Help me work out some good sci-fi weapons for an underwater setting. I know about lancejets, gas propelled underwater guns and spear guns, and obviously torpedos. But what's some wierder, more high tech shit you can do? In X-Com, TFTD, they used spearguns, drills, thermal and sonic weapons, etc.
Any hobby aqua-physicists wanna chime in?
https://en.wikipedia.org/wiki/Supercavitating_torpedo
I also know that certain types of lasers work decently underwater but I couldn't tell you exactly which.
Sonic weapons could work underwater. There are certain species of dolphin that use blasts of low-frequency sound to stun fish at close range and make them easier to catch.
>>54581840
Have you tried mega phones? I found this in the kart. It's great!
What are some ways of emulating the feel of the Fire Emblem games on PnP?
I know the Green Ronin ASoIaF RPG is pretty good for making Royal Houses and games focused around intrigue between Lords and Knights, but what about dat tactical war gameplay?
What about some wargame rulesets that could be used to link a bunch of scenarios with some roleplaying and plot in between? That'd feel even more Fire Emblemy.
Sugestions on sources of inspiration for these types of stories is also welcome
>>54581604
Literally port the mechanics straight from the games, that's all you have to do
If you're playing in-person it may be less than ideal to do all the calculations manually, plus it'll take forever, but if you have access to online macros you just need weapon/unit stats and you're more-or-less set
I ran a campaign with that method and it was the best experience I've ever had- combat was streamlined and felt just like the games, only instead of getting angry by yourself when an enemy lands a 3% crit you get to yell alongside an entire congregation of players, which I've since learned is the ultimate FE experience anybody could ask for
https://obelion13.wordpress.com/2016/08/31/fire-emblem-the-tides-of-war-v2fates-1/
There's a system that attempts to compile series classes/weapons/mechanics/etc into an easy reference, but I'm personally not a fan of its growth system and would houserule that into more series-proper rates (again, because macros make that a lot easier)
Granted, this way means anything not strictly combat is basically freeform, which may or may not fit for your group, but if you can get past that it's great
>>54581604
Strike! is made for tactical combat, and has a bunch of alternate rules and subsystems that let you link together scenarios with few rolls inbetween.
It's very gamey, though, so if you would want simulationist you are better to look elsewhere.
>>54581604
Currently running through a 5e homebrew alongside a separate lord thing. So far it's feeling ragtaggy but it's not terrible and the players are slowly trying to uncover the why of how the campaign started.I don't think it's all that great, considering this is just a 5e homebrew but I've wanted this for years and this is a system that's easy to pick up.
Whats some of the weakest characters for Pathfinder?
A DM's been busting my balls even though I've been the weakest in the party for like a month and I want to be passive aggressive towards him but something like an 8 Int armless kobold wizard feels too obvious.
>>54581238
Find a new group if it upsets you so much.
It's probably a problem with you, not your characters.
>>54581238
Play as a monk with low wisdom and DEX. Make sure to fluff him as a one armed old man while you are at it.
What is the best color combination in MtG (two and/or three colors) and why do you think it is?
>>54579230
For me, it's Simic (UG).
Nature with nurture, life enhanced and made better, and using these to aid the community. All of these I personally like.
>>54579230
Temur. Also we need an artfag to draw anime waifus for the tricolors like the Ravnica ones
>>54579281
I might be up for the task. It'll make for some excellent training.
It just might take a while.
Whats the point of Centurions?
>>54577034
Centurions are anti tank.
>>54577034
Oh shit you remember those? Don't tell me you have some in your collection!
>>54577034
Not 18" range?
>Friday night
>Not Chad enough to be on the town with friends and girls
>Friday night
>Not even competent enough to be in an okay house with okay people playing a shitty tabletop game
>Friday Night
>Don't even have an online group
>Friday Night
>Friday Night
>Friday Night
Tell us about your Friday Night, /tg/
>>54575298
Working unti 11 then driving to show up 3 hours late to a dnd game
>>54575298
make dinner for senile grandparents.
sleep.
>>54575334
Why bother
That's almost an entire game session
Who would be the barbarians in a arabian nights setting?
The mongols maybe?
>>54567849
Actual barbarians. Or Vikings.
Why not, after all? We're not constrained by real world geography, and so long as not!Arabia has a coastline it can be plundered.
>>54567884
Sand Vikings sound pretty amazing actually.
Have some variant of longboat that can sail in the sand.
Hey guys, checked the catalog and couldn't really find much to help.
Running a slightly different campaign than normal. Characters are focused on ruling rather than heavy dungeoning. The players have earned their lands, built their keep and have started to recruit a small army. They have interacted with orcish encampments, dwarven refugees and elven woodsmen and have gained allies that are willing to pledge troops in case of war. They have income sources to feed and arm the troops.
On to my question. How the fuck do I run large scale combat without it becoming bogged the fuck down? Im not talking 50-100 people. Im talking potentially a few thousand.
How do I represent?
How do I create Initiative against the enemy?
What can I do to add a twist to everything?
Should I run the battles as an "in the background" event that adjusts according to what the PC's accomplish or fail at.
>Help please.
>also 3.5 general
>>54566318
A) Go to /pgg/ / /pfg/, it's effectively a 3.5 general
B) Steal Pathfinder's mass combat rules or use swarms.
If you wanted to run the combat in real time with the players, I would group together chunks of soldiers.
Squads, regiments, blocks, however they're organized. Make stat blocks for them and have them duke it out like monsters. I think it could easily be represented on the table if that's what your players want. It would play almost like 40k epic, or any similar game.
Background works just as well, but I would talk to your players about what they think would be the most fun!
>>54566318
Heroes of Battle, Stormwrack if yall go naval.
Which game do you prefer?
I used to be better at yugioh.
I play magic now which I have always been bad at.
I think I would be bad at yugioh if I tried playing again.
I like Magic more on a fun factor but on a competitive level I much prefer yugioh because it's more affordable than any other competitive magic format
>>54564723
one day pauper will actually take over MTG
>>54564723
>I used to be better at yugioh.
>I play magic now which I have always been bad at.
>I think I would be bad at yugioh if I tried playing again.
that's funny, this is exactly my feeling.
doesn't making him not care about anyone kind of ruin the point?
I mean the other gods seem to care at least a little about their followers. Why is he even trying to help humanity if he doesn't care about it?
>>54561099
The Emperor operates on an entirely different level from mortals. You cannot possibly comprehend his reasons for trying to help humanity.
Because he's only interested in power. He's a hivemind made up of ancient chieftains who wished to calm the Warp so as to safeguard their souls. The Warp would eventually become so unstable that their reincarnation abilities would no longer work. As soon as they died, their souls would be consumed by demons. To prevent this, they pooled their souls together to create the Emperor, and embarked on a mission to destroy Chaos and calm the Warp. They fear death above all else, and their apotheosis was planned. They purposely engineered the Horus Heresy in order to facilitate this. This is why they did nothing to stop Horus or the Primarchs from falling when they could have.
>>54561099
The Emperor has always cared about Humanity but not humans. He wants the whole race to improve and have a future where they rule supreme above everything and he will sacrifice as many people as it takes in order to get there.
He has always been an inhuman monster of a god for humanity, he sheds a tear for heroes that die in the name of His dream but not for the billions that are grinded to dust daily in his most terrible regime.
So apparently Guilliman is currently writing up a new Codex targeting the Nobles of the Imperium and use it as a law to keep them in line.
How the fuck is he going to enforce this?
>>54560562
By giving it to the masses, to make the nobles accountable for their actions.
>>54560562
Who's going to argue?
Custodes?
> "My son, the world wasn't always the rocky, barren waste it is today, many generations ago, in an age long forgotten, when the gods walked among us, the entirety of the world was lush, vibrant, and fertile, and a great multitude of plants unimaginable thrived, compared to them, the grasses and palms along the banks of the great river are as nothing."
>>54556497
The world is secretly an hourglass, and the time of inversion approaches. To make ready many cults are creating great ornithopters on which to ride into the new world
Sand Mages are able to break apart their bodies into small, telepathically controlled particles and slide across the sands like a ghost, riding on the wind.
>>54556546
This explains all those castles submerged by sand.
As time goes on older and more horrible ruins are revealed. When the last grain of sand goes underground it starts raining sand.
This is Elesh Norn, she ruined Mirrodin
Say something nice about her
She's pretty good in EDH
White phyrexians as a religion is way more interesting as a villain than old-phyrexians ever were.
>ruined
Koth get off the computer
The Generic Universal Roleplaying System is, at its core, modular, additive, and hackabe to your whim.
The LITE pdf is free! It's 32 pages long! It elegantly summarizes the core rules used throughout the entire system! It's free! The LITE pdf is intended for a GM to introduce a new player to GURPS without all the extra stuff. To build and play a regular old human character, with a cinematic flair. It is an excellent (free) read for the curious, and the unwashed. 32 pages can't describe the breadth of GURPS, unfortunately. With limited space, it eschews magic, spaceships, and exotic alien stuff, but it covers the entirety of the core mechanics. Thankfully, the gist of it is most of what you need, since everything else mostly applies or extends the one true roll of 3d6. That's right, play pulp mystery, cyberpunk action, medieval drama, or cold war espionage... all with three dice! http://www.sjgames.com/gurps/lite/
GURPS can be as LITE or as heavy as you want. Everything is optional.
Pray to the all-seeing-eye for answers to modelling your esoteric powers, technology, and abominations! Surely, an illuminated one will answer. Consult the asparagus for useful links.
What rulebooks would be good for a Final Fantasy-inspired setting?
>>54532926
I'd suggest Low Tech, for weapons and armor options if you prefer more Final Fantasy Tactics to the main line games. Then Fantasy for ideas about how to run a fantastic game. After that you've got a lot of choices because, well, FF is a really broad set of games that cover a lot of area.
Thamutargy is a good choice if you want to customize magic to suit your favored type of FF, while there is GURPS Steampunk 1: Settings and Style if Final Fantasy 4 was one of your favorites.
If you prefer the later ones with a more science fantasy feel, Ultratech, Biotech and Spaceships might be good, especially if you want to create some airships. There's plenty of stuff in Spaceships 7 that would suit that well.
That said, those are only ones you might want to use. If you prefer to keep things simple the basic set can handle it with no supplements.
>>54533003
>with a more science fantasy feel
Bingo. Going to write up an adventure today, the ones you listed sound perfect.
Ok /tg/ i need a system that allow my players have some kind of superpower that is designed by themselves (Like, i wanna my character to fight using a line that do a huge set of things, while the other wanna have the powers to inject hormones in the enemy that mess with him, and it all reflect in game terms like conditions and etc.) but i wanna the game allow powerplay somehow, different from Mutants and Mastermind, that do what i want but let the characters too restrained.
Savage Worlds. You have a bunch of powers, and they can be customized by "trappings" to give them effects that match common ideas about things like elementals.
>>54584574
Wild Talents?
>>54584574
GURPS.