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Archived threads in /tg/ - Traditional Games - 4621. page

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File: 4chan makes tarots.jpg (995KB, 3508x1217px) Image search: [Google]
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SO last tiem we discussed how tarots are associated
We agreed on some cards:
/b/ is the fool
/k/ is the magician
/x/ is the moon

But other were usnure.

So who is m00t/ new m00t?
Emperor? He is the one rulign the boards
Death? Because death represent change as the new m00t takign the place of the old one?
26 posts and 9 images submitted.
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>>43769733
Also in that pic Hemrit description is wrong. Origianl pic had a mistake I didn't notice.

Some scetches from the last thread.
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>>43769741
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>>43769751

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Still wondering what to do with these 370 mint/foil Gruul Guildmages.

Pic related
14 posts and 1 images submitted.
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fuck off and stick em in your ass
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>>43769720
Make a dildo and >>43769759

post a vid too
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Reddit had a pretty good suggestion when you posted this there.
First, brush the fronts with acetone to remove the ink. Second, print out a bunch of proxies on plastic sheets. You can do this at most professional print shops for not too much. You'll need to make it obvious that they're intended to be proxies though, or you'll have a bad time.
Third, use glue to seal the cards onto the plastic. Cut out around the edges, and you have a kickass foil proxy!

You can use these to proxy up entire decks, since you have so many. An entirely foil custom cube would be pretty neat to see, especially since they'll be printed directly onto appropriately sized and weighted cardstock.

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With a trip to Reaufort Castle planned soon, the spook spends the better part of the coming days packing provisions, sending me into town to buy supplies for the road, portable candles, salt and iron, food, and flint and steel to last a week, despite it being just under a two day walk.

Declaring his own ankle sufficiently healed enough to travel on, the spook hurries about the house after the supplies are paid for, leaving Kara to clean his messes while he orders me to continue my studies as much as possible.

The spook still seems half suspicious of the girl, despite her continued innocence, doing everything to keep her busy at all times, when she’s not cleaning the house, she’s ordered to tend the immaculate garden, or reading up on how to maintain it, or sew, or wash. Seems he’s keeping her at arm’s length until he figures out what’s happening with these tunnels at Reaufort. Poor girl is getting run ragged at this rate, falling asleep over dinner and during conversations.

With just two days left to go, I remember the orders Alison had given me after my first swimming lesson, ordering me to come back tomorrow…. on the other hand, with the way she treated Kara last time, nearly pulling her hood off, not to mention her general behaviour towards people….

>Give it a miss, someone saner can teach me to swim.
>Best go alone
>Bring Kara along, she needs a break.
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>>43769715
Pokemang you butt tickler!!
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>>43769715
>Best go alone
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>>43769715
>Bring Kara along, she needs a break.
Kara can watch from the sidelines.

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So, in human history, who's the most Khornate military/warrior force that ever existed?

>Mongols don't count.
211 posts and 24 images submitted.
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>let's all masturbate over our favorite armies!
>>>/his/
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Japanese during WWII probably come pretty close.
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>>43769656
are we talking WFB or 40K Khorne

WFB: Vikings or Gurkhas
40K: the 1st Crusade during the Sack of Jerusalem

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There is absolutely no reason not to run low magic, low fantasy even if you love magic, exotic creatures, and exotic places.

By running high magic, high fantasy, all you do is make magic, exotic creatures, and exotic places stale and everyday. Even if you try to "diversify" and have there be different kinds of those things, players will think "Oh, just another fancy magical thing."

By running a setting where magic is rare, nearly everyone the people meet is a regular nonmagical human, and nearly all the places are mundane, the magic and high fantasy things you DO include will stand out that much more and will be that much more memorable.

Why are you not doing this?
118 posts and 13 images submitted.
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Because sometimes you just want to play some weird shit or have a place run by seven-foot fire-spitting dragonmen.
Plus it makes you think: if all this magic and stuff is the norm, exactly what the hell is going to shake up the setting?
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Because I run sci-fi, not fantasy.

The better to cater to my tastes
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>>43769629
Because fuck you, I do what I want with my setting.

More accurately, a lot of what me and my players wanted added to the setting required magic to be more common. It isn't quite the scale where everyone and their mother knows a spell or two but a village having a level 5 or so druid or something wouldn't be unheard of

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Why does your swordsperson not use halbschwert and mordhau against armored enemies?

>But my character is strong enough to cleave through armor!
If you have superhuman strength and use proper armor-piercing techniques like halbschwert and mordhau to get through armor, you can instantly kill even the most armored opponent.
61 posts and 8 images submitted.
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>>43769302
Because my swordperson is not using a German long sword.

Seriously, one of them has a chainsword (40k) and trying to do half-swording or murder-stroke with it might end up messy... Besides, he likes swinging two swords at once a lot more.

Another one has a British naval style sword so neither of those techniques would work on it.

And the last one is a Vargr and he simply has not even heard about ancient German sword fighting techniques and prefers to swing a sword in the way of his own people. And if you think that a genetically modified space wolf is going to take lessons from some puny humans who found an old book you are going to be sorely disappointed.
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>>43769302
depends

does the system have something that makes "normal" usage of swords less effektive against plate?
we pretty much require sword fighters to use these techniques against full plate armor or similiar protection
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>>43769302

I've been watching this all day and can't get over how badass it is.

One of the knights does the murderstroke at the end.

https://www.youtube.com/watch?v=y1HkuGUaNBY

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Tell me /tg/, what do you think of characters that have the ability to assimilate the enemies they slew and making their powers and abilities their own? And I'm not talking here about Tyranids or The Thing, but sentient beings that happen to have such abilities.

I know the example I'll give isn't /tg/ related and more /v/ related, but Evolva's Genohunters have this kind of ability to absorb genetic materials from the local fauna (as well creatures that aren't part of it) and gain unique abilities, improved physical capabilities and weapons such as claws, shootable spikes, flamethrower breathes and more.

What do you think of them /tg/?
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>>43769177
Would make for tricky bosses I'd say. Or powerful NPC allies.
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>>43769177
It would also be an intressting mechanic for player advancement in case they play something with that ability.

Instead of loot, you can grant new physical traits, maybe limited by some sort of capacity stat to keep the power level under control and the party diverse, so not just everyone takes any ability of everything they ever defeated.
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>>43769246
> Party defeats the giant magical mantis shrimp boss
> The male monk assimilates the clubs
> The female wizard assimilates the shrimp's brain tissue to expand her mind
> The rouge assimilates the eyes and sees the world in 16 different colors
> The cleric assimilates the armor and looks fabulous

Nice indeed.

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>inb4 I really like the 7th/8th edition garbage / I'm an AoS Untermensch
18 posts and 3 images submitted.
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people bitching about magic ... nuff said
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so many retarded people complaining without haste ... just so many faggets complaining
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>>43769100
7th was decided not to be an iterative improvement and bugfix for 6th to make it a more perfected game, and instead introduced a whole slew of it's own problems. 8th threw up on the mess that was left after a giant clusterfuck of army book wankery happened.

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So, /tg/, I feel like telling the tale of how I derailed a friend's campaign. To start with, there were 5 players, including myself. We were all told to be arcane/divine spell casters because psionics are disgustingly broken half the time.

We end up getting the usual balance crap of a team, having a CE Pyromancer, a LE Warlock, a CN Sorceror, a TN Druid, and me, a CG Wizard.

To be continued shortly.
12 posts and 9 images submitted.
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>>43768612 CONT.


So, our goals were separate but together in an academy of mages sort of setting. We were all told to focus on certain aspects and fields of magic, and were occasionally sent on missions. While the others took very boring and foreseeable options, I decided to be strange and somewhat creative and work on anti-magic research.

Nothing was too unexpected, I learned that anti-magic fields existed, that basically all spells can be dispelled when done correctly, and I learned a key amount of fluff from DM.

The difference between 'spells', 'curses' and 'hexes' were fairly closely knitted, but separated by a definition that would make a lawyer cringe.

Apparently, aside from costs, the difference between the three category was a minor mechanic of application.
-Spells were short lived, and mostly harmless single target spells.
-Curses, despite having a negative connotation, were multiple targets or contagious spells and nothing more. Like Mass X spell. Usually used for harm, sometimes good. Depends on intent and who you ask, yada yada.
-Hexes were malicious spells period. If it's kill, disruptive, destructive, doesn't matter. It's a hex. This leads to minorly blurred lines between curses and hexes, and generally leads to a bad rep.
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>>43768706
>strange and somewhat creative and work on anti-magic research.
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>>43768706 CONT.

>Begin "HMMMM..."-ing as any good player should
>Begin to start burring the lines with half-breed spells and applications with casting
>DM lets me get away with this shit
>Begin making ranged/AoE Mass Sanctuary spells that needed insanely high Will saves to negate
>This happens on missions for hilarity as we captured now harmless creatures
>Begin making more volatile spells
>Color Spray working on 10HD+ Creatures
>DM doesn't police me [Read, AT ALL], just sorta watches at my wonders and tinkering
>Begin selling recipes and stuff for resources
>With a patent, because the dangerous shit is expensive and out of normal academic resources
>Eventually get enough misc resources to get the more dangerous stuff from shady student who delved into pocket dimensions. Not even gonna go into that guy.
>Gives me creeps just thinking about him and his godforsaken backstory.

>Begin concocting plan for something that'll get me a military contract or better
>Tell the DM only the costs and that it's within reason
>Doesn't even question me, just says "As long as you document costs, buddy."
>Promise to do so whilst rubbing my hands and cackling

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Rate my dnd 5e Wizard

Str 8
Dex 14
Con 14
Int 16
Wis 10
Cha 12

AC 12
HP 8

Cantrips: Fire Bolt, Prestidigitation, Light
lvl 1 Spells: Sleep, Witch Bolt, Mage Armour, Shield, Find familiar, Identify


Did I fuck up massively or is she ok?
49 posts and 6 images submitted.
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>5e
You're a wizard so you're already the golden child of the system.
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>>43768481
But I have 8 hitpoints and a longsword swung by someone with 10 strength can 1 hit kill me.
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Ok, so I have a philosophy on how to play a wizard in 5e. Would you like to hear it?

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Your current character wakes up after a crazy, booze-filled party to discover that he, she or it went for a magical makeover last night. There's hazy memories that it might have been a dare.

What is your character and what did he/she/it get themselves changed into? How awkward is this going to be to explain?

(If you play settings without magic, substitute science or super-science as appropriate)
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My character is a Warfarged barbarian who is crudely painted green and is convinced it is an orc and is a sleeper agent for the destruction of all kender.

So for starters, it probably did not actually get drunk, just had a lot of alcohol and then laid down because it thought that was the correct thing to do after consuming alcohol.

And rather than a magical transformation, the paint probably just faded and it's confused why it's silver instead of green.
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>>43768403

>turning a lovely spacegoat into another generic elf

I SURE HOPE YOU FAGS DON'T DO THIS
>>
Probably changed his face, since he wouldn't mind that even without a dare.

He's wanted by some nasty people, and keeps making enemies because he keeps betraying and scamming people, party members included.

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How mad does he make you /tg/?
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>>43768291
Why would he make me mad?
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He makes me quite happy to be honest, I'll just wait for the inevitable TSIDF and have a laugh
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>>43768291
The only things I'm mad at him is that he listened to Horus, sacked Prospero and forced the 1KSons to go Chaos.

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I'm looking for art in a similar style to pic related. I'm going to run a game in the vein of Bloodborne/Innistrad/that colonial victorain style. wild west and other similar 1700-1800 type dress is fine too. I'll post what I have.
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>>43768002
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>>43768011

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Why are clerics and paladins so similar?

I would understand and enjoy a class divide between the wimpy priests/healers and the badass holy warrior guy, those are cool. But as it stands Clerics are just a little weaker then Fighters but are holy, and then paladins are holy too but better. I feel like they are too similar and unnecessary in the game.
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Way back supposedly the DnD cleric class was based around a vampire hunting sort of concept, and I'm guessing paladin came later

Aside from tradition I would say combat healing isn't very encouraged in most editions, so a more fighty class makes more sense to at least some of the people that make that decision as opposed to a more priest-like role
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>>43767925
At the start, clerics were based on healing, while Paladins were based on attacking. Clerics were holy mages, Paladins were holy fighters.
These days Clerics are not nearly as squishy, so the gap isn't as big. However, Clerics do tend to have more abilities that can be used at range than Paladins, and can can be more versatile.

Clerics were always meant to be healers rather than front-liners, but people bitched about clerics dying too easily because everyone would run off and ignore the fact that their cleric couldn't keep up until suddenly they realize their healer's down and there's still twenty more goblins. In response, later editions made clerics beefier.
Maybe it's too subtle for you to see, but clerics and paladins do fill very distinct roles in a roleplaying game. I would hate to see either of them go.
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This is why I prefer them as distinct things. Clerics as basically holy versions of sorcerers/wizards. Not built to be tanky or physical combatants.

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Is it really the best RPG system out there? Or is it just a /tg/ meme?
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>>43767849

Recommending GURPS in every thread is a meme.

Liking GURPS is a thing, however, that some folks do unironically. I hear it's pretty good for gritty modern settings with firearms.
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>>43767849
The name stands for Generic Universal Role Playing System, and it is exactly that. It can run any setting, any theme, any genre, in any time period, however it does not do anything exceptionally well.

My advice is that if you want to homebrew as much as possible but you don't want to make a game system from scratch, run it in GURPS because it will run it well, no matter what it is, but if you know of a system that is built to do what you want it to do, then run that instead.

The game itself is complicated at first glance. This is because it has a rule for absolutely everything, however it is recommended that you toss out any and all unneeded rules and use only the rules that are relevant to the game you are playing. The system is built specifically to allow you to do this without breaking the system in half in the process. This all means that while you as the GM can customize the setting to be what you want it to be, it requires you to know the ins and outs of the system so that you know what to include and exclude, and that you spend a good amount of time before running the game determining what you want to use from the system and what you want to toss out, which optional rules you want to use, and what modifiers you want to implement if any, as well as what skills are available, what point value the players are, and other such things.

Once you get all the front loaded crunch out of the way, the game runs surprisingly smoothly.
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To expand on the previous posters' points a little, the reason recommending GURPS is a meme is because that's its purpose, to serve as an option for ANY situation.

So, no, it's not by any means the best system out there, but it is a viable option for essentially any campaign, and therefore, potentially the solution to any given issue you're having with it.

It's like, say, a Swiss Army Knife. If your friend asks you for "a tool" without being super specific, you hand him a Swiss Army Knife, because it's a mediocre version of a high number of tools. So recommending GURPS became akin to the "Have you tried not playing D&D" meme; in that, often, the complaints people have are direct results of the systems they're using. So unless they get more specific, or explain how they want to solve it IN system, the GURPS suggestion is technically valid.

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