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Just played my first Roll20 LFG game with random people, (I've only played Roll20 with friends or just in person). We played Labyrinth Lord and it was great, I actually had an awesome time. It was kind of awkward at first but we really gelled and the game itself was so fast and fun, we had a lot of deaths but a lot of laughs too.

Did I just get lucky? Or is Roll20 really alright, and old school D&D actually that fun?
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>>54082575
>Old School DnD

Here's where you went right. All the grognards, sperglords, weeaboos, and autists are playing 3.5 or 5e.
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>>54082575
You didn't play 5e, 3.5 or PF so you avoided all the shit that comes with it.

Roll20 is alright if you avoid the shitty systems.
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>>54082575
>>54082778
>>54083955
>5e is where the speglords are
Weird, the only time I played through roll20 properly was D&D5e with a bunch of mexicans (I'm spanish)
It was standard, typical, campaign of a short dungeon crawl with some traps and not too difficult encounters culminating in a fight against a beholder. Simple and clean, I had a lot of fun and everyone was nice, perhaps the GM was too eager to throw us a bone and help, but some of us almost ended up dying and his attempts at inmersion were bretty good

I guess I was lucky

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I first played Black Tiger in the early 90's in a pub in New South Wales. It was one of two arcade games there. It made some kind of impression because I have modelled several fantasy RPG characters on its protagonist since then. Today, I am interested in systems that would let me play an interesting tabletop adaptation of this character.

There are really only a couple of major factors:
1. He uses a flail. Outrageous fantasy flails are ok in this regard.
2. He throws knives. In the arcade game he can throw nine at once, and swing his flail, which is an amazing feat that I don't really seek to replicate when playing characters based on him.
3. I like the aesthetics of the horned helm and sword-and-sorcery style display of his heroic physique so a game that is open to these is preferable. Interestingly enough, armour is a major mechanic of the Black Tiger arcade game.

Previous versions of this character include a Dungeons and Dragons fighter who used a flail and specialised in throwing knives (three or four per round!) and a Chaos Warrior in a specialised campaign of WFRP that allowed for chaos men. The other players thought I was paying tribute to a character from the Mark of Chaos computer game but nay, twas Black Tiger riding again on the table top.

Are there any other neat RPGs or even other games that might allow for neat adaptations of this particular character?
4 posts and 1 images submitted.
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>>54082134
Barbarians of Lemuria might fit the bill.
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Never heard of it buts it looks cool. Have a polite bump.
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>>54082134
That troyan horse looks weird.

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I need some female Alchemist wallpapers, because the idea of a insane doctor lady is awesome.
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>>54081804
It's not much, but it's what I could find on short notice.

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Rainbow Weathery Arciel
Fairy / Link / Effect
Link 3
3 “Weathery” monsters
(1) Weathery monsters that this card points to gain this effect: * When a card or effect is activated: You can banish this card; negate that activation, and if you do, destroy it.
2) When your opponent would Special Summon a monster(s): You can send this Link Summoned card to the Graveyard; negate that Special Summon, and if you do, destroy that monster(s).
3) Once per turn, during the Standby Phase, if this card was banished to activate the effect of a “Weathery” card since the last Standby Phase: You can Special Summon this card.

Why does Yugioh have better waifus than MtG?
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>>54080728
>Why does Yugioh have better waifus than MtG?
Eastern art style vs Western Art style
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>>54080728
Konami is being really kind to women and waifufags lately. They've been making actually usable decks for them for the last couple of sets.
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>>54081059
Confirmation that Konami needs to burn ASAP.

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How do I make stealth interesting /tg/?

I'm having some difficulties with my current group, who all wanted to be sneaky thieves.
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>>54080620
"Stealth" should be alot less about being "sneaky" in a "hide in the shadows all the time" sense and alot more about researching targets, working out disguises to avoid suspicion, knowing guard patrols or people's daily routines, ect.

A good stealth game is like a good heist movie or running a good job in Shadowrun. About three fourths of what actually happens in the plot arc is PREPARATION, rather than the actual action itself. Good thieves don't sneak around in the dark in leather tightpants, good thieves are the ones dressed like nobles and rich merchants and trophy wives, whom you'd never suspect of having a knife hidden in her corset when she approaches you in a quiet out-of-the way room at a party.
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>>54080620
MAPS
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>>54080620
Like the first anon said, it should be less about being invisible because if that's all stealth is there's no difference than having a mage turn you invisible. Stealth is a tactical playstyle where being caught out of it off-guard is disastrous. Focus on said tactical aspects and avoid "I walk in the middle of a brightly lit room, bypass 20 people, and backstab the guy." Make sure the players know this because they may just want the hide in plain sight style of gameplay.

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How do you think a sci-fi setting based on Celtic myth and history would work?
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>>54080286
You'd have the Caledonians in Infinity
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>>54080286
Problem is that the mythology we have preserved was thanks to Catholic monks writing shit down. I have a suspicion that they changed shit to better fit a Christian narrative.
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>>54080286
You know the Warp? From 40K?

Just make it less shitty and you're spot on.

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Are there any good (possibly abstract) miniatures games with strategic depth?

I have fond memories of pushing miniatures around the tabletop and measuring distances with tapes but after a while most wargames/skirmishes feel very alike and can never really be played competitively thanks to the randomness of the dice rolls.

Is there a miniatures game with some sort of strategic depth? Doesn't even have to be like chess, even the sort of cleverness of MtG is engaging enough.
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>>54079986
Magic and like, games for "not nerds" like Poker have a certain element of randomness. (Or should. A lot of fuckers don't shuffle their deck properly. This is cheating.)

I'm certain you could have a level of variability with dice that influences the most optimal choices at the time to that degree.

Or do you want glorified tick tack toe/"Battle Marble Solitaire?".

You could also play Go. Go is not random.
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I'd say some of the more zoomed-out games like 3rd and 4th edition Epic (Epic 40,000 and Epic Armageddon, respectively) do a good job of making maneuver and positioning matter.
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Starter guide for Epic Armageddon attached.

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How do I know if the players like the direction that the game is going in?

I feel like they're all too nice/non confrontational to tell me if they didn't.
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Just fucking ask them, you non-confrontational Millennial betacuck.
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>>54079928
Me and my friends use a system that can draw criticisms out of even the biggest pushovers. At the end of each session, we do the "good, bad, and ugly". Each player describes something they liked about the campaign that the GM did as their 'good', then describe something that they did not like- or, at the very least, that they believe the GM can improve on for their 'bad'. The 'ugly' is an award that each player gives to another player for doing something that made the session especially enjoyable.

It not only compels the players to describe something they might not like about the games you run, but it normalizes it by having every player do so, in addition to giving you positive feedback, which tells you what you did that was especially good. Plus, the 'ugly' award encourages people to play in ways that are fun for their companions, as well as themselves.

It's been a rather effective system, and has- among the other forces at play- helped foster the best group of D&D players I've had the pleasure of running with.
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>>54079928

I always close each session with three questions: "What worked?", "what didn't work?", "what did we need to know that we didn't?".

I get much better feedback this way because it's specific enough that people feel more comfortable giving it, whereas "so, how was it?" just invites "it was good." Plus, all three questions inform me directly what to work on for next session.

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https://www.dropbox.com/s/piljepe7l3wcd4c/Fallout%20The%20Big%20Apple%20Wasteland.pdf?dl=0
http://www.mediafire.com/file/779ocuy1quxa7qb/Fallout+PnP+Complete+Kit.zip
https://www.mediafire.com/?jpk043dwnhsf60i
5 posts and 1 images submitted.
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Giving this thread a hopeful bump - is the Fallout setting just not an interesting enough topic for a regular thread?
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been thinking of doing a fallout off the carolinas a few years before 3 takes place...what kind of water bourne or semi water bourne factions do you think there are/could be. without getting too water world
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>>54082710
Some sort of underwater lab or bunker - Enclave remnants, a vault, the remnants of some pre-war company.

Probably a faction that managed to get a cargo ship working and sail it around the coast to avoid most of the dangers of the coast, and have enough firepower to scare off pirates. May turn to piracy themselves, or have an irrational fear of land after so much time on a ship.

Obviously some sort of tribal group on rafts or in canoes.

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I'm looking for a system to steal for my setting which is basically western spaghetti with your average fantasy tropes (orcs elves and shit).

I need a D100 system with a heavy emphasis on gun play, whether realistic or flashy I don't really care.

Do you know where I can get that ?
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>>54079447

bump
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>>54079447
Aces and Eights is a Wild West d100 system. You'll have to homebrew the fantasy elements yourself though, it's played pretty straight.

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I've got a level 3 PFS blob. I'm going to be using it in a couple days and I have yet to decide what I want to use it for.

Any suggestions for some good/fun/powerful builds? What are your favourite races/classes/builds?

My favourite classes are Warpriest, Magus, Hunter, and Druid. My favourite build is a Half-Orc Hunter 3/Warpriest 7/Monk 1 that rides a griffon, shares Fervor'd Divine Favor with it, and Flurries with a Greatsword. I can go into details on that for anybody who is interested.

My ideal
>PFS legal
>powerful
>fun
>good action economy
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I'm a big fan of natural weapon builds. With a Tengu, you can have four primary natural attacks online by level 3.

Bite and claws from the race itself, and Spirit Oni Master for a gore attack. Pick up an Agile Amulet of Mighty Fists and your golden.

Slayer is good for natural weapons too. At level 2 you can grab Aspect of the Beast, via ranger style feat, for claws.
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People actually play PFS?

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Question: Why would humanity be important to a group of alien races?

Answer: Humans were artifically created beings made to house a Soul or a catalyst. Millions of years ago numerous Great Races made use of the Catalyst to give them great magical and physical powers but they abused it invarious wars that destroyed large portions of the galaxy. The Progenitors punished the Great Races by taking away the Catalyst and creating humans to store them in to keep them hidden and give the Catalyst a chance to live and grow in peace on their own.

Now after millions of years many of the Great Races of died off either through war or through nature leaving two Great Race members, Giant humanoids who are locked in eternal battle for the legacy of the Progenitors. As Humanity is slowly expanding into it's own solar system the presence of the Catalyst has been made known to them and they decened upon humanity in hopes of either swaying them or enslaving them to make use of humanity's hidden power for their own.
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another potential answer is that iirc Earth is pretty close to the limit for the size of a planet with a gravitational force that can be escaped by (known) chemical propellants.

So humans are likely to be heavily built by spacefaring species standards.
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>>54079126
humanity is actually the oldest self-aware species in the universe
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>>54079126
Because humans can be turned into the best mountain dew.

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can someone explain the weave in the forgotten realms to me? im having a hard time understanding the explanation in the PHB.

also what are some good systems for the worlds magic from your games?
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Magic is the internet and only wizards have good bandwidth.
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>>54078699
Basically, the world has natural, raw, ambient magic. It's incredibly powerful, and also incredibly dangerous, so it will easily destroy even the most patient and skilled mortals, locked away inside all matter and thus difficult even to access assuming you want to blow your brains out between your ears.

The Weave acts as a barrier and a gate between raw magic and the world of Toril, like a massive web overlaying it that all mortals walk like spiders, or an ocean that objects float on top of. It allows mortals to access magic and be protected from the harmful effects of contacting raw magic, while still able to tap the refined energy through the Weave. With the Weave gone, raw magic will quickly dissipate from the world, disrupting existing magic and damaging conductors of raw magic, only leaving pitiful dregs of fuck-all for people to actually use. All three times that the Weave's been destroyed (because Mystryl/Mystra IS the Weave, not just its custodian), the backlash resulted in widespread destruction.

The Weave is present in everything in Faerun, be it living, dead, undead, inanimate, solid, liquid, or gas. It permeates the soil, suffuses the deeps of the ocean, and stretches to the limits of the air in the sky and beyond. It's basically the fabric on which the substance of the world is embroidered, anchored to the world with innumerable anchor-points (maintaining these is one of the jobs of her Chosen, as well as expanding and promoting the spread of magic).

Spellcasters cause spells to work by drawing power from the Weave, adjusting the balance of energy in their spell use so that the power comes forth and is shaped by their actions and will. That is ALL spellcasters, mind you. Clerics receive their spells from their deities, yes, but the power they're accessing is the Weave, and deities generally use the Weave (Shar used the Shadow Weave instead) as the transmission medium (like a phone line) to get the spells into their clerics.
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>>54079119
thanks, im much more clear on it now

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Playing D&D 5e with friends. All 6th level. What should I toss at em?
Items, monsters, NPCs and the like.
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>>54078656
doritos

Anyone got a less shitty version of this chart? It's kinda interesting, but i think it needs more subdivisions, like if it's artillery meant to be a mobile weapons platform, or a kinda tank role that gets right in the middle of battle to take down structures for grunts to make progress, or one that has more mobility like jet engines or something for terror raids.
1 posts and 1 images submitted.
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