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Archived threads in /tg/ - Traditional Games - 3040. page

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this is the WoD player base.
13 posts and 2 images submitted.
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Malkavians are the fucking Kender of WoD.
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>>48633611
CofD>WoD
Stay mad Cainites
>>
>implying no other roleplaying system has these people

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In the future of space, space money is still used. Most is digital, but sometimes it's physical. What does it look like?
13 posts and 5 images submitted.
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>>48633512
What did nazi money look like?
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>>48633512
Rigid rectangles made out of translucent green plastic. The relevant currency symbol is printed on the side, and some sort of circuitry is visible within, which may or may have to do with the things actually interfacing with anything electronic.
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>>48633512
Dust.

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>be me, newfag to tabletop
>played dawn of war, got interested in 40k universe
>not sure where the fuck to start lore-wise
help me anons, you're my only hope
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I also want to get into 40k but dont know where to start.
What should i do first?
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>>48633476
>>48633501
The standard starting point for lore is the various Imperial Guard novels.
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>>48633476
>>48633501
If you're into wiki-walking, Lexicanum is a good place to start. That's how I learned most of my lore when I got into 40k:
http://wh40k.lexicanum.com/wiki/Main_Page

The various codices are also good places to start:
https://mega.co.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ

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Any tips for a STALKER campaign?
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>>48633286
Hide the chairs.
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>>48633286
Quick save/load.
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>>48633356
>>48633379
lol ok but seriously tho

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Hey /tg/ I've been worldbuilding a bit in preparation for a game I'm going to be running. It's a mid-high fantasy setting, and technology-wise is shortly after gun powder has been discovered, but before a whole lot has been done with it.

I was going to try out Dungeon World as the system, but DW just seems to limited and vague. I've run PF plenty in the past, but I'm tired of players abusing the system and making overpowered characters.

DW is a nice boiled down system that seems to streamline the rpg experience, though it boils it down to a point of limitation. And it's vague as fuck for some things.
vs.
PF has more options than you can shake a stick at (and I know the system pretty well already), but is very breakable*.

***My question to you /tg/: which system would you recommend that has the most balance + a fair amount of character options + (-optional- less rules than PF)?***

I was hearing Strike! is a good way to simplify but not forgo a decent combat system, but is there any truth to this?

And really, just any other system recommendations would be greatly appreciated.
20 posts and 2 images submitted.
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>>48632774
Strike! isn't particularly good. It's okay, at best.
If you're not adverse to newer D&D systems you can use D&D 5e, which has both classic D&D stuff and rules for basic firearms in the DMG that doesn't make them particularly gamebreaking.

If you're adverse to D&D-types entirely, go with Mutants and Masterminds 3e; it's only superficially similar (it uses a d20, but ONLY a d20 and that's it), and the system itself is highly flexible, using a classless point-buy method to build characters with powers and abilities based on Effects rather then preset limitations with the fluff surrounding these effects up to you, greatly diversifying the ways spells and such work.
There's a suppliment for 2e called Warrior's and Warlocks which details how to make fantasy comic book heroes or D&D style heroes in the 2e version of M&M, and the system is similar enough that I've copied it to make characters like Conan the Barbarian in 3e and so on.

While in theory just spending the right number of points lets any creative player "break" the system since the effects of abilities are not set (being based ONLY on how much you spend on it) this means that making extremely powerful game-breaking abilities means the player will be shitty somewhere else, especially if you give them less power points (build points) to start with.
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>>48632934
Here's the 3e core rulebook
http://www.4shared.com/office/qhY9hhdL/mutants_and_masterminds_3e_her.html?locale=en
Here's Warriors and Warlocks
http://www.4shared.com/office/bNrpXnYy/mutants__masterminds__2nd_edit.html?locale=en
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>>48632774
Plenty of options there.

>Apocalypse World: Fallen Empires (better than Dungeon World in every way)
>D&D 4E
>Legend (Rule of Cool)
>Fantasy Craft
>13th Age with Touhoufag's recommended fixes that have been archived somewhere, but I don't have the link at the moment.

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>What are you playing
>What are you brewing
>Rate Spell Queller on a scale of 1-10
>Is our lord Ishkanah our only hope?
>What are you hoping for from Kaladesh?


Also, I am so fucking certain that just landing this guy on turn 4 means victory. How do we play this card boys?
24 posts and 4 images submitted.
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>>48632632
>>What are you playing
GU Clues
>>What are you brewing
RW Humans
>>Rate Spell Queller on a scale of 1-10
8
>>Is our lord Ishkanah our only hope?
Who ?
>>What are you hoping for from Kaladesh?
Artifact matter set
New toys for my RDW deck
Assemble and Contraptions
>>
>What are you playing
Grixis Control

>What are you brewing
Grixis Control

>Rate Spell Queller on a scale of 1-10
Forced as fuck / 10

>Is our lord Ishkanah our only hope?
I love the spider. Opened 2 in my last 2 drafts. I also enjoyed the shit storm when she was revealed and every bad player said she was shit.

>What are you hoping for from Kaladesh?
For WotC to man the fuck up and allow strategies outside of various flavors of midrange garbage.

Print some shit for mono-red burn, print some draw-go type cards, print a good board wipe, allow some sort of fun combo deck in the format
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>>48633106
>Draw-go

sorry friend. Maro hates draw-go

Only fun interactive midrange mirrors for all!

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The new and improved iteration of /int/craft is coming out tomorrow (Friday, August 5th) at 3 PM EST.
Based in 1880 AD, it will use plugins such as Towny, Ships, Cannons, and Crackshot, and have many meme recipes, old and new.

IP: intcraft.lunas.host
(NOTE: Pirated copies are not supported. Sorry.)

Grace will last until a week after launch (12th of August). PvP will be disabled for three days after launch, and warfare, cannons, colonies, etc. will all be prohibited until grace ends. If you join or make a big faction early, you can even engage in the Council of Paris, which will be overseen by the admins on the last day of grace, and will lay out every historical claim a country may have!

Details on (WAR) overhaul after the jump.
27 posts and 7 images submitted.
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I will not blame anyone for looking at the past iterations, seeing the shittery in those, and being naturally skeptical of this new one. The past iterations were bogged down by very destructive admins.
This server, however, has different admins which have been playing for a long time. Plugins have been switched, RP and rules will be more enforced, and there will hopefully be minimal deleting of the server by buttmad admins.

War has received an overhaul - instead of two factions fighting tooth-and-nail because they feel like it, wars have to have scale and interest. If you nuke someone because they killed you by accident, you're done. If you annex another nation just because, you're done. You need to have a worthwhile CB to declare war. As well as this, you can install puppet governments, colonies, have revolutions, etc. This will make it much more complex and ~realistic~ than just an extermination fest like it was last time.

New plugins also allow you to make better boats and craft better weapons, and new meme recipes have been added. I'll post them if anyone has any interest.

Keep in mind: all of this is liable to change if nobody likes it or it turns out to not be as good of a system as many would think. But, this is a very promising and interesting prespect in my opinion, so I hope you'll play and have a great time roleplaying in autismblox with all of us.

>cred: other shill I shamelessly robbed for this
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Join Japan desu
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>>48632821
N-no D;

Actually when I first joined was SO down to be a Japanese but y'all told me to go fuck myself and that I was unwanted. Kind of took it to heart desu.

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>magic system based off Harry Potter
>Subtract the OP spells
>Add in staves, orbs, tralismans, articles of clothing, rings, geometric shapes, runes, vases/boxes, spyglasses, wheels and animals as potential magical focuses beyond just wands

Sound like something you'd play?
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>>48631305
Sounds like a different magic system to me. But I would be interested I guess.
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So nothing like Harry Potter then?
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>>48631305
nope

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What if Magic cards were made of glass? What if these Magic cards were filled with some sort of liquid?
17 posts and 2 images submitted.
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You tell me
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>>48630873
It would be a lot riskier to slam the winning play down on the table like some kind of Yu-Gi-Oh character, for one.
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>>48630873
Then magic cards would be made of glass and filled with some sort of liquid. Next question.

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>"If you treat with the Warp, Magnus, I shall visit destruction upon you. And your Legion's name will be struck from the Imperial records for all time."

What did the Emperor mean by this?
14 posts and 3 images submitted.
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>>48630650
I think he was basically telling Magnus to stop fighting for the Emperor.
>converted to chaos no matter what happens because tzeentch
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>>48630650
>says that while making a giant chair for magnus to sit in and exercise his massive psychic power
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>>48631722
its a shame he told him not to use warp fuckery after he disrupted the webway plans

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>These role-players are GNS casualties. They have never perceived the range of role-playing goals and designs, and they frequently commit the fallacies of synecdoche about "correct role-playing." Discussions with them wander the empty byways of realism, genre, completeness, roll-playing vs. role-playing, and balance. They are the victims of incoherent game designs and groups that have not focused their intentions enough. They thought that "show up with a character" was sufficient prep, or thought that this new game with its new setting was going to solve all their problems forever. They are simultaneously devoted to and miserable in their hobby.

>My goal in developing RPG theory and writing this document is to help people avoid this fate.

http://www.indie-rpgs.com/articles/1

Why is GNS and RPG theory in general not discussed more on /tg/? We all spend a lot of time complaining but not much trying to improve our RPG experiences.
34 posts and 4 images submitted.
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>>48630469
Most people don't want to make an effort to learning more about how to have fun differently.
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>>48630469
>synecdoche

Aaand...dictionary.com gets another thousand-hit spike.

Are you the person who posted the insouciant thread yesterday?
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>>48630469

>These role-players are GNS casualties. They have never perceived the range of role-playing goals and designs, and they frequently commit the fallacies of synecdoche about "correct role-playing."
>Discussions with them wander the empty byways of realism, genre, completeness, roll-playing vs. role-playing, and balance.
>They are the victims of incoherent game designs and groups that have not focused their intentions enough.
>They thought that "show up with a character" was sufficient prep, or thought that this new game with its new setting was going to solve all their problems forever.
>They are simultaneously devoted to and miserable in their hobby.

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How does one go about fighting a troll /tg/? Is it better to use a sword or an axe? Should you try to lure it in with a trap or go fight it head on? Is one likely to bait you?
11 posts and 5 images submitted.
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>>48630239
Lure it into a trap, spears work best for basic damage, and carrying around grease and a torch will help you keep it dead. They're not likely to bait you unless they're a huldra or a comely she-troll. Regardless, you must always be wary.
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>>48630267
>They're not likely to bait you unless they're a huldra or a comely she-troll
Whoa, really? This was just a joke thread but now I'm genuienly interested. I've never been trapped by any troll
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Use a summoning spell.

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Show us your prettiest maps, /tg/
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>>48629718
>Yet another Tolkien map

>>48631252
>Yet another Tolkein map flipped on its side

>>48633878
>Autismal detail on that island in the North
>That gigantic blob in the south just described in extremely vague terms without clear borders

It's clear where the "artist" gave up.

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I'm running a 1st edition campaign because it's what I have the books for and fuck you it's what I started playing with when I was in highschool and nostalgia is a powerful force in the universe.

But guise, my last DM had some in house rules that made sense. The only problem is I cant remember what those were for the life of me.
So do you fa/tg/guys and ca/tg/girls have any good house rules for AD&D that I should consider?
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Designate one player as the 'time tracker' and make them tick of turns of dungeon exploration.
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Designate one player as the 'gopher' dock XP from the entire party every time they do not fetch something for you.
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Use this convenient table for variable weapon vs. AC To-Hit.

In one of my pathfinder games I've been trying to figure out how to plan out my next back up character but everything I make is considered overpowered by the DM.

To start with I rolled up a necromancer, base class shaman, with the explanation that'd I'd only have one undead. DM was cool with it but when I created my first undead, a basic skeleton, he mentioned their were enemies in the campaign that can seize undead instantly with no save at range. He talked about it and he straight up told me if I raised any minions I'd be a liability to the party, so my necromancer reverted to a basic shaman and completely ruined the back story I made to it which was necromancy focused. Because the character was built for necromancy I went from potentially strong to laughably weak compared to the rest of the party.

While discussing what I could roll up with in case I died, which is now likely, I mentioned I'd probably roll up a goblin alchemist. The DM then informed me alchemist was banned for being overpowered. I showed him the stat build for it and he still thought it was over powered.

My damage was 3d6+7 max at our level (6th) against a single target, with a DC 16 for save versus splash. My AC is 22 while buffed via mutagen.

It's decent damage and AC but I was told it was far too powerful, which was mildly annoying because one player who is playing a dragon trapped in human form (seriously) adds additional damage based on dice rolls when using fire spells (5d4+5, 4d6+4, 6d6+6 etc.) and way outpaces the alchemist by nearly triple the damage.

I was mainly building for flavor as a reckless scrap scavenging goblin but it was shot down. So I thought about rolling up as a barbarian as the party had one that was focused on mounted combat, figured I'd roll up a decent damage absorber and front liner.

No archetypes, no ridiculously abilities, just a barbarian with a strength of 18. I was told this was also overpowered. Without quitting the game what should I do?
12 posts and 3 images submitted.
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>>48629150
Quit the game. Your dm is a Colossal Douchenozzle(cr 18)
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>>48629150
>Nothing.
>>
Play a god wizard. You won't deal much if any damage but you will truly be overpowered. Your DM probably won't notice because he sounds like a moron.

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