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>sorcerers and wizards get bard skills and 4+int skill points at level 1

Will this stop level players from trying to be Dumbledore? Will this be unbalanced at high levels?
44 posts and 9 images submitted.
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>>44744556
>Will buffing the strongest classes be unbalanced

Yes, very. Also what the fuck do you mean trying to be Dumbledore?
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>>44744582
Like "ooh I'm a wizard guys. I only take knowledge skills and during most dungeoneering I'm pretty pointless."

At this point in their career, a level 1 wizard is a dilettante who has picked up a few spells.

Oh, I also give all the fighting classes 4+int skill points. Sorry, forgot to mention that
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>>44744634
> I only take knowledge skills and during most dungeoneering I'm pretty pointless."
What fucking dungeons do you fucking run? The Wizard/Psion/Int based fucker is pratically the party Pokedex for whatever monsters they run into. They're the ones identifying magic items, runes, and traps.

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Is this fluff-plausible?

Sacred Scions
>are drawn from the male children of the miniscule warrior-ruler race that dominates and controls an entire world of subhumans and abhumans, basically aryans before the vedic age
>they got found by a chapter veteran of i havent decided yet and are told of the emperor, the emperor is basically what their mythology resembled in their chief god of fire/sun
>the warrior race claims descendance from the sun
>the space marines are seen as ascending to their rightful divine place amongst the stars
>isolationist, codex non-compliant, their chapter is an example of the recruits' ethnic characteristics completely overtaking the chapter
>worship the emperor as their god-father
>their geneseed is thoroughly mixed and attached to the elite race they are made up of, mirroring their ethnic aesthetic characteristics to a T, they also have drawn their exact personality - patrician, extremely tribalist (their companies are divided into 'bloodlines', of which every space marine is related by blood to one another), which makes it extremely hard for them to co-operate with other chapters and they outright refuse to co-operate with chapters that draw their recruits from lower castes and populations considered unfit by the Scions' standards
>their gene seed, tainted by the personality of their race, renders them susceptible to familial attachment to mortal racial kinsmen, and thus are far more attached in governance and their world's dealings than a space marine chapter ought to be
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>"kinsman" instead of brother because in each company great great great great grandsons are serving with their ancestors or w/e
>company rank is determined purely by seniority
>are the closest to their race's mythical ancestor, the emperor, or conceived by mortals as an allegory of the sun, and thus make their fortress monastery in the centre of the great capital city of their home world - a gigantic temple dedicated to the worship of their numinous blood and ancestry, with throngs of priests and acolytes tending to them
>clannish, despite all originating from the same source, they are prone to disunity amongst the bloodlines when not united against an enemy, or in rivalry with another chapter
>ruthless to all civilians outside their race, ultimately they are tribally aristocratic and view the rest of humanity as lesser - they fight purely for their undying love and veneration of their gene-grandfather, some believing in the vague mysticism and mythos of the inner cadres that they are lost tribesmen of the emperor's ethnos on old terra
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>no mutations, they do not acknowledge or have even thought of the possibility of their ethnic inheritance that intermingles with their gene seed to be a mutation, or negative in the least
>they fight also with the stoic belief they are the greatest race of humans to exist, the most eugenic, pure and strong and thus assume their role as champions of the emperor as a proud duty - the natural aristocracy to rule the lesser races of man, to be the warrior-king caste, much like their mortal counterparts in their military and administrative domination of their home world's multitudes of other races
>blonde, blue eyed while slightly tanned by the harsh sun of their home continent's glare
>shunned by the ecclesiarchy despite their spiritual acceptance of the emperor as a god - the few factional church elites that understand the lore of the Sacred Scions to be heretical to their doctrine, though due to their isolated home world's location and their zone of operation, alongside the reality the chapter is relatively obscure in the minds of the ecclesiarchy - they have not acted against them
>chapter emblem: a stylised sun
>warcry: "Sun's Blood!"
>plasma weapons are revered above all as spiritual vessels representing the impossible legend and mists of origin of their people, thus great emphasis and esteem is placed in them and are widespread in use
>their most ancient ancestors that have not been consumed by war are mummified and entombed in dreadnoughts, make up the ruling council of the chapter and bestow the leadership to their favoured company captain upon the former leader's death
>chapter's aesthetic and cultural touches are ancient Persian/Scythian/Iranid
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>>44744246
I wanted to shit on this at first because /tg/ , but the idea of some tribal marines working like the American Indians sounds pretty badass, especially after reading the comic East of West featuring OP af Native American.

Marines, codex compliant or not, work with other Marines on the battlefield no questions asked. Off the field, sure, they can hate each other.

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So tell me. Who saves the weak from the man that saves the weak?
14 posts and 3 images submitted.
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>>44743766
"I stab whoever said that in the face."
>>
The player characters.

And no, nothing can save the weak from the player characters.
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>>44743766
Other men who save the weak, probably.

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How would one start to become a druid? I'm actually playing 3.5e. I'm just trying to get a grip on this backstory logistically and I never see a 3.5e thread. Maybe I'm weird but I can't start making a character sheet without this kind of info solidified.

I have a character leading a sheltered life on a large farm, possible visitors and sneaking out, but other than that, pretty much forbidden to leave. I could say there was a forest bordering the farm. I suppose it also could be when she was rather young and could later leave to fulfill whatever requirements to be a druid, but I want to be able to know those beginning steps she takes. Learning magic, etc. She's a half-elf if it matters. Primarily human area. Kind of remote? Raised by the human side.

I know from reading the Players Handbook that there is a very loose druid society but is it possible there is a one-on-one teaching? I recall reading about trials. I don't feel like there's very hard-and-fast rules with Druids, but still.

Opinions? How does one become a druid? Is there other fluff I am missing as well? I've read the section in Masters of the Wild and from the Player's Handbook. Feels very bare-bones.

Picture somewhat related? Sorry for being such a noob.
23 posts and 1 images submitted.
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>>44743310
It's rather bare bones to give people more freedom in terms of how they want to make their character. For example, they could have just grown up wandering in the woods, listening to nature spirits and picking it up slowly, eventually becoming a fully-fledged druid. Alternatively, there could be a higher level druid somewhere in the forest who took her on as an apprentice.

The important part is that at some point she developed a talent for Nature magic. The exact means is largely up to you, and as long as your DM approves it'll be fine.
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>>44743534
I guess that's what I figured. I suppose it's me wanting it spelled out kinda carried over from the only table top I have played, WoD where a lot of these things would be pretty specifically said. Not that it's a bad thing. I think I'll go with the druid taking on her as an apprentice but still, since I made a whole thread and all, I'll also take into consideration what anyone else decides to input. Thanks!

While I have someone here who seems well versed in this, is there anything mechanically you might suggest for the character, given what you know so far?
>>
Basically, fluff wise, your character at some point has to have felt the magical power of the world around them, and desired to pull from it. That's really all it takes. It could be anything from random chance to a dedicated life goal for a shaman in service to the nature gods, so long as the connection to the land is real.
Additionally, Druids do not "learn" spells like a Wizard or Archivist, or possess spells like Sorcerers. They can make use of the entire spell list available to druids, because they just draw from the wellspring of nature rather than their own knowledge or talent.

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Tell me about Alpharius. Why does he wear the mask?
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>>44742398
You wouldn't be able to figure which he was if he didn't.
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>>44742413
But you arent supposed to know there are two of him
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>>44742398
To breathe in the void.

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Rolled 10 (1d10)

Fuck it I'm bored, let's roll up a Chaos Space Marine Warband using 1d4chan's table.

First off, renegade chapter or legion warband?
38 posts and 1 images submitted.
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Rolled 5 (1d10)

>>44739854
Rerolling.
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Rolled 38 (1d100)

>>44739876
Renegade Chapter it is.
Why did we fall?
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Rolled 98 (1d100)

>>44739897
Fighting heresy with heresy!
Now who were our progenitors?

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From the pock-marked craters of your hive's ruins, the survivors peek out and meet once more.

It has been a scant week since the queen has been taken. She is not dead, for you still feel her presence. Yet the distance is felt by all: shells have cracked, spears once fused to your limbs now held in gripping protrusions. Yours is the worst of all, reptilian eyes peeking out from brittle exoskeleton.

Still, it grants you a small sliver of hope. A foreign independence has taken hold of you and enabled you to gather the remnants in search of the queen.

>take the spears of old. Sharp, familiar, and potent foci for caustic spells
>scavenge the crossbows of the invaders. You were defeated at range, and you will not so easily let that happen again
>take only food and fallen brethren, using their meat to stave off this, this mutation
14 posts and 1 images submitted.
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>>44739746
>>take the spears of old. Sharp, familiar, and potent foci for caustic spells
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Rolled 72 (1d100)

>>44739789
>>44739746
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>>44739746
Crossbow.

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What are the least known "glitches" for 3.5e? Everyone knows about pun pun but I want to find out the lesser known fuckups like a way to make rabbits explode into infinite gooseberries or something to that degree.
19 posts and 1 images submitted.
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>>44739700
Google "The Wish and The Word". One is an exploit of Wish's poor wording in 3.5 and some crazy shenanigans it can do with, by the rules as written, zero fuckery, as in it's stuff Wish is just supposed to be able to do. The other focuses around using various means to get every alignment subtype and then blast anything with ridiculous blasphemies and holy words.
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>>44739700
two Crusaders going into White Raven can basically take turns forever
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Chicken Infested build?

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Pics of armored mage cloaks pls? Looking for a D&D character ref.
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>>44739615
Like this?
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>>44741595
>>
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>>44741618

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So our GM is experiencing burnout and wants to play. I am thinking about running running a game based heavily on Bloodborne as no one in the group has played it.

I'll be running it with Shadow of the Demon Lord which is a system that really fits the overall theme but there is a couple of issues I am running into.

One is how do you contain the players? A locked gate works great in a videogame, but is barely a challenge in an actual RPG.

How do I stop or discourage the players from breaking into every home in Yharnam, stealing everything that isn't nailed down and fleeing the city?

What kind of NPCs are they going to run into? Fromsoft have fucking enigmatic bastards that tell you next to nothing but that's part of the mystery, what's to stop players from grabbing Iosefka and just kicking the shit out of her until she tells them what they want to know?
26 posts and 4 images submitted.
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>>44739545
>One is how do you contain the players? A locked gate works great in a videogame, but is barely a challenge in an actual RPG.

You're in a Nightmare, what happens when you try to stray off the path?

You wind up right where you started.
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>>44739545
>How do I railroad my players?
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>>44739622
Yeah but the railroad though.

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Why does this card exist?
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>>44739524
To be fair it did just get nerfed.
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>>44739581

How so?
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>>44739602
http://fowtcg.com/pdf/errata_20160112.pdf

Reflects (0) can only be used on your turn now, not a huge set back but now Reflect can't start turn 2 with a counter unless you have more than one of his regalia on turn 1.

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So wait why did the Emperor even make the Imperium? All it did was make life worse for everyone. Why didn't he just park his fat ass on the Astronomican so everyone could have warp travel, but without the soul-crushing fascism?

I mean I get that there's still Orks and Eldar and Tau and whatever, but humanity managed to survive through the Long Night and into the Great Crusade, so I'm sure they could make it. He even gave Chaos its greatest weapon in the form of the Primarchs/Space Marines.

Just makes me wonder if one day when the Emperor is sitting on the Golden Throne he realizes he's created a society so retarded it straps crazy people into giant robots. A society in desperate need of any and all machinery it can get its hands on.
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>>44739452
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>>44739452
>So wait why did the Emperor even make the Imperium?

For protection. Humanity needs to survive to evolve. If it fails, it fails forever.

>I'm sure they could make it.

The Emperor sure wasn't.
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>>44739972
Except they didn't just make it through the Long Night, but they also made some pretty advanced civilizations along the way.

Really all the Imperium does is stagnate society and technology.

>The Emperor sure wasn't

The Emperor thought he could leave humanity in the hands of twenty whiny supermanchildren. His judgement isn't infallible.

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Hello /tg/, /a/ here,
Any really simple games like this that I can print and play with my friends? I want to advance this to 3-4 players but I'm not a Fa/tg/uy and can't think of a way to do this
15 posts and 7 images submitted.
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Bump for interest
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>>44739413
... you could try DnD?
draw a battleground yourself like pictured. Set up some monsters from the monster manual. Give your players some premade classes that you can design yourself or steal from the starter pack, and there you go. Nothing required except character sheets and a selfdrawn battlefield.

3.5 would probably be best for this? I don't know if 5th still works as well with the grid system since it's more freeform.

There are proper board games like this, but I can't think of any on the top of my head and they wouldn't be able to just be printed.
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>>44739413
There are a lot of old games about on this level of complexity, but I have no idea how you'd find them. I've never seen a repository of them.

If you're okay with roleplaying games there's some one page rpgs you can play. I'm sure someone here has a folder of them.

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/tg I'm in need of a assistance. We are playing a fantasy campaign using d20 system. Even with being careful, cutting some options out, and using 2ed exp chart we came to the point when system is breaking. There is no more tension or feeling of danger. Likewise there is a problem of game crunch clashing with game fluff. For example, why aren't giants ruling the world if they have huge population and humans are around level 1-4 max. And what is worse we started punching those things in the face as daily routine. Once we killed High King's elite bodyguards, King's wizard and his arcane circle of mages, a Roc (bird), and tons of support personnel (at least 20-40 of them). We were level 6-7 at that point,

So when we finish current story arc GM said we will change the game system.

Now can someone suggest some game systems? GURPS is out of the question. I personally like it but GM doesn't have time to read through intricacies. In addition combat can become really slow because of 1second turns and action rounds don't allow you significant actions. (shooting a bow once takes 3 rounds to accomplish in gurps, while most rpgs allow you to do it every round).

is Savage Worlds any good? Also Mongoose's Runequest/Legend system? Also if you have any other suggestions.
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>>44739345
I recommend savage worlds, but really some more detail would be helpful.

Are you just seeking another medieval fantasy RPG? I might suggest D&D 5th edition for that purely because it works well with my group.

If you are looking for a serious change of pace though, there are plenty of other systems.

You mention savage worlds and gurps, so that implies you want something more generalist than say Dark Heresy. In that case Savage worlds is lovely.

I also half recommend World Of Darkness. It has issues, but Hunter: The Vigil is fun as fuck. I like Vampire too, but am a terrible GM for it.
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>>44739345
What d20 fantasy system are you playing now?

I copypasta some general recommendations:
>D&D 5e, D&D 4e, 13th Age, Legend by Rule of Cool, Fantasy Craft, Make You Kingdom, Dungeon World, Dungeon Crawl Classics, Reign, Ryuutama, Super Console, Ironclaw, Dungeons the Dragoning 40,000 7th Edition, S/Lay w/Me, Kobolds Ate My Baby

My own go-to recommends for lethal fantasy: both Savage Worlds or Iron Claw 2e/OmnibusEdition.

Savage worlds is a non-d20 that doesn't depart too far from conventional RPGs but is pretty quick to run. Works as a decent pulpy universal system with lots of support. You can run basically anything and not have to drop anything in terms of content. Highly recommend it as the modern alternative to GURPS for universal stuff. I don't know why people still like GURPS in this day and age.

Ironclaw looks similar at a glance to Savage but is more unconventional in mechanics (and furry which is an issue for some). Not universal, but the setting is Game of Thrones meets Avatar element bending with superhuman druids in an otherwise more 'realistic' Renaissance (big church, slave trade, east india trade, high seas piracy, emerging middle class, powerful guilds, placeholder royalty, etc) developing in the ruins of a more advanced civilization during a political crisis. People recommend it because the overall combat is considered well designed and fun, I thought it did better than 4e for what 4e was trying to do.

Fantasy Craft is considered the "fixed" 3.5 era d20 system, unlike Pathfinder. If you want to stay legacy, this is a go-to choice. I have no fucking idea why Pathfinder is so popular, other than the "everybody is already playing it" player immigration feedback loop.

Lastly, 5th edition D&D is solid. Probably the best edition, implying there was a good edition. Great choice if you want a refresh of d20.
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Rolled 6, 8, 1, 3, 7, 2 = 27 (6d10)

>>44739345
have you considered ORE?

combat and dice resolution in general is fast

add skill and stat scores together. the total is your dice pool. roll it. got any matches? if so you succeeded!

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You need to pick something from this scene to bring into your next game.
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>>44739343
That crossbow, I guess.
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No, I don't believe that I do, mate.
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>>44739343

Sure thing! I'll bring an elf, because knife ears.

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