

What can I do /tg/? Or should I just let them because the mercenary psychopaths they want to?
14 posts and 2 images submitted.
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Okay, I'm missing something here.
Do you let them roleplay, or do you describe absolutely everything for them?
Also, there's nothing wrong with just flat-out saying, "You know, with a bit of effort, you could probably hunt that guy down."
>>
>>49044542
I try to keep it open ended while being linear enough that if they do something unexpected I can still guide them.

Also I don't like doing it. But sometimes I have had to blatantly say once or twice "you're going to ass-fuck this campaign if you don't do this guys"
>>
>>49044494
>I've decided that the next campaign, im writing them as a mercenary team working for an army so they can have maximum fun playing for the highest bidder.
Sounds like you already figured out the solution: your players don't want that much of a plot. They basically just want an action movie plot. Minimal political intrigue, just enough justification to get you from one battle to another.

And that's okay.

Guilds of Ravnica.

God Tier:

Gruul
>No real rules. Drunken feasts and orgys. Other guilds fear them.

Orzhov:
>Heavy taxation makes you wealthy. Essentially immortal.


Good Tier:

Boros:
>Strong military. Fuck up degenerates with little consequence.

Izzet:
>Experimental science

Simic:
>Biological science. Play god

Ok tier:

Rakdos:
>Sex orgys and bdsm. Edge lords with yolo mentality.

Shit tier:

Azorious:
>fuck the police.

Golgari:
>Unwanted filth. Sewer dwelling mutants that nobody wants.

Dimir:
>All the edge of Rakdos with none of the charm

Selesnya:
>Hippies.
11 posts and 9 images submitted.
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Elder Gods Tier:
>Golgari

God Tier:
>Izzet
>Rakdos

Good Tier:
>Azorious

OK Tier:
>Orzhov
>Boros

Shit Tier:
>Dimir
>Selesnya
>Gruul

Simic Tier:
>Simic
>>
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>fuck the police

Disrespecting an officer of the law is a punishable offense.
>>
>>49043997
>Gruul in God Tier
Nice.
>Izzet in good tier
Bleh.
>Golgari in shit tier
Opinion disregarded.

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So I just got banned from my local game store for handing a few of these out. Apparently, I was making the women feel "unsafe".
25 posts and 7 images submitted.
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Don't go to a game store to hit on women, you dolt. People are there to play and talk games, not find romance or hookups.
>>
Sure you did.

We totes believe you.

Totes.
>>
I've played this game before. The perfect counter is the "I'm not here to educate you" card. Would have been embarrassing if you'd hung around long enough to see it played.

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Rolled 17 (1d20)

Welcome to the thread for d20 station, a rules light Space Station 13 server.

>What is Space Station 13?
It's a 2D top down atmospherics simulator with who dun it gameplay layered on top. Each crew member aboard the station has a specific job to perform, while a select few are selected to be traitors (assassin/spy/thief).

>How do I play?
You'll need to download the BYOND client. There's games other than SS13, but enter those at your own risk.
BYOND Download link: http://www.byond.com/download/
You'll also want a BYOND account,which gives you a ckey so you can save preferences and be recognized by the game. It's highly recommended to make an account if you're experiencing connection issues or don't want to be a fat tourist/starving space bum.

To connect: Open BYOND, click the gear in the upper right. Click "Open Location" and paste in the IP below.
byond://76.16.8.127:28014 OR byond://d20station.ddns.net:28014

>How do I play
Use OOC (backspace say" in the bottom, type OOC and hit enter) and ask someone for help on how to play. People will almost always help you get a grip of the game if you're polite about it, just don't reveal too much in-round information in OOC. There's also wikis dedicated to documenting the spaceman way of life, but they vary widely from server to server.

>What are the rules?
The rules are very relaxed and admins try to take a hands-off approach to administrating. Admins will generally only intervene if someone is explicitly playing to ruin the game or being a dick. Reminder to read the rules in-game.

>What map/code do you run?
We run a heavily modified Ministation map with mostly custom code. Most jobs on Ministation are merged with similar counterparts and head roles have been re-enabled.

>D20 wiki where?
http://robustvinyl.com/ss13/wiki/

>When does everyone play?
Check out the server pop graph to see when people are playing: https://www.ss13.se/servers/3031/

>Who are these tripfaggots?
Usually admins/coders in the server.
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1. for Augmentations.
>>
>>49044943
>Augs
Genetic engineering is where it's at nigga.
>>
>>49044960
>being a meatbag

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post the first models you ever painted.

>khorne demands that maces bared in his name must have handles of flesh
11 posts and 7 images submitted.
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Can't even remember mine.
I know I had some Eldar "painted" as saim-hann back when GW had blood angels red spray in the mini can.

Silver guns, one coat of thick white on the helms and black bits everywhere. That shitty sawdust green flock on the base ontop of that red primer.

Eurgh, that's as far as I can remember. I got into Lotr a few years after that and my painting got better and better.
>>
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old pic missing the blue.
>>
>>49043184
>>49044148
>1st model ever
>aos
i feel old.
I began with garage kits in early '90s, but as tabletop miniature I started with some sweet 2nd ed. terminators from warhammer 40k.

Seeking a armor that fits this helmet.
37 posts and 19 images submitted.
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>>49043097
[Not a LARPfag, you should probably post this in a LARP thread or dedicated armor forum]

Reverse image search says it's a modified version of a "barbuta" or "barbute" style helmet.

http://www.armorvenue.com/epic-dark-visored-barbuta-helmet.html
https://en.wikipedia.org/wiki/Barbute

This should help you find the sort of armor that would be worn with it, or at least help to inform whoever else you ask to help.
>>
>>49043097
First thing, nothing. That helmet is a mythical invention of which there is zero evidence for its kind existing. A meme fantasy helm.

However the thing the visor is violating with its ahistorical presence is a barbute, which would go with late 15th century armor.
>>
>>49043097
Dawnguard armor from the skyrim dlc

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