>in the history of humanity, a single invention never happened,which drastically altered the course of history
>the sails were never invented
>the Age of Sailing never happened, oceans remained an impassable obstacle, leaving the continents and islands disconnected and isolated
>it was not until the invention of the steam engine, combustion engine and planes that the situation changed
>it is now the year 186X, and the great Exodus is now happening from the Europe, as the Age of Discovery begins proper and a new frontier opened for people wishing to risk it all, whether for wealth, fame or just a chance to start a new life
>shall you succeed in these hopeful times of change, or shall you die poor and forgotten in a place far away from home?
>>47833595
Aren't sails something that was discovered independantly by multiple cultures dating back about 8000 years or more?
>>47833665
Yes, that is the point.
Combustion engines and planes, however, were discovered by Euros and Americans (which wouldn't exist if America isn't discovered in the first place).
>>47833665
also a thing you could come up with after watching leaves for a bit
What are your opinions on players who want to stealth/scout far ahead of the group? It's frustrating for me to deal with it. Either they're successful and play solo while the others dick around, or fail and get ganked by whatever discovered them.
Should I just ban it and force all characters to be tethered to each other?
just enforce that they always report back to the rest of the group first, without engaging any enemies they find
if they get caught and fucked up, have the enemies capture them for interrogation, and let them leave behind a personal effect as a clue to their trail for when the group goes looking for them
if this happens more than once or twice in a campaign then tell the ranger to stop being a fag
>>47833402
They get ganked and die is usually the standard outcome. Don't be out to get them, but let them know that they aren't some type of super sekrit solo stealth master.
>>47833402
If you don't want/need scouts, don't bring scouting classes into the party. Simple as that.
What system would you use for a game set in the world of The First Law series?
>>47833078
Seeing as it's just a GRRM clone probably pick related.
>>47833105
While I like ASoIaF RPG, I don't think many aspects of it would translate well for this setting.
Clone part is debatable.
>>47833105
warhammer fantasy
GURPS
basic roleplaying game
harnmaster
savage worlds
D&D e6
Alright /tg/ tell me all about the campaign you've always wanted to run but have never been able to or know you couldn't reasonably pull off.
Pic related is related to mine, I've always wanted to run a fantasy campaign where the central threat the players face was a biotechnical plague that was spreading throuhgout the land turning people into mindless metal zombified creatures. The main plot of the campaign would be aiding settlements in dealing with the crisis, hunting down strange new forms of infected creatures, and unravelling the origin of the plague.
Personally I just don't thinkI have the ability to effectivley GM the feel of devestation and emptiness sweeping across the land that I want to convey without boring the players.
The group watch alevel 20 paladin fall before their eyes and have to take their stead in an everlasting war between gods in a year, fighting the other gods chosen (ragtag antigroup)
Post-apocalyptic game taking place after the near-extinction of mankind. A biological plague wipes out 99% of humanity blowing civilization back to the medieval age. A couple centuries pass and nature and quickly reclaimed most of the urban infrastructure that was left abandoned so long ago. Humanity has regressed to a tribal state, and is forced to scrounge, hunt, and relearn old farming techniques to get by. The players are a member of a particular tribe who live in the ruins of a major American city like L.A. or Chicago and are charged with hunting for ancient tools and knowledge from the Old World. At the same time they must beware of natural threats like the wildlife that has reclaimed the concrete jungles and rival tribes who would see the player characters dead.
Players are given a wagon full of loot to ferry to another country. this wagon is full of actual in game items that are all useful (potions, fireball wands) and they must struggle to protect and argue over risk/reward about using some of the items in it to survive the journey.
I was also thinking of adding on an event early on that kills all magic in the world except for the casting abilities of the players and the items in the wagon. yes, they have a wagon with wands and healing potions...but they are the last the world will ever see of them.
Everything is better with space dinosaurs edition.
Previous thread: >>47725302
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So I'm thinking of ideas for a progression system for warbands of about 6-8 models in general. I'm trying to avoid straight stat increases, mostly equipment and skills. What kind of pacing would keep people interested? I can't go too quickly, since the lack of filler like stat increases would unbalance it, but if it takes too long for your models to gain levels, you don't feel like you are progressing.
Would something like 1 or 2 level ups in the warband per solid game feel appropriate? Gear is a different story, I've got ideas for that, so it comes down to gaining skills. There also comes into play how to stagger the levels out on each model, to prevent a model from snowballing once it starts picking up skills.
So, I know about PTU and PTA, but I didn't like them.So, I decided to translate Pokemon game mechanics to tabletop. I'd like to know if:
a) The rules seem alright as far as a translation goes
b) if these are sufficient for a bare-bones playtest of "Play your own version of Pokemon the game: The RPG". If not, what else might I need?
http://pastebin.com/Ynxwbrw0
Ultimately I'm going to go back over these and convert them to a system that's more suited for tabletop. Until then, I just wanted to see if I could develop a way to play pokemon with dice using information from the games themselves.
>>47836463
The math makes sense, which is one of the nice things about Pokemon. Its always been a crunchy game, so the gameplay is easy to adapt.
What RPGs can I play a dual-wielding duel-welder in?
Someone who wields a welding torch in each hand and specializes in duels.
>>47830588
...Marvel Heroic Roleplaying.
AlsoGURPS
>>47830588
I like the cut of your jib, sir.
>>47830630
>Marvel Heroic Roleplaying
I'd like to see that guy's milestones.
DSP General /dsp/
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Old Thread: >>47824349
>>47830165
Could you perhaps stop shitposting and thread jumping when someone hurts your sensitive feefees you enormous cockmonger?
>>47830165
>>47830165
way to not put /pfg/ or pathfinder any where in the title, surely people will be able to find this thread in the catalog, especially with the very pathfinder picture you've chosen.
Just, world class work OP.
The d&d group that I've been playing with just found basically this book:
https://open5e.com/equipment/magic-items/tome-of-clear-thought.html
And I was wondering if there was a way to reduce the time it takes for the magic to come back. As in instead of waiting a century we'd wait 50 years or something like that.
>>47829993
Are you the DM?
>>47830927
no. I'm a player and I was just wondering about the item.
I wouldn't be surprised if there's some way to send it back in time or to another world where time moves faster or something, but anything like that is basically begging the DM to create complications (and rightly so)
Assuming the setting has demons that do not come from fallen angels, and regular demons look traditionally demonic, and being evil/good effects what extra-planar beings look like, then what does a redeemed demon look like? What do you prefer they look like?
Hard mode:no succubi anime girls
>>47829473
>: the act of saving people from sin and evil : the fact of being saved from sin or evil
YOU CANNOT REDEEM SOMETHING THAT IS AN ELEMENTAL INCARNATION OF SIN AND EVIL
>>47829473
I assume they start to look less demonic and more angelic or at least less monstrous.
>>47829473
like dis.
All they ever wanted was to get back into heaven.
Which passage would you explore first, A or B?
>>47828618
>stop metagaming!
>>47828618
I explore the girl.
>>47828618
Go grab a torch from A, then explore B.
>The Ancient Good doesn't want to wake up and defeat the Ancient Evil
What does your party do, /tg/?
>>47828150
Look you don't actually have to be awake for this to work. Just let us use your body and powers and we'll handle the rest. If you feel any sworness just assume we're doing what we have to do.
>>47828150
Go on a quest for the realm's finest black coffee.
>>47828150
Screw that asshole, we'll handle this!
Your party was just awarded a run-down old castle by the king to do whatever you want with. It's very old, uninhabited for centuries, ruined and might or might not be haunted by a spirit of indeterminate origin. What is the most sensible way you would make use of this place?
>>47828007
Leave it dilapidated to use it as bait for wandering monsters, evil wizards and stuff to set up shop in so we can kill them, take their things and get xp.
>the entire dungeon is a trap for monsters
>>47828007
Well I mean where is it? Is the land fertile? Is it strategically important? Could we rig it up as a tourist trap?
I mean otherwise >>47828081 seems on the right track
>>47828007
I need an old priest, a young priest, a team of engineers and architects, and as many scrolls of Make Whole as they can carry.
Hey I've gotten into a group of 4, I only know one other person will be a dwarf fighter and we're all going to be noobies, and I'm itching to play a Paladin. We're going to be playing Lost mines apparently.
I want to try and avoid lawful stupidness, being THAT GUY and being edgy / brooding in a corner, as a foremention.
So essentially, this guy lived in a small farming village, I was hoping for greek-like land but I couldn't find any near Neverwinter so I chose a little north of Amphali, which is 3 miles north of Waterdeep.So at 13 his father gets sent to hell via succubus. The paladin wants to get his father back, and at first tries the Bard College of Valor as he's heard the myth of Orpheus, but he fucking sucks at being a bard so after 3 years he quits and returns to his farm village, his mother has remarried and doesn't really seem to care about pally's father's disappearance, and with the help of the two little brothers of pally they keep a small farm.
He stays in village for 4 years, and in that time reads up on mythology and the Gods at the church either in the village or at Amphali, and has gotten I'd say in shape as he's been working the fields.
At 20, he sets out.. and I'm not sure how to connect this to becoming a paladin and being at the mines. I'm not sure how one becomes a paladin, how would a deity recognize him? How strong would my character be? I know you're supposed to be essentially luke skywalker at the beginning of 4, so does he only have leather armor on? Or would he already have plate mail?
Also is this backstory edgy? I didn't want to be generic hurr durr i've always been good, but I also hate feeling like I'm being an edgelord. Anyhow, what Deity would he follow, that would allow him to get his father out of hell? Also what if a CE rogue shows up? I don't want to just be an asshole and follow him around saying he can't do this or this, would I just try and offer peaceful methods of approach?
Also I know that a paladin doesn't have to be LG in 5e, but I'm pretty sure I'm going to be following one. Also again, suggestions to make the backstory more interesting would be very appreciated, thank you friends.
Just bumping my own post, don't mind me.
Final, or maybe just one more, bump.
>an ancient evil awakens
>it just had to pee, and goes back to sleep
>>47827700
>An ancient evil seduces your mother
>He becomes your step-father
>Aniki
>not the Ancient Good
>implying