Hey guys, I'm gunna be playing a wizard necromancer in the next DND session we're gunna do and im looking for cool character art. I'll get it started with random google stuff.
POST YOUR COOL NECROMANCER ART PLZ
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Do you prefer more narrative/genre emulation-type RPGs, or more situation simulation ones (does not have to be "realistic" per see)?
Do you prefer actor stance when playing games, or do you like having some mechanics to effect the game from the outside ala director stance?
Why?
I like tactical game-like combat so long as it doesn't get in the way of creative item/environment use.
I like simulation-like rules with minimal rolls for exploration, travel, and generally all non combat dungeoneering. ( in large part because poor rolls for well thought out non time sensitive things can really shut down a story )
I like narrative actor stance type stuff will almost all social encounters because I'm not an autist.
>>55372850
Definitely narrative-type for me. I have yet to find a single simulation-type RPG that isn't unnecessarily complicated to the point of not being enjoyable.
I always take the director stance, even if there are no meta mechanics. Though I find that in the type of game I enjoy, the line between meta and not meta tends to blur anyway. It may be because I started out as a DM and still end up GMing far more often than I get to play, but I never really got what's the deal with "immersion".
>>55372850
Genre emulation is definitely my thing, although I've started to hunger for genre emulation games which actually use that as a basis for a solid set of mechanics. Unfortunately, Legends of the Wulin is the only real example of this, and it's a highly imperfect one.
As for the whole idea of RPing stances, I understand it in theory but I've never found myself drawn to one in particular. Metamechanics and narrative powers are fun, and I've never found them particularly immersion breaking, but I also don't particularly miss them in systems where they aren't present.
It all depends on what the system is trying to do and how well it supports and executes its premise, in my eyes.
If you made to make a crappy cartoon about /tg/ what kind of cartoon would you make?
>>55372411
>crappy cartoon about /tg/
Adventure Time? Or more crappy?
>>55372437
About adventure time/rick and morty/Steven universe quality.
>>55372465
Suicide is a better option then all three.I'd make a gritty remake of Street Sharks
What are some fantasy settings with enormous geographical scale?
>>55371840
I think the original plane in magic, dominaria was something like three times the size of the earth
>>55371881
Something like ringworld in scale would be better. But thanks, will check out
>>55371840
In Spelljammer's Practical Planetology there's a ringworld by the name of Neville that has spacefaring capabilities but is using it as a means to explore their world considering that its literally 300 million earth's worth of space.
Its literally stated that any other setting probably has an analog on that ringworld because there's so much space that any niche climate would have its own place.
>Playing role-playing-games on a plane
Should this be allowed?
>>55371823
Why would it be disallowed?
>>55371823
Just sit together and do it at a reasonable volume? I don't see what they could do to stop you.
>>55371823
4 men gathered in a single area in an aircraft is obv. terrorism.
T. American
Stat him.
I unironically want an HBO series about him
>>55371426
>Depends On The System
>D.O.T.S.
>dots
>....
>>55371426
>doesn't have 7 fingers
>hair isn't a ton of colors
>isn't fucking a hundred girls simultaneously
See me after class
Anyone know of any systems geared toward Mad Max style post-apocalyptic vehicle combat.
>>55371424
Only game system I know of that did good vehicle combat was Dark Heresy, and even then it was something like three pages. Vehicular combat is rare... give me a moment, I'll have a look
>>55371424
Okay, I had a quick look, turns out there's this obscure RPG that's exactly what you're looking for made back in the 80's called Car Wars.
Latest rules are 2002, so it might be worth a poke.
>>55371424
Atomic Highway
>water-proof sword
>>55371175
So gold?
Or platinum, yeah? No? Yeah?
A sword that proves water? Cool.
Hey /tg/. new GM here.
I'm planning on running my first campaign in an underground cavern system similar to the Underdark. I was wondering if you knew about any books that cover environmental hazards one would have to worry about spelunking underground. They don't have to be game system specific.
I'm planning on having the PCs climb a mountain that is a slumbering earth elemental titan that will awaken and go on the rampage if they don't enter through a cave and reach it's core and destroy it. The cave system running through out the titan will sort of function like it's circulatory system which is normally filled with magical power when activated so the PCs can travel through them safely while the titan isn't active.
Since I don't know a lot about caves I was wondering there were some game books that helped out with building environments and hazards the PCs might face delving deep into the mountainous creature.
>>55371164
>>55371190
>>55371164
Veins of the Earth is pretty excellent and has some reasonably interesting subterranean navigation rules. Its probably not the best monster compendium unless you are shooting for a weird aesthetic though.
What's are some good "in media res" versions of "you all meet in a tavern"?
>>55370822
>party of adventurers fighting desperately in the middle of a horde of skeletons while a necromancer blasts a bolt of green lightning at them
>freeze frame
>Yep, that's you. You're probably wondering how you got into this mess
>>55370822
Dunno about real examples. But would be interesting to start game with characters already in situation and letting players have flashback situations where they have freedom of explaining how and why characters started working together.
>>55370864
>mfw forgot the record scratch
Granny or Nanny /tg/?
Skelly for the best waifu! Always there for you.
>>55370939
>Rhianna Pratchett writes a Discworld sequel where Death starts to identify as trans
>>55370748
Granny is obvoiusly the hero we deserve. but Gytha is currently my favorite name for female chars.
How do I write a history for my character?
Try graduating high school first.
Anything more complicated that two short paragraphs is overwrought, and two is pushing it.
Remember, the interesting stuff is supposed to happen to your character during the game. Not before it.
Quality thread.
Stat me, /tg/inb4 people only rely on knowledge they gleamed from Cthulhu Mythos stuff instead of the original book
>>55365722
/tg/ doesn't read.
>>55365722
Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
>>55365722
>Depends On The System
>D.O.T.S.
>dots
>....
Do you ever invent your own magical items? What ideas have you come up with?
Corkscrew +2.
Counts as punching dagger +2/-2 (for enchant / for being a corkscrew and not intended as weapon).
Is +2 weapon for purposes of bypassing invulnerability by mundane weapon.
Required of open sealed Vintage Bottle +1.
>>55359205
One of the characters I'm currently playing have a magical leather belt. The belt, besides holding his pants, also have 4 iron rings around it. The belt's properties are the following:
> The belt cannot be removed unless the user do it willingly
> Any item the user attaches to one of the rings (only 1 per ring, total of 4) will become magically bound to the belt. What this does is that somehow, magically, the item will return back to the belt as long as its bound to it. (ingame, it means that every session, my character have each of the four items there attached to his belt, even if he lost one or more of them on the last session)
> The item comes back to the "condition" it was when it was first bound to the belt. For instance, my character have a pirate-like pistol with 1 bullet on it, and it always come back with its 1 bullet. Also, my character have a 2/3 full bottle of booze, and it always come back 2/3 full, even if he drank it all one the previous session.
> The user can willingly unbind an item from the belt, so he can bind another one on its place.
>The Glutton is a tiny demon in an unbreakable cage that eats magic. Feed him a spell, and he'll digest it, and cast whatever the DM judges to be the polar opposite of that spell.
I'm starting a new campaign of 5e and one of my players has expressed interest in killing deities.
I have no problems with this but how do you kill a god? Can you even fight a god, or do you just kill all the followers?
Also once that god dies, what happens? Does their body just float around in the astral plane? Who if anyone takes their place?
Has anyone else done something like this in the past and how did you handle it?
>>55358502
Use a gun. And if that don't work?
Use more gun.
But if anyone has a good answer I'd also like to know. I need the god controlling the Shadowfell (whoever that is in this setting) dead.
>>55358502
Well for starters everyone with the 'Faithful' trait for them loses it and gains the 'Faith in Dead Gods' trait
>>55358502
Watch/read Terry Pratchet's The Hogfather. It's about an assassin who has been hired to kill Santa and The Grim Reaper's attempts to stop him.