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Say /tg/, let's say the powers that be introduced a new rule to EDH. It says "A non-legendary creature may be your commander except it gains(becomes?) legendary while under your control."

Do you think any interesting decks would arise or are too many build-around-me abilities locked behind the Legendary gate?

Pic related: Flashback a card on demand.
11 posts and 3 images submitted.
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>>48006406
the legendary rule keeps edh in check, imagine sfm and deathrite shaman decks.
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>>48006406
The banlist for EDH just became longer than the list of men your mom has slept with.
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>>48006460
Let it burn then. Also, damn son.

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How does anyone have any time to have kids in the 40k universe? Where are humanity's great numbers coming from? The hive cities have such crushing labour hours and poor nutrition no pregnancy would survive, there's no fucking healthcare as it's apparently cheaper to hire more people than to build fucking railings and safety gear, and outside of the hive worlds that supposedly are the bulk of humanity's manpower either very few people actually live there or the world is such a shithole there wouldn't be any children.

Where do the kids come from, /tg/?
11 posts and 3 images submitted.
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>The hive cities have such crushing labour hours and poor nutrition no pregnancy would survive
You devastatingly underestimate the efficiency of human pregnancy at bringing a child to term.
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>>48005882
From faith in the God-Emperor. If you pray hard enough a baby spontaneously appears.
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>>48005882
Did you know that the highest rate of childbirth tends to be 9 months after a serious disaster?

People love to fuck and the worse their life is the more they fuck.

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I was reading an article about trait distributions and found myself wondering what the shape of the ideal curve for gaming was.

I have heard people complain about flat distributions before, and I can understand why they're not ideal.

So what is the ideal shape for RPG probability?

I've goofed around with the idea in the past before, and ndX take middle seemed kindof neat. The n has to be an odd number, and the more dice you add, the more it skews toward the middle. Additionally, if you are using enough dice you can shift the probability left out right without changing the max and min values, by changing which final die you choose. If you choose the die two above the middle one, for instance, you'll get a curve that skews toward the higher numbers.

No idea if that's how to get to the ideal RPG game probability shape though.

What succeed mechanic do you guys think plays best, and why?
13 posts and 1 images submitted.
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>>48005764
>I have heard people complain about flat distributions before, and I can understand why they're not ideal.

They are adequate if you build your game on binary pass/fail mechanics.

Of course, binary pass/fail mechanics kinda limit your design space which sucks.

Also, on top of curve you need to keep in mind the ease of use.

Yes, maybe your d6+d8+d10+d20 rolling mechanic has the "ideal curve" but it's a bitch to roll and add 4 dice every single time you do something.

I like 2d6, it leaves you room for bonuses and it's fast to calculate (though 2d10 is more granular).

Also worth mentioning is 1d6-1d6, has the same curve but since the average will be 0 it's more elegant to calculate with (imo), but subtraction is harder for people to do fast.
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>>48005809
Hmm.

Is being suited to physical dice that important?

I'd be quite happy with a digital solution that did any math for me and just sit out a result. Everyone I know has a cellphone, and is be just as happy with a cellphone app as I would be with dive, possibly more so if the app somehow makes things better than dice, such as factoring in all your modifiers you and making things really convenient.
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>>48005833
Yeah, and even if you prefer physical dice, you could still just calculate your ideal curve and then make custom dice that have that distribution.

That said... the ideal curve depends on the game you are trying to create, what and when the character's roll for. If you only roll for binary results ("can I jump this cliff? Can I pick this lock?") a flat distribution is fine (d% and d20 systems use this, for example). If you want more degrees of success (or failure) you'll _probably_ want curves, just so the game doesn't turn into an inconsistent comedy of chance (which however could be fun). These can all be mitigated with additional mechanics to boot (say, take 10 for D&D), and we haven't even begun discussing the maths behind dice pools.

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What's the difference between Human and Elf magic and which one is better?
14 posts and 3 images submitted.
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Elf magic comes from their relation to Fae. Human magic comes from wits and study.
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One involves having pointy ears.
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>>48005361
In most settings it's either.
A:elf's are bestest at everything(magic included), humans are only par because of some shitty gift like "they know what's in hell, when elves become pampered pets like gods fav kitty; Tolkien did this
Or
B:elven mages are more populous, human mages are rare but have eclipsing skill by comparison but are also unhinged
C:there is no difference, but that which is found in a nurture/nature cultural clash.

What would a fantasy version of the Mechanicus look like?
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>>48005256
Wizards
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>>48005256

Empire wizards and priests combined with dwarves.
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>>48005256
gnomes from dragonlance

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Fuck is it just me or is creating a campaign seriously the most confusing shit ever. I can do world building just fine, there are no rules or limitations on what I can do. But whenever I go to make a campaign it feels like I'm missing something or I'm doing something incorrectly and my players will pick up on it.

Let's start with outlining, how do you guys start with outlining? Plain piece of paper and do a bubble chart of different possible outcomes that kind of follow a loose plot? Or do you just wing everything in your campaign and get really good at improvising on the spot?
36 posts and 2 images submitted.
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>>48005172
Okay, right. Don't bother doing a flow chart for your plot or anything. You'll spend hours and hours doing that, and your players will either miss it and come up with the ONE thing you didn't think of, or just go down a fairly predictable route.

The best way to do it is to come up with an idea for the adventure you'd like to have your players go on. Do a list of bullet points for the main encounters/highlights in the adventure. Then create characters that can act as catalysts to that adventure, be they NPCs/villians etc. Then sprinkle those motherfuckers over your list of bullet points in the appropriate place.

What you then have is a story, the events of which are dictacted by character interactions. So in essence "my players can do XYZ when they meet this guy, who will introduce them to this woman who will give them this quest" and so on. Make sense?

tl;dr - don't do a flow chart. create a story you want to have your players star in, and then come up with the supporting cast and have them be your tools for getting the players to join the story.

Also yes, you will need to become VERY good at improvising stuff on the fly. Have a couple of characters/short quests in your back pocket ready to go at a moments notice.
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>>48005209

What about pre planning encounters? I ran a campaign before and it just seemed like I was trying to spoonfeed them plot points to get into a certain pivotal interaction or combat and they just end up fucking turning on their heels and running making all the work I put into that encounter worthless. Should I even bother designing monsters or should I just rip out of the Monster Manual.
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>>48005219
>Should I even bother designing monsters or should I just rip out of the Monster Manual.

Yes.

Seriously tho, depends on the group. My group is apparently fine with fighting groups of monsters that have like a single special ability (if that) and the basic strategy of "move close->attack", + maybe a caster (but they bitch about the caster being unfair). Hence, I have stopped trying to make anything unique. Just grab the MM, maybe some adventures (PotA has nice elemental themed enemies) and pick and choose. Also, give like +1-2 to the attack of enemies en-bloc because in my experience ACs get ridiculous anyway.

Would it be possible to invent primitive potato chips in a medieval setting? Would they sell well if a merchant tried selling them?
44 posts and 5 images submitted.
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People fried potatoes as early as the 17th century in Europe. And theoretically, all the materials are there. Cast iron cookware, liquid fat or oil, thinly sliced potatoes, a heat source. That's all you need.
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>>48004971
Medieval peasants were afraid of eating potatoes, but historical accuracy is one of the absolute worst things you can have in an RP setting.
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>>48005062

That's because they looked like nightshade which was deadly.

40k tokens anon is back and i have just finished painting the Space Wolves tokens so i'm taking scheme requests for anything that isn't skitarii i have yet to figure out how to pixel art the missing skitarii parts i need but don't ask me for custom non lore units, i'm not doing it, anything else i'm willing to reedit and/or create.

I will be uploading next version on Friday (Luckily) including this last request.
32 posts and 19 images submitted.
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>>48004780
Do you have a list of already done/requested models?

If you could do some arbites (a judge, a cybermastiff, an enforcer in light armor, and an enforcer in riot gear if that's not pushing it) or an imperial mob of zealots or regular citizens, it would be perfect.
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>>48004974
>Do you have a list of already done/requested models?
i have all the main factions covered using one base color scheme, much wich was made by the Vassal community, i'm just continuing their work. Most things i've done is just recolor with minor details'minor' like the masks for the IG krieg, chapter symbols for the SM, etc. and only a few completly new tokens.

>a judge, a cybermastiff, an enforcer in light armor, and an enforcer in riot gear
what do u want for "riot gear"? a truncheon and shield? bolt pistol and shield? CCW and shield?
Any specific weapon on any of these?
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>>48005044
Could you share a link to your token stockpile?

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>Howdy Guys and Girls :)

>A white raven appeared today and brought me a message - winter is coming ...

>Warhammer 40k turns 30 years old next year. The new edition is due. The clock will be taken from 5 minutes to midnight to 1 minute to midnight with the return of the Daemonprimarchs - or will they return alone? This is the theme of the new setting - think along the lines of 13th Black Crusade - but this time, it's serious. They want to get the same excitement as the community had during the End Times - without actually going as far as Age of Sigmar did.

>Chaos fans - this is your hour. Stop beeing grudgy, there will be lots of love for all of you - renegades, former legions, daemon lovers.

>The lore already start to unfold, with the Shield of Baal and Warzone Fenris - so we are already within the action. As usual, this is a bit of an early talk, so stay cool and take it with a tiny bit of salt.

>regards,
>Lady Atia
23 posts and 4 images submitted.
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>>48004404
>but this time, it's serious
the eye of terror campaign WAS serious

>They want to get the same excitement as the community had during the End Times
that just raises like a thousand red flags in any sensible person's mind
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>>48004404
Sure push the clock a little closer, but for fucks sake keep the primarchs out of this. I'm a huge chaos fag, but seeing magnus, pertrubo, mortarion, angron, lorgar, and the rest on the table is going to be stupid. Leave the guys with name tags to the fluff since the game is about your guys, not named character and friends.
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>>48004404
>The clock will be taken from 5 minutes to midnight to 1 minute to midnight with the return of the Daemonprimarchs - or will they return alone?
yawn
>This is the theme of the new setting - think along the lines of 13th Black Crusade - but this time, it's serious.
yawn
>Chaos fans - this is your hour. Stop beeing grudgy, there will be lots of love for all of you - renegades, former legions, daemon lovers.
yawn

Ten years ago if someone had told me that one day I'd find the teasing of Chaos primarchs and the escalation of tension in the 40kverse to be boring as fuck I'd have called them insane. But then ten years of Horus Heresy happened and I'm sick to death of overdramatic pituitary cases and 40k's fluffwriters hamfisted attempts to wring dramatic ironies from the story.

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How do you deal with a reluctant BBEGrill

She's basically been forced/manipulated into her position by her father/close relation. They convinced her that what they were doing is pure and good, and then they died, and now she feels responsible to see it through.

>she doesn't ping evil.....yet
32 posts and 9 images submitted.
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>>48004384
You drag their ass out of their Ivory Tower and make them see the devastation and death they're causing with their own eyes. You make them look the homeless and starving and orphaned and maimed in the face and tell you that what they're doing is still "right".

If they answer yes, then you leave, and let the mob do what they will. I can promise you they won't give a fuck what "detect evil" pings. Alignments are a fucking garbage mechanic that needs to die and stay die anyway.
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>>48004384

so that's how he does it
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>>48004384
Is she actually doing Evil? If so, smite her ass. If she's actively interfering with my activities but not really doing Evil shit, use whatever means are necessary to compel her to fuck off.

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>yandere elf who obsessively loves humans, and demand to spend as much time as possible with them because of their short, pitiful lifespans
>yandere elf who eventually gets into necromancy and high level magic, keeping her human companions alive, long after their lifespans by turning them into monsters or keeping them in a state of undeath
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>>48003361
is that Inferno Cop with Simon's Spiral Power glasses
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>>48003571
Yes. Space Patrol Luluco was basically a love letter to the Trigger crew's works. And justice.
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>>48003571
No, but Inferno Cop does actually show up.

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Am I the only one who struggles with class indecision? I love Rogues and Rangers and I'll go for a super long time playing one but then suddenly I'll just want to play as the other.
16 posts and 2 images submitted.
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Rangers have essentially become wilderness Rogues.
Ask your referee if you can just be both.
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>>48002798
i have that problem. i always wana try a wizard or summoner but i just love paladins,clerics, barbarians, and rogues way to much. i always have a hard time picking between my favorite 4.and then you got the different RP styles for each one. i never regret my decision but i would always love to play another class.
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i can pretty much only play rogues and fighters, but i really want to try a barbarian.
yeah maybe i'm boring idk.
i'm playing a thief right now, and i just think up other thief characters i'd like to play half the time...

What is your opinion on the 3 CMC Thalia?
13 posts and 1 images submitted.
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I don't play Legacy but I assume it's really good.
It's one less mana per turn (how prevelant are basics?) and one less tap ability and block out of each creature on an on-curve first striker.
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>>48001737
3 mana is a lot in Legacy and by that time it's not really relevant that nonbasics enter the battlefield tapped.
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>>48001614
Automatic inclusion that replaces Mirran Crusader in the maindeck. Card is great on it's own and absolutely ruins fair decks when played in tandem with Thalia, Guardian of Thraben.

>>48001828
>3cmc is a lot
Irrelevant. D&T is an Aether Vial deck.

>ETB tapped is not relevant
It absolutely is relevant and will be backbreaking when played alongside Thalia, Guardian of Thraben.

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Is "merge two specific cards into one dude" executed well in any of the other TCGs? If so, how is it done in them?
23 posts and 3 images submitted.
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Duel Masters.

I'd say that makes M:tG doing it not that surprising, but they actually handle it completely differently.
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>>48001699
What does duel masters do? You're not talking about evolutions, are you?
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>>48001842
I was talking about God Link.

THIS IS THE LAST UPDATE I'll BE DOING FOR AWHILE! PLEASE DOWNLOAD THIS ONE IF YOU'RE TIRED OF MY SHIT!

>What the hell is Ops and Tactics and why did you write this?

Ops and Tactics is/was a rework of the terribly awful modern game D20 Modern that produces enough differences in said game to be considered it's own. It's goal was to do the following things
1. Make Combat more fluid and less rigid like the D20/D&D style outright demands.
2. Make it reflect the real attributes of weapons and armor, in a more realistic sense, while being as playable as possible.
3. Make everything else suck less, at least in my opinion.
4. Introduce a more modular way to handle magic, Incantations/Invoking(My own..thing), Psionics, and equipment. There is also a lot of equipment.

>Where is it?
www.opsandtactics.com. and opsandtactics.blogspot.com

>How did you do the things you said you did
1. Combat Points. Combat points are units of measurement that are spent during combat to do various actions that have values. For example, a character could spend all 15 of his combat points running in a straight line, moving 75 feet, gaining a +1 Bonus to defense for ever 10 feet after 30, due to it being implied through the rules that he was running, and shooting at running people is harder. Combat points may be spent however the character wishes, in any combination of actions or attacks(And there are a lot, for both melee and ranged fighters), without any real restriction, so long as what they can do is "legal" and they have enough points.

This also makes combat in the game FAST AS FUCK!
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>>48000991
2.Firearms has been redesigned as a whole. Instead of going the (Default) generic route, I, as a firearms enthusiast, decided to stat out specific firearms due to their particular stats in the real world. As a side effect, there are a lot of guns. A lot. Melee weapons are also weighed into this, and various maneuvers are available. With the change that one can attack multiple times without some special feat bullshit, melee weapons become hilariously more dangerous than a firearm can be( with the right feat stack, one can stab someone 7 times at 2d4+1+ power) per stab.

3. A lot of common things have been removed, reworked, or expounded on due to major issues with them. The first and foremost of these are the Strength and Dexterity Bonuses. They have been worked in a way so that you divide your strength bonus between melee to-hit and melee to-damage, and divide your ex bonus between ranged to-hit and overall defense.

To add to this, there is recoil now, so Strength is quite important when you're trying to use guns that recoil heavier.

Posted next is Modern magika
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>>48001007
There aren't any monsters in any of these books yet, we're compiling them into the Field Identification Manual, which will basically have a bunch of monsters to use

Lastly is Advanced Arms!

I'm going to idle in the thread, answer any questions, and post some guns while I listen to some remixes.

Feel free to ask questions, shitpost, or provide some constructive criticism.
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>>48001024
Also here is procdural weapons.

It's for making random guns!

Great for a borderlands game.

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