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Archived threads in /tg/ - Traditional Games - 714. page

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Hello there fellow fighters, what do you guys prefer and why?
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>>54032039
hitting hard with best axe
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>>54032039
Fighting styles.

Specialization shoehorns characters into doing one thing over and over, using one tool only.

Fighting styles may as well, but at least there's a chance there for a more versatile character.

...

Although, you could totally design a specialization as a style, and a style as a specialization, so unless you make up more strict definitions for both it's a moot point.
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>>54032048
I see you are a man of combat aswell

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What are everyone's thoughts on how the First Legion fares in the new ruleset?
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>>54031967
As a DA player I find them bland as fuck. As all this edition, but I will wait with full judge until GW update, just like they did with stormcasts. For now - meh. Dayum shame
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>>54031967
Only game I've lost so far was against dark angels bikers and land speeders, but for reasons not specific to dark angels. I just struggle against highly mobile shooty armies. Have crushed everyone else so far.
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>>54031967
IMO with the lack of codex they are very meh. Your option are green wing, so any other space marine chapter. Or Ravenwing fast attack army shananagins which is kinda your standard MO. Once again deathwing are not very viable in low point games as there is pretty much no way to run them sub 1.5k points.

With the only detachment you can really being the vanguard you are forced with 1 HQ and 3 elites so if you run 3 terminator squads your at 4 units and about 800 points. So to get the most you gotta take belial and run a champion and apoth but the problem is you can't deep strike them all so your forced to foot slog them which is aweful but then you can just run a LR but even still you don't have enough models on the field vs in reserves.

They are very underwhelming and bland for being one of the most diverse chapter in terms of combat styles.

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How has everyones favorite cog boys been fairing so far in 8th?
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>>54031793
Without formations, they aren't doing as great as before. They do have their pieces to fill in the soon-to-become ubiquitous "Imperial" army.
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What is the better loadout for destroyers, grav or plasma

With only 10 hours to go,
How does /tg/ feel about Zombicide?
https://www.kickstarter.com/projects/cmon/zombicide-green-horde

I mean fuck those guest artist boxsets always get me hard.

Does /tg/ play the others, Is this style of game considered Traditional enough to be approved?

Fucking hate their Hype train kickstarter campaigns though (Purchasing 2 copies of everything to re-sell at double cost)
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So /tg, I'm wondering to start a tabletop Dune campaign as my usual party would like me to GM one for them. Age is going ti be the last centuries of Leto II's reign. What system would be the best? An adapted Rogue Trader would seem to do fine, but I'm non confident enought. Any though/ideas/suggestions?
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>>54031747
there's definately nothing Dune specific, but FATE really does work well as a catch-all. Though, which catch-all/refluff would work really depends in the FEEL you want to give the game. Tell us more than just the genre or setting.
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>>54032496
OP here. The idea is to put them against the situation of the Empire at the end of the Golden Path - heavy on politics and schemes, between Tleilax powermoves and the resurgence of a splinter branch of Harkonnens, but with some combat somewhere. They will be "manchurian candidates" for the Bene Gesserit, descendant of centuries of specific breeding to achieve their goal (thus justifying their above-the-average stats).
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But the theme of the God-Emperor's reign was exactly that... nothing happens. Ever. Enforced peace. Utter boredom. Leto streamlined and simplified everything. As the wikipedia article on God-Emperor of Dune says:" the entirety of human society has become an audience for him".
Any sign of unrest? Leto send his fish speakers and the whole comotion is over after "an days", not even "an months".

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So I've had a lot of success with a method of starting games that I've never heard anyone else using, but I'm curious to see if anyone's done it or something similar. Instead of doing the 'youre all in a tavern' thing, or start in the middle of the action, what I do is I start with each player individually in a solo session, just me and the player. They start out in various places, and I just try to make sure they end up in the same place. Its worked so far for us, I consider them like 'prologue chapters' for each character. I get to introduce various stuff to them differently, and get to know their character and how they act. Then when they end up together for the start of the first real session, they all already have some motivation to how they ended up there. Makes for fun interactions.

Anyone tried this? It also makes me want to try to do a long-term solo campaign. It seems like a lot of fun.
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>>54029177
oh and pic unrelated
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>>54029177
It seems interesting. I've been wanting to try something similar for Mutants and Masterminds.
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>>54029208
We mainly play Burning Wheel, which is a very character and story focused game, so maybe thats why I have so much success with it. But its a blast every time, and my players love the 'prologue' chapters. Honestly a lot of time they're more fun than the actual group sessions. Thus me wanting to try a solo campaign.

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Greetings /tg/. Some of my friends have been showing interest in playing some sort of tabletop game, and I've been getting some less than subtle hints that I should be running the thing. I've never done anything like this before, what's the best way to learn other than just doing it and embarassing myself?
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>>54028837
https://www.youtube.com/playlist?list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_

I've been binging his videos for the past few days, about halfway through. He offers some good advice, although I do disagree with him at times, mostly over styles of GMing. He also has some serious SJW leanings but it doesn't affect the videos and he mostly doesn't talk about it.

His advice is also applicable to more games than just D&D. There's not much D&D-specific advice he gives. I wish he'd talk about other games more (so far he's only brought up other tabletop games once), but I suppose that's inevitable when your audience comes from Critical Roll.

What sort of game do you/your players want to run? What got them interested?
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>>54028974
I'm not really sure where the idea of playing came from, but I'd imagine they'd want a more light-hearted game. I'm gonna start watching these now, thank you so much!
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>>54029063
If they're jokey and light-hearted about it, put them in a pretty simple fight that might challenge them, give them a simple puzzle, and some good loot after a trap.
This applies to most games and systems, whether the trap starts the fight or the loot is a plot hook, the formula stays pretty much the same.

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Holy shit /tg/, I'm currently overwhelmed with possibility.

>GM wants to run a 3.5 D&D game
>3.5
>Wants to run a Gestalt game on the condition everyone is 1/2 sorcerer
>forced to be human
>elite stat arrays
>free draconic familiar feat
>start at lvl 6
>sorc casting is based on mental stat of choice

I'm having trouble picking what to do. I could go sorc/cleric with wisdom casting and become the necromancer lord that Mystic Theurge wishes it was, or I could do something dumb like sorc/warblade and smash everything forever. Hell, Sorc/Wizard with int casting alone could destroy any sense of balance forever.

How would you break this, /tg/? I have too many choices before me.
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>>54028421
Necromancer.

The answer is always Necromancer.
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Wizard/ Sorcerer/ Ultimate Magus
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>>54028421
Will your GM allow stuff from Dragon mag and Psionics? if so then:
Psion/Sorc - 3
Cerebremancer - 7
Mind Mage - 10

Alternate between Psion and Sorc each level. You'll end up being like a 60th level caster at 20th level.

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You guys ever play this? Me and a friend are trying to get into it and are having some issues, specifically with Mekton Zeta Plus.

Active shields parry automatically once a turn, but can they parry again afterwards?

Is Damage Coefficient overpowered?

Do you like this game? Any rule changes you made?
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>>54028265

I liked the campaing we were playing. System was garbage. Dexterity is God-stat. you one shot enemies because you bypass mech's armor with any roll that is 10+higher that your enemy defense roll.
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>>54031195

Also having multiple locations with 2 different health bars is a hassle. Humanoid mechs have 6 locations. Taking care of only one mech as a player doesn't seem a problem at a start. At the end of the campaign we had a battle where we as a players had around 10 allies with enemies having equal fighting force.

It took us 24 hours to finish that battle over 2 sessions. 2nd session was 18 hours long before we refused to once again make photos of battlemap and keep all sheets with heath, dmg etc.

My suggestion is to try some other system if you want to play mech campaign. As i said if the campaign wasn't really good we would probably quit half-way through.
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>>54028265
Active shields automatically party once a turn, and that's it.

Anyone who claims the system is slow and/or clunky just doesn't know the system well enough and is doing it wrong. The game gives you the tools to speed things up, but they refuse to use them for some reason that eludes me.

I feel that I'm not the best GM, my games are probably full of too many jokes from both me and the players, not enough forced roleplay/out of character banter, I'm not a giant rules Nazi (I know them well enough, but I get tripped up sometimes and have to reference things sometimes).

I've always been really good at flying by the seat of my pants, so I pretty much let the players do whatever they want story wise so I don't plan out more than a session or two ahead and just roll with their punches. I have laid out a basic "quest" for them with vague repercussions, but if they decide tomorrow that they don't want to do it I'll be able to make some shit up on the spot and make who they fucked with the bads later. I'm flexible. I feel like its a good quality to have as a GM.

But I've played with people and I know there's a lot of people who's entire point of tabletop is to min/max their characters, break shit, and "win". Frankly I just want my players to just have fun. They keep coming back, so I figure they are, but I feel like I am failing them. I keep track of all of our antics but I can't ever see this game being "insightful" or "deep" or "to be the epic of all epics" ever. But I don't know if my players would want that, and I would feel like a tool for asking in some regards.

What do? Maybe try peppering in some more "deep" shit and test the waters? Or just keep with the fun times and happy banter?
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>>54028114

Start a new campaign, and do fun times and happy banter for the first few sessions, but slowly drop hints that not all is at seems, having a sudden and terrible realization, all too late, and the rest of the campaign is based around trying to undo what they could've prevented.
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>>54028149

I don't really want to restart this campaign since we haven't hit the year mark of this one and we already restarted after shit happened. Plus someone is currently away for the summer and I don't want her to come back and me go "sorry the old game is dead bye"
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Kys

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> Cawl was a magpie magos, taking what he needed no matter its ancestry....

> Furthermore, [Cawl] has continued experimental implantation and monitoring of the thus-far unused gene-seed in experimental test subjects. That of the Second, Third, Fourth, Eighth, Eleventh, Twelfth, Fourteenth, Fifteenth, Sixteenth, Seventeenth and Twentieth Legions all show no sign of degradation or incidence of unwelcome tendencies within the recipients. All is well, my lord, Archmagos Belisarius Cawl reassures you. He is so satisfied that I am instructed to repeat his request that those gene-lines be put into full production and be allowed to serve the Imperium as the Emperor intended.

Cawl confirmed for creator of the Blood Ravens? Cawl has created actual marines to test the traitor gene-seeds and is a "magpie" magos, collecting anything that appears useful, regardless of source. The Blood Ravens have a "habit" of collecting everything and everything and seem to have no problem getting replacement marines and equipment. Do the Blood Ravens act as Cawl's scavengers throughout the Imperium and beyond?

Blood Ravens test case for Cawl using traitor geneseed? Cawl makes it easy to now to make loyalist chapters descended from traitor geneseed now, fluff-wise. And even though he seems like more of a plot device than an actual character, what I've read of him in the books and seen in video makes him quite interesting. He's a pragmatist who is doing what he can to try and fix an apparently unfixable situation. An admitted heretek, he knows exactly what will happen to him if Guilliman revokes his patronage.

> "Trafficking with xenos. The usage of forbidden technology. Your peers in the Cult Mechanicus will not take kindly to this."
> "I predict their response will be nothing short of furious, my lord regent..."
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To sum up:

1. Blood Ravens are strongly hinted to be loyalist versions of Thousand Sons.
B. Cawl has access to Tsons geneseed and has admittedly made "test versions" of various traitor lines.
3. Cawl obviously can't collect everything he needs on his own and could certainly use an elite strike force that has no compunction about stripping the target site bare.
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>>54027109
>>54027094
Fun headcanon. I like it.
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Dumbest thing I've read all day. Thanks Op.

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Can anyone recommend me a good mercenary based RPG? Something that has army/company rules but also allows for characters to have some agency & run around without having to drag a unit around with them sometimes. Genre doesn't matter.
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>>54026461

Only War comes to mind. The difference between mercenaries and Guardsmen on extended attachment to the Inquisition is a slim one.
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>>54026497
I'd say there's quite a huge difference between the two. Mainly a lengthy enjoyable epic that is unique to /tg/

Next Shoggy when?
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>>54026461
>>54026497

GURPS can do it, but not as well as Rogue Trader or Only War. Use the former if your characters are officers, and the latter if they're grunts.

Can you tell us some more?

Depending on what you want to do, you might be happier with a wargame like warmaster, epic, dirtside, or DBA. And then tack on the RPG rules of your choice

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How is the Renegades and Heretics army, is it worth it to try and build one?
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Why does the Steel Legion only come in metal?
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>>54025188
Because of the way economies of scale works. It only makes sense for GW to produce a single range of multi part plastic kits per faction. Other flavors of the various factions, if they're present at all, are usually in the form of alternate color schemes or the like rather than entirely different models. GW's decision to drop metal meant that these smaller lines fell by the wayside.

If you want alternate miniatures, Warlord Games produces multi-part plastic kits for various WW2 and other historical periods in 40k's scale. You can make Soviets into Valhallans and their Boer War era Brits into Praetorians with basically no effort. You can say their lasguns are locally produced and look like historical rifles, or give them 40k lasguns. Not sure what would work for Steel Legion
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>>54025188
can't get it up for anything less
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>>54025188
it's their feti--
>>54025686
oh

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so I am starting a new 3.5 campaign off as a monk. I am going into the prestige class of drunken master and i could use some roleplaying tips as i am having a hard time keeping lawful while drinking, or getting drunk,

I am Lawful evil with a int score of 16 if it matters
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>>54024721
So you're an idiot who makes bad decisions?

and you're making a character based on yourself?

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