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Archived threads in /tg/ - Traditional Games - 3257. page

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Hey tg, I want to run a superhero rpg, but I also really really really like the idea of my characters having just the shittiest powers. Like we're playing that group that was rejected from the justice league cos their powers weren't good enough.

Obviously I'll make their powers get better over time to keep it interesting.

Anyone have any ideas of what they could be? I'm talking like, beyond bottom tier bad.
One idea that I'm now in love with is an urban druid, who can do all the standard druidy stuff but instead of being plants and animals it's concrete and electricity. Unfortunately, the first manifestation of that is that he has WiFi. Like he just is a WiFi hotspot.
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>>47996054
You could take a page from Resurrection Man. He dies, gets a new power related to how he died, and it y time. So he can either get completely useless garbage or insanely strong stuff
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>>47996117
>and it y time
Wow, that should say "it changes every time"

Fuck
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>>47996054
Wear a street cone as your pointy hat, and a bathrobe as your mage robe.
Use a tablet as your grimoire and a e-cig as your hand.

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In what areas is a traditional D&D group (Fighter, Rogue, Cleric, Wizard) lacking? The only thing I can really think of is nature/survival skills that a ranger/druid could bring....
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>The only thing I can really think of is nature/survival skills that a ranger/druid could bring....
Fighters are assumed to have basic wilderness skills.
For that matter, adventures are assumed to have basic adventuring skills.


Speaking of which, Thief wasn't part of the D&D whitebox, it was originally from a supplement.
Everyone was assumed to know how to climb walls, hide, detect and disarm traps, and the like.
You either made an ability check (for most of that crap) or roleplayed it (for traps and the like).

Even thieves were supposed to behave that way. Thief abilities were more like insurance.
Miss the DM's cue and spring a trap? Roll for detect trap to see if you notice it before springing it.

They were also literally supernatural abilities.
Being able to climb slick, perfectly even walls slanted towards you without using tools.
Being able to completely hide from scrutinous searches in small patches of kind-of dim ligthing.
And so on.
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>>47995940
https://youtu.be/PKg2ZzPKl2M?t=11s

Cool, why are they so mundane now though?
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>>47996012

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>You caught the bug lord when he was wooing his queen
>He doesn't mind, though
What do?
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"You two! Breed for us..."
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>>47995594
Call him a weri/d/o and bash him in the head with a mace.
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Is he the DMPC? Then roll for obligatory rape
Otherwise? Remove Bug

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Is it me, or do Champion fighters get shafted really hard in 5e? Whereas the Battlemaster gets a ton of circumstantially useful manouvres and the Eldritch Knight gains access to spells, what do Champions get? Improved Critical, Greater Improved Critical and a bonus to some skills they'll almost never use. Their marginally improved crit range (18-19-20 when you reach level 15, which is practically endgame) isn't impressive enough to base an entire build around. So what do they even get? Their features suck so much, especially compared to the features of the other two variant fighters, that they might as well have none. At least then you're not being tricked into thinking you get anything useful. Their only saving grace is that the frame of the fighter class is already solid.
23 posts and 4 images submitted.
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>>47995309
They're the basic, dumb approach for newbies who don't know how to play. They don't get cool options because options are confusing and WotC assumes that new players are essentially braindead.

According to some math I saw around release, Champions are reasonably decent in terms of expected DPR, so they don't suck THAT bad.
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>>47995309
Champions are for when you run a game for your 11 year old son/daughter.
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>>47995309
And? You have two options you like better why do you want everything catered to you?

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What makes a spaceship "comfy"?
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com·fort·a·ble
ˈkəmfərdəb(ə)l,ˈkəmftərbəl/
adjective
1.(especially of clothes or furnishings) providing physical ease and relaxation.
"invitingly comfortable beds"
synonyms: cozy, snug, warm, pleasant, agreeable; More
2.as large as is needed or wanted.
"a comfortable income"
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Proper environmental regulation and padded seats.
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>>47995299
I hate that cross section compared to the original.

It's smaller, the angle is worse, and it's just ugly.

The whole TFA cross section was absolutely awful aside from like... three ships.

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Have you ever had to deal with smelly players?
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Yeah. Played a game at Birmingham university next to a guy in a huge coat. He smelled really bad, and when I asked my friend who'd been playing with him for years his reply surprised me. It was either that he didn't notice, or something like role players and hygiene don't go together. Either way it was depressing and I never went back to play , in part, for that reason. Standards only ever rise to the bare, bare minimum we ever set.
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Yep, it's normally the really fat guys.

They're too fat to wipe their arses clean, so walk around with a shitty crack, they're also fat so they sweat a lot. The shitty sweat seeps into their underwear and onto their jeans.

They wash these jeans once every two weeks.

fucking NASTY
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Just dock them 50-100 XP for each time they show up and you can smell them.

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What is in your opinion the best or funnest system for melee combat?
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D&D 3.5 is the best system for melee combat.
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>>47994636
>No matter how many divine boons the Paladin gets, a Barbarian will always outmatch him in melee scenarios.jpg
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>>47994636
Runequest 6. It's the best. Very intuitive once you get the hang of it and can offer interesting options in combat, which isn't always to the death but can be very quickly over.

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In 3.5, how does Enhanced Specialization work when a beguiler (spontaneous caster with limited spell selection) become a red wizard of thay? Can I just choose to lose a school where I dont have any access to spells anyway, and skip the penalty from the Enhanced Specialization?

And can I even get the benefit from Enhanced Specialization when I dont have a Specialization due to the fact that beguilers dont choose a specialization to begin with?
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>>47994518
I have a beguiler who just got access to evocation because of plot and I also became a red wizard, so I am wondering just how this works.

Should I just pick a specialization (evocation because of plot) now, sacrifice a school and be done with it or does it become complicated since I dont have a specialization to enhance to begin with?
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>>47994518
>In 3.5
I don't understand.
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>>47994801
DnD 3.5 ed

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>Mars is red.
>Tau are blue.
>I purge xenos scum.
>And so do you.
>Please join my deathwatch squad.

Pic unrelated.
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>>47994374
Would you like to Interface with my congitator?
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WITNESS YOUR GROOOOM
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20th level wizards usually retreat from the material plane and either go all dr. manhattan/go insane/become BBEGs, but what do 20th level rogues do with their lives? What does a 20th level rogue look like? What kind of jobs do they take on?
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>>47993863
Nobody knows. That's why they're lvl 20.
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>>47993891
/thread
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>>47993863
13th age has the Prince of Shadows. In lore no one knows anything about them, what race, male or female, or if it's even a person instead of an organization or just some fucked up spirit that manipulates things.

Anywhere from chaotic good to chaotic evil because no one actually knows what the goal is or if there even is one other than screwing up the plans of the most powerful beings in the setting and occasionally leaving notes to screw with them.

So basically they're someone who no one knows about that does things that no one can figure out. Because reasons, maybe there's reasons.

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How do you play as a rogue (thief), /tg/?
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As a dashing (gentleman).
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I dick ass
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Arcane trickster style

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What was the worse time you've ever had playing tabletop games and why?
pic unrelated
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>>47992324
>playing against couples
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I once spilled water on someone's copy of twilight struggle. Nobody told me I was human trash but I still wake up in cold sweats from the incident. Never went back to that board game club.

Worst RPG moment I think was when I tried a new system and not one of 4? 5? 6? players read the fucking rulebook pdf I sent in advance with PLEASE FUCKING READ THE RULES in the mail. Been bitter since.
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I had my time wasted. I played 5-hour long Pathfinder sessions and nothing got done anyway.

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Riddle me this /tg/.

Why is the image of the average warhammer/tabletop gamer some fat smelly neckbeard the world over?

>live in UK
>play comp scene for WH fantasy for a few years
>be around people from all walks of life playing warhammer for many years
>never once play against a fat smelly neckbeard who is obnoxious
>get one out of those three things sometimes but never the holy trinity

is it literally just America that pushes this image? Is this true even in America?
41 posts and 6 images submitted.
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>is it literally just America that pushes this image?
Maybe.
>Is this true even in America?
That's at least 2/3rds of the player-base here.
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>>47992230

>murrica

I'd say no, though those types are overrepresented in the hobby compared to the general population. I've know maybe 2 people that fit all three of those.

I will say that most of them are socially maladjusted /somehow/. I'm an introvert and socially awkward at times, another guy I knew had a pretty severe temper, another was lazy as fuck as never took care of himself or washed his clothes, a few were overweight, a few just had those senses of humor that never evolved past the age of 11. Every one of these people had more things good than bad about them, but the things wrong with them you didn't see much outside the FLGS (I assume since those types usually stay inside like me)
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>>47992230
In all /tg/ surveys that have been done, our median build is skinny scraggly vaguely-metalhead.

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The god of theater is furious that your adventure is lacking in depth and emotional meaning. How do you convince him that your party has artistic depth?
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Man that is a really cool mask, I want that mask
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>>47992218
I don't, he can join if he wants to add it, but I'm not doing it.
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We know that we're unable to do that, so we make it a farce instead.

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I feel like there's a lot of weird anachronisms in D&D from a design standpoint. And how the game has progressed and changed has left a lot of people confused and bitter over what's different and why some things are the way they are. But I think I can sum up the MAJOR factor that goes into "old school" D&D and the primary rule/playstyle that defines it and explains a lot of the arguments that occur in D&D because of it.

Simply put: in old school D&D you were not meant to roll. What I mean by that isn't that rolling was IMPOSSIBLE (because it wasn't obviously) but that rolling was meant to be something entirely optional for your character. You didn't have skills or abilities for things like "diplomacy" or "spot" or "disabling traps" (well theifs did but it was like 25% chance at best and it was more of a last resort kind of thing). You were mostly expected to just freeform for the majoirty of the game and get through dungeons and obstacles via thorough roleplaying.

If you assumed a room had a secret door/passageway you needed to ask the DM questions and inspect everything. If you needed to convince the guard you weren't a bunch of theives and criminals you had to actually present an argument. Combat was incredibly light and had nothing like "maneuvers" or "actions" because combat was something you got into when you fucked up and accidentally stumbled into a goblin ambush or had no other option but to just barge in and kill everything.

Rolling wasn't only a completely optional thing in old school D&D it was also usually not the best option. Because the d20 has flat probability curves and most proficiencies or quirks offered you a +1 or +2 bonus at most (a +4 bonus to an action would be considered phenominal) they mostly existed to give you a very slight edge when you were doing something risky and dangerous. In a game where you only roll 2-4 times a session (ideally) then a +2 can feel like a godsend.
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This is also where Stormwind Fallacy most likely reared its head because in a game that emphasizes freeforming and making narrative decisions to overcome in-game obstacles, rolling skills or dice was meant to be a risky but straightforward affair. If you failed, you failed hard, but if you succeeded, you'd just succeed without much description. Considering how TSR began releasing more and more broken content as they attempted to stay alive via shotgunning books out again and again it's easy to see how a generation of players could see these increasingly bonkers rules that give them 50-70% success on a skill and, rather than stopping to describe their search for the secret passageway as DM's were accustomed to: they'd just roll dice and be done with it. Hence: "Roll Player". Now whether or not the act of spending 5 minutes discussing whether or not this room has a secret passageway is fun and interesting for all players is a different tale but lets not get into that now.

Instead lets get into how D&D has changed. Because 3.X changed D&D in some major ways and probably the most major way was: rolling. Again in older D&D's rolling was a risky affair and only one class had 'skills' and they were mostly for dungeoneering. But now 3.X is here and... suddenly there's a lot more rolling now. You roll diplomacy to convince people of your argument. You roll bluff to fool people. You roll spot to notice traps. You roll search to find hidden passageways. The only classes in the game that DON'T rely on rolling is spellcasters and... it shows. And it's particularly aggrivating in 3.X because before where you may have only been rolling 2 or 3 times a session, the flat probability curve and low bonuses felt like you were really pressing your luck. But in 3.X with the game expecting you to be rolling much more consistently the flat probability curve and low bonuses just feel... annoying. Like you're not being the hero you designed yourself to be.
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But again in older editions: everyone had roughly equivolent "skills". Or at least, abilities they could use to interact with people and things. Since it all relied on freeforming until someone messed up or did something really risky it somewhat helped in making fighters and rogues feeling like they had more to contribute.

Then we get to 4th edition and now rolling is more prioritized than ever! With it practically being a combat-focused minature skirmish game. Although at the very least it can be argued it did that well. And (again arguably) the emphasis on combat and lack of overt utility features and spotty skill-challenge system seemed to open up for more old school style "freeform until something happens then just roll" style of play.

And I haven't played 5e so I can't comment on that. But what I can comment on is simply this: if you want to play an Old School D&D game? Like a REALLY OLD SCHOOL D&D GAME? Simple: just don't roll! Kill that little niggling part of your brain that wants to see how this event progresses. Just... freeform really! And if a player does something that is undenyably risky? Then roll, and emphasize the chancey nature of it all. Restraint in the mechanics and when you implement them is the most important factor that goes into old school D&D.

And if you find yourself or your players getting bored or annoyed at this style of play? Well hey, it's not for everyone. And it shouldn't BE for everyone.
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>>47991956
>>47991969
>>47991989

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