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/osr/

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Thread replies: 323
Thread images: 135

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How does your party split the treasure?

>Prior: >>54122178
Trove: http://pastebin.com/QWyBuJxd
Game finder?: https://discord.gg/qaku8y9
Blogosphere: http://pastebin.com/ZwUBVq8L
In-Browser Tools: http://pastebin.com/KKeE3etp

https://youtu.be/xaRNvJLKP1E
>>
>>54155896
So did we forever ditch the "g" in /osrg/ then? Why?
>>
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First for LotFP

>>54155896
> How does your party split the treasure?
Shares are decided in advance, like on 19th century whale boats.
>>
>>54155896
>How does your party split the treasure
Any party member can call dibs, within reason, if there's something in the pile they'd especially like. Anything not made claims on will be sold for coin and added to the initial coinage value, and the total is then split evenly.
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>>54155896
>How does your party split the treasure?
We have our own personal gold that we keep and then we also have a communal gold pile that we pay into. That way if we need some emergency gold, we just pull it from there.
A party member can express interest in an item and can claim it if nobody else is interested. If someone else is interested, they say why they would like to have it. Any gear and items not spoken for will be sold and added to the communal gold pile.
>>
>>54155896
>How does your party split the treasure?
My players just go simple. They sell everything and split it evenly.
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What do your PCs spend all their ridiculous wealth on?
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>>54156240
Whores.

A single night with a gold dragon goes for ten thousand gold.
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>>54156240
Taxes.
:^)
>>
Is metamorphosis alpha osr sci fi? Anyone have any to share?
>>
>>54156240
Literally nothing except base necessities.
>>
Didn't see it in the Trove, does anybody have the pdf for Veins of the Earth?
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>>54156240
My players don't really spend it at all, aside from basic necessities. Always buying the shittiest rations and rooms, even though they might have some couple thousand coins saved up. It's actually kind of frustrating to watch as the GM.
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>>54156632
Make spending lavishly give some kind of benefit. One reroll a day from spending 100 gold a week on a private room will get treasure out of the PCs' clutches in a hurry.
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>>54156568
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>>54156707
Thanks Anon, you're a saint.
>>
What setting/system should i use if i want high fantasy?

Also what are your favorite gold rules?
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>>54156966
>What setting/system should i use if i want high fantasy?
Wilderlands of High Fantasy. It's in the fucking name.

It's actually Swords & Sorcery, but go for it anyway, it's great.
>>
>>54155896
List of LotFP Classes from Official and Semi-Official Sources (Print and PDF Only)
There are a ton of awesome custom-made classes on various blogs and other websites for Lamentations of the Flame Princess and other OSR games, but I found myself wondering how many different classes have actually appeared in official LotFP releases, and how many have likewise appeared in "third-party" print or PDF publications that are considered to be intentionally compatible with or based on LotFP.

So, I decided to make a list of classes from such publications. This is mostly just meant to be a quick reference for anyone curious as to what's out there so far. If I missed anything, please let me know!

Also, I may do a round-up of links to interesting online character classes at some point.

UPDATED ON FEB. 21, 2017 TO ADD APPENDIX 3.

Official Sources:

Lamentations of the Flame Princess Rules & Magic
Cleric
Fighter
Magic-User
Specialist
Dwarf
Elf
Halfling
A Red & Pleasant Land
Alice (or Alistair or Fool)
Carcosa
Sorcerer
Green Devil Face #4
Knight of Science
Third-Party Sources (in Print or PDF):

The Chaos Gods Come to Meatlandia
Raconteur (Bard)
Chaos DJ (Bard)
Nexus Bard
Kaldane
Carnomancer (or Meat Mage)
Pusher Gnomes (Pay What You Want add-on for The Chaos Gods Come to Meatlandia)
Pusher Gnome
Saltmouth Issue Zero (playtest document for The Driftwood Verses)
Blattarian
Vassal
Navigator
Saltmouth Issue Negative One (playtest document for The Driftwood Verses)
Blattarian (updated from Issue Zero)
Navigator (updated from Issue Zero)
Vassal (updated from Issue Zero)
Whaler
The Undercroft #9
Skinned Moon Daughter
Doctor
Detached*
Partners in Crime*
Fallen*
Pariah*
*These classes are from an article called "Dead Inside," and are intended to completely replace the character classes from the Rules & Magic book, rather than simply supplementing the list.
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>>54156966
>Also what are your favorite gold rules?

Coins aren't made of gold. Statues are made of gold, thrones are made of gold, scepters are made of gold. Coins are made of porcelain.

Every time you get hit with a blunt weapon multiply the damage by ten and the blow smashes that many coins you are carrying.
>>
>>54157053

Vacant Ritual Assembly #4
Barbarian
Vacant Ritual Assembly #5
Ritualist
Wolf-packs and Winter Snow (Technically a separate game, but partially based on LotFP and compatible with it)
Expert
Hunter
Magician
Neanderthal
Aberrant**
Morlock**
Mystic**
Orphan**
Wendigo**
**These "Alternate Classes" are not intended to be available to players without the explicit permission of the GM.
>>
>>54157056
What is the reaction of your players?
>>
>>54157073

Appendix 1: Classless Systems and Alternate Character Advancement Systems
"New Character Creation and Advancement Techniques" from Green Devil Face #5.
"Classless Lamentations of the Flame Princess" from The Undercroft #4.
"Everyone is an Adventurer" from The Undercroft #9.
Appendix 2: Honorable Mentions
The Lotus Monk from Qelong is intended to be a template of abilities for specific NPCs, but if you want to stick it to the man you can probably turn it into a character class pretty easily.
There are some special rules for religion that can be used with many classes, but especially Clerics, in England Upturn'd.
If you wanted to make a Psionic class, the psionic rules in Carcosa might not be a bad place to start.
The Meat Men from The Chaos Gods Come to Meatlandia constitute more of a suite of abilities/mutations for PCs to acquire than a separate class per se, but the text does briefly touch on the possibility of using the Meat Man as a class.
The Thundercloud Druid from Vacant Ritual Assembly #3 is not a separate class, but rather a background that can be chosen along with a class. Rules-wise, a Thundercloud Druid essentially gets a specific package of starting equipment instead of randomly-rolled starting money. This issue of Vacant Ritual Assembly also introduces two new skills: Falconry and Play Wind. Conceivably, a separate Thundercloud Druid class could be created if one so desired.
An article in Vacant Ritual Assembly #4 called "The Oolai Cloth-Skins and Dragon Blackhide Bastards" presents a system of magic item creation/character enhancement (depending on how you look at it) which could perhaps be used as the basis for some kind of Magical Weaver class.
A new skill that is exclusive to Magic-Users, Pipe Arts, is presented in Vacant Ritual Assembly #5. In the same issue, Lycanthropy Rules are introduced, which could possibly be used to make a Werewolf class.
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>>54157080
>>
>>54157086
Appendix 3: Some Classes That Technically Count Because They're in PDFs, but Which Are Not "Published" in the Sense of Either Being in Print, Being on a Storefront Like DriveThruRPG, or Being Released as a Playtest Document for a Future Publication
(This is definitely an incomplete list, and this stuff should really go in a separate post about free online character classes, but because I didn't define what I meant by "published" well enough until now, I guess these technically belong in this post somewhere. Besides, they're cool.)
Heliothra: A LotFP Class for G+ (Available here)
Lycan's Bane: A LotFP Class for G+ (Available here)
>>
https://www.dropbox.com/s/87t18uwuj4b5x00/Halfling%20Racial%20Value.docx?dl=0

New Halfling Custom Classes for ACKS

Courtesy of the Kickstarter
>>
>>54154742
Cool, just wanted to make sure that playstyle was intended. Would be a good incentive for people to avoid harsher terrain (besides wilderness encounter rules and wilderness exploration rules).
>Would you mind if I posted that gif on my blog?
Feel free! But preferably use this version instead. (Also, if you need it to have a background colour, let me know. The current version has a transparent background.)
>>
>Reading Vaginas are magic supplement
>Into the Crypts of Rays

This is the edgiest shit I have ever fucking read.
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>>54156240
In the last session:
Taxes (~60%)
Carpenters
Wood and Stone
Whores
Whores
Whores
Soap to wash an urchin
Equipment to rob a bank
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>>54157627
Thank you! The gif you just posted is perfect.
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>>54152267
That is seriously impressive to me. Thanks so much!

If I link to it on my blog or add it to the module, is there any way I can credit you? Do you have an art page or something?

I can also pay you for future work, if that would interest you, either in money or in specific blog posts on topics you suggest.

>>54139770
Reading this now. Looks very, very usable. I
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>>54152267
What'd you make this with?
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>>54156030
>>54156136
>>54156205
Does that go for the hirelings as well?

>>54152267
Ask him to write a chapter of a harlequin romance novel in medias res.
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>>54157841
>Does that go for the hirelings as well?
Yes, although the hirelings generally die before they get out.
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>>54157841
>Ask him to write a chapter of a harlequin romance novel in medias res.
Bitch please.
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>>54158028
Also, if you want to read the original thread not this terrible screencap I found: https://warosu.org/tg/thread/20287839
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>>54157888
A common trend.

How often does the party skip town?
>>
A few generalist classes that cover a broad range of things?
OR
A bunch of super specific and setting specific classes?
>>
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>>54158497
Both.

Introduce most of the latter through exotic hirelings or dungeon prisoners (i.e. backup PCs).
If any work well or especially fit the region, let people start as them for a while.
>>
>>54158497
Generalists, generously modified on a case by case basis if the player wants some particular setup (e.g. a barbarian is just a Fighter with some armor vs. sneaking/climbing tradeoffs; a berserker is just a Fighter who can lose his shit and become a danger to everyone around him, whether friend or foe).
>>
What is the best BECMI retroclone?
Is mystara a good setting?
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>>54159403
> What is the best BECMI retroclone?
Dark Dungeons is in the trove.

> Is mystara a good setting?
Tell me what a good setting is.
>>
>>54159403
Labyrinth Lord, rolled over to Exemplars & Eidolons at or near the level cap.
Probably not. But Bargle a best and Glantri is at least worth reading about.
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>>54156632
If they stay in shitty rooms in a shitty Inn have people steal their shit. I mean they can't just walk around the city with their weapons and armor and a bag of holding can hold so much. Also gold coins weigh a good bit.
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I just want to explore a dungeon.
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>>54159744
>>54130912
>>
>>54157244
thanks anon! I thought Macris hated halflings...
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>>54130912
>>54159779
Agreed. Adventurers need to eat well or die trying.
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>>54156966
100 gold equal 100 xp but you need someone to train you, you can only use 100 gold per day for training
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>>54157770
Glad you like it.
No blog or name here, so if you go ahead with it, feel free to keep it as anonymous contributor or something equally bland.
It's cool, I'd feel bad over money for simple stuff like maps, but if you got something you need done, just let me know
>>54157805
Just SAI due to having it on hand currently. Could be easily replicated in anything else though.
>>54157841
>harlequin romance
Devious, truly devious, I like your style, anon.
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>>54159904
No, Macris truly loves the Halfling. Tell everyone.
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>>54159904
>>54160126
Being one of those Halflings is pretty shit.
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>>54160059
>It's cool, I'd feel bad over money for simple stuff like maps, but if you got something you need done, just let me know
Well if you ever change your mind, you can leave a comment on my blog or find me here, because I'd be happy to pay for a few beers or something.
>>54159744
Got friends? Non-game-playing acquaintances with liberal backgrounds?
>>
I dont like the fighter ability of multiple hits to monsters whit 1HD i feel it reveals info to the player like "Does this monsters have 1HD dm?"

What is a good ability to replace it?
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>>54160828

Every time you kill something, you get to attack again. In a single round you can chain this up to a number of times equal to your level.

Every time your attack roll is over 20 (d20+attack bonus+strength+equipment, etc) you get another attack against an enemy, chaining a max number of times equal to your level.
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>>54160828
Any of these appeal?

Parry
Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder your shield, you can reduce the damage by 12 points instead of 1d12.

Notches
Each time you attain a total of 10, 20, 30, and 50 kills with a weapon type (such as 10 kills with a dagger), you unlock a new ability for that weapon, chosen from the list below. Keep track of your kills and special abilities on the back of your character sheet.

1. +1 Damage
2. Expanded Critical Range (+1)
3. Special ability (negotiated with GM, one per weapon)

For example, a Fighter with 50 flail kills (4 notches) could have +1 damage, a critical range of (1-3), and the ability to stun an opponent for one round on a critical hit. The GM decides what counts as a kill.

Tricky
You get +2 to Combat Maneuver rolls. Additionally, whenever you attack and get exactly the number you needed, you may make an opposed Dex vs Strength or Dex (whichever is higher). If you win, you successfully execute a free Combat Maneuver.

Impress
Whenever you win a fight against challenging foes, people who don't like you make a new reaction roll with a +4 bonus. This even works on people you just defeated in combat, unless you caused them undeserved or disproportionate harm. Hirelings get a +2 to Morale, or a new Save vs Fear.
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>>54156240

I can't make my fucking PCs leave this fucking castle alone. They've spent 130k gold on it so far and they keep trying to turn DCC into ACKS and won't even play ACKS. I actually reduced the entire thing to ruins with a massive giant attack and they were like "Oh man this must have something really valuable in the catacombs if a giant army wanted it." And rebuilt it. Dragons blow up towers and they have them rebuilt. They've been doing this so long they're on their third set of PCs, with around 19 level 10 pcs that just sort of wander the fuck around being walking demigods. I have this entire world built and all they want to do is hang out in this castle and "investigate the mysteries." I made the fucking mistake of having one of them, after 10 sessions of digging into the god damn ground, actually find a hidden chamber with a shitty +1 sword and now they've got armies of craftsmen in there, tunneling, holing out and making a small subterranean city. Had them bump into a dwarven thaig or whatever and get invaded, ruining all of their progress. Fuck it, we got lots of gold let's build it all again but this time with more shit. I can't fucking handle this anymore. My players. Will not. Leave. This castle.
>>
Dont you or your players think OSR character are bland because the lack of options?
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>>54160931
Would it pain you that much to tune your prep to your player's expectations?
If they want to dig tunnels under their house, stop putting interesting shit anywhere else.

>>54160963
No.
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>>54160908
The notches one sound amazing, everyone will want to play a fighter
>>
>>54160963
No because my players are more into roleplaying than builds, and I hand out feats and unique abilities as I see fit to customize their characters according to their decisions.
>>
>>54160931
>I have this entire world built and all they want to do is hang out in this castle and "investigate the mysteries" [now that I've given them every reason to suspect it has mysteries and keep making it seem more and more important]

Well, there's your problem.
>>
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>>54160987
Ok, how about:

Challenge
This ability only works on creatures that can understand you and are capable of being offended. If you challenge a creature outside of combat, they must make Save to resist accepting. In civilized areas, this is basically a duel, and this means that you and the other party must agree upon the time, the place, the weapons, the victory condition, and the stakes. Leaders will usually send out a champion to fight in their stead (if applicable). In combat, you can challenge one creature each turn by yelling at it as a free action. The creature must Save . If they fail, they will attack you. This ability cannot force an opponent to make major tactical errors or leap off cliffs.

Bodyguard
If an adjacent ally would take damage from a physical attack, you can choose to take the damage for them. This ability has a 4-in-6 chance of succeeding.

Dragon Slayer
Once per day, you can cause one of your physical attacks to deal +X damage, where X is equal to the HD of the highest level monster your party has ever killed. You must keep track of this. If you miss, this ability is not expended.

>>54160988
You might think so. Fighters do have decent HP, great defense, and abilities like that... at 2nd level.

But even 10 kills can be pretty substantial in some games. The ability also encourages fighting, and in OSR games, fighting means dying. Fighting is a failure state. You get no XP. It depletes your resources. And you might just straight-up die, notches or not. Fighters are trap.

Unless your game is all about fighting. Then yeah, in that case, the ability is waaaaay OP.
>>
>>54161033
You're lifting these from GLOG.

>Challenge
Is a nasty case of the chandelier swinger.
>Bodyguard
Really doesn't need a chance of failure. If you abuse it, you (or your ward) can always get tackled or grappled away.
Maybe it's dramatic to risk saving someone near death, but not being able to predictably manage health until then is dis-empowering.
>Dragon Slayer
Is very, very good.
>>
quick question anons. does anyone know if there are any sort of martial arts techniques written up specifically for weapon users and not just unarmed martial arts in AD&D 2e?
>>
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>>54161192
Correct. My rewriting of them at least. Copy/pasted them right off the ol' blog.

>Is a nasty case of the chandelier swinger.
It's arguable because it's a Save effect - most of the time, creatures would need to test Morale or Wisdom or something, so making them Save gives it a much better chance. It's also a big reminder to the player that you can tank.

>Really doesn't need a chance of failure
Mechanically, yes. But it makes it much more exciting. Fling yourself in front of the axe... but fail, and watch your friend die in front of you. Whhhhhhhyyyyy? etc.

>Is very, very good.
Splendid. You can tell it's not one of my ideas.
>>
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>>54161262
You misunderstand.

>But it makes it much more exciting.
https://youtu.be/H3elwDp1tC0
>>
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>>54161316
>You misunderstand.
No I didn't. Taunting/baiting attention is a standard thing anyone can do. Usually, it requires a morale or Int test. This "feat" or whatever just makes you better at it because you're shiny and noisy and bellicose, and makes enemies roll against their Save, even if they wouldn't normally.

Anyone can swing from a chandelier. This feat just lets Knights (yeah I posted it for Fighter ideas but whatever) attract attention and duel more easily... and it reminds them that that's their job. It's living giving Thieves a +1 bonus to Stealth. It doesn't mechanically mean a thing, but it does write "USE STEALTH YOU DUMB FUCK" in large letters on their character sheet.

>I implore you to reconsider.
I would take your concerns under serious advisement if you were a) in my game and b) had either seen or used the feat in question. But since you ain't...
>>
>>54161371
At least you have good taste in movies.
>>
>>54160987
I wounder if the person that made this PDF will update it with the flaggelant
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>>54161390
Oh you have no idea...

And see, we can agree to disagree on this like civilized people. The rest of /tg/ could take note.
>>
>>54160931
This >>54161001.

Also, it certainly sounds to me like they're having fun.
>I have this entire world built and all they want to do is hang out in this castle
So have the world come visit them. You've already started, just play it sort of like you're running a game of Dwarf Fortress for your players, they're staying put in their castle, you bring interesting people around from various parts of the world to interact with them, and maybe if you're creative enough, you'll find a reason for them to leave, even if it's only for the purpose of making sure that they won't have to leave permanently.
>>
>>54161397
You could ask them on tumblr or reddit. Or just make it yourself. Wouldn't be heard.
Unarmored Cleric with Bless prepared and a Whip. Just pick starting gear.


>>54161410
Distance and consequences notwithstanding, I should like to remove your face with my teeth.
>>
*hard
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>>54161793
>Distance and consequences notwithstanding, I should like to remove your face with my teeth.
Fucking celts...
>>
>>54161001
I have this problem with my DM/s, they have gotten so into their worldbuilding that they have forgotten that the rest of us have to play in it. My distinct variant on the problem is that there are now issues with us "breaking" them in any way.
Fuck that.
>>
>>54160931
Sounds like a D&D game to me.
>>
>>54161833
It's fine to be into world building but you have to be good at presenting it too. If your world is great but you've accidentally telegraphed to your players that an ordinary insignificant throwaway piece of description should occupy their attention for the next 20 hours...
>>
>>54160992
What system do you use? do you create those feats and unique abilities?
>>
>>54160992
Any example?
>>
>>54160908
I'll probably steal Notches but make em work for specific weapons, not 'weapon classes'
>>
>>54161910
B/X and I just make up whatever sounds appropriate.

>>54161921
Dwarf learned how to smell gold and how to fashion stone tools, cleric learned how to cast augury spells to talk to the dungeon.
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>>54162002
I think that's probably a typo on my part. It's designed for specific weapons as well (flails, longswords, daggers, etc.) even if, in my system, they don't have much mechanical difference. For example, you could have a dagger that deals +4 damage and a club with a crit range of 16-20 or something. Got to club a loooot of goblins to death though.
>>
>>54155896
DKP.
>>
so in a backwards turn of events I got a patron before I had a blog, but now I feel obliged to have a blog to maybe get more patrons

should I just blog on patreon? I don't really want to post a link to a blog that's directly on a patreon page but maybe that's just autism.

But maybe blogspot has a better layout?
>>
>>54158497
>A few generalist classes that cover a broad range of things?
>OR
>A bunch of super specific and setting specific classes?
I'd say both, a set of more general core classes, and more specialized classes

>>54160828
just go with ACKS's variant on Cleave where enemy HD doesn't matter, also that Fighters get it from Level 1 and it improves every level through 9th level

>>54160931
if you absolutely want to be rid of it, just have a god nuke it and everything surrounding it in a 20 mile radius into a several mile deep hole

this isn't really a serious suggestion
>>
>>54162037
You aren't quite picking up what he's laying down.
He's not saying "daggers do +4 damage and clubs crit from 16-20"
He says "this dagger does +4 damage and this other dagger crits from 16-20"
>>
>>54162037
This might be what you meant, but I mean specific weapons as in THAT dagger.

So you could have a dagger that deals +4 damage and a dagger with a crit range of 17-20 simply because you hung on to your rusty starting dagger even after you found a new, non rusty dagger
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>>54162054
I don't want to be dismissive, but step 1 should have been "get good." The rest will follow.

Also, this is /tg/. We are notoriously hostile towards paying for things, unless it's miniature plastic army men, pieces of cardboard, or board games or books to take up more shelf space, and distressingly specific pornography.
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>>54162078
>>54162084
Oooh, that makes more sense. Ok, sure, that'd also work. I'm not into the whole "legacy weapon" thing personally (they're just tools).
>>
>>54162105
One other person shares my hostility towards paying for things, good enough for me, blogspot it is
>>
>>54162137
If we weren't cheap bastards, we wouldn't be here.
>>
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>>54162137
I am also in favour of punctuation, complete sentences, and editing passes if that helps.
>>
Is castles & crusaders better than 5e?
>>
>>54162191
While I don't know much about Castles & Crusaders, I generally think retroclones are better than 5e.
>>
>>54162191
Better for what? What is your goal?
>>
>>54162206
Not him, but I would guess since Anon's asking here, to run something in an old-school vein.
>>
>>54162206
I want to run a high fantasy game with gritty rules, i come from playing 5e and there where something about combat and characters i didn't like
>>
>>54162247
What and why do you mean and want by gritty? This is important.
>>
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>>54162227
You know what they say about assuming; it makes an ass of you and ming.

Wait.

Anyway, look, it's either bait, or it's a genuine question, and if it's a genuine question, I need more data to answer it. Does anon want to run a game of high-stakes adventure, with a cast of Loveable Protagonists (tm) like the famous Jacetice League? Then 5E is a better bet. Do they want to run a game about sexy shortstacks? Then... I have no idea how to compare the games against that criteria. Do they want to run a game about dying in a ditch for gold? 5E is not a good fit.

But as it stands, the question is meaningless. Which is better, the sea or the number six?
>>
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>>54162247
In that case, reading C&C will do you no harm. Just go immerse yourself in OSR books and blogs for a few days or weeks and see where it leads you.
>>
>>54162247
>High Fantasy
>Gritty rules
>Something about 5e I don't like

These are vague buzzwords. High Fantasy is mostly used to mean 'high-powered magic and plentiful magic items' but it also refers to specific settings in some circles.

Gritty rules means nothing. Complex rules? Punishing HP rules? Mortal wounds and dismemberment tables?

What precisely don't you like about 5e? The focus on builds? Tactical positioning on a game mat? Advancement rates?
>>
>>54162269
That pc can actually be in danger when fighting, that every step they make and previous planning can make the difference

Ran a "Deadly encounter" in 5e and players could take like 4 or 5 hits before going down, and then going down they can roll their death saving throw 3 times
>>
>>54162272
I'd sooner trust the sea to plow my field.
>>
>>54162301
I have no problem with character builds and i like dismemberment tables

for gritty i mean dangerous combat >>54162307
>>
>>54162307
You can do that in 5e.

>http://thealexandrian.net/wordpress/2050/roleplaying-games/revisiting-encounter-design

Now begone from this thread, only to return in 4 days over something equally petty!
>>
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>>54162311
And I'd sooner use the number 6 to balance my accounts. Now where does that leave us, eh?
>>
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>>54162342
It leaves me with a harvest of kelp, and you in the gaol!
>>
>>54162328
Thats the power of anonymity,but no really i want to try something different
>>
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>>54162369
Putting your accountants in jail will not solve the massive insolvency problems caused by replacing the number 6 with a bucket of seawater! Soon I will be vindicated!
>>
Nobody else answer.
For >>54162372 only.
Nobody else answer.

What is OSR?
>>
>>54162372
Try something different then. No harm in running a session or two of a new system. As to which OSR system you choose, they are largely similar. The ways they differ may or may not matter much to be a deciding factor for you.
>>
>>54162388
Something different
>>
>>54162398
You can find that here, but you've probably come to the wrong place.

As >>54162389 says, there's little harm in trying.
Most of our systems are very lightweight.
>>
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>>54162398
>>54162388
>>
>>54162388
Old School Revival, for me its the simplicity of play, ran a basic fantasy game a year ago because i wanted to try old school out of curiosity and was amazed how immersed the group became, every step in the dungeon gave them a rush, and everyone need to get creative to get out of problems

and for a generic short answer rules not ruling
>>
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>>54162446
Some of us just want to watch the board burn.
>>
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>>54162460
>and for a generic short answer rules not ruling
>Nobody else answer.
tHiS rOaD iS pAvEd wItH sAlT.
.TlAs HtIw dEvAp Si DaOr SiHt

>>54162492
Most dramatic it can go is shatter.
But that's not happening any time soon.
>>
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>>54162516
>>54162492
>>
>>54162516
HAHA! it looks that no one here know what OSR is :^)
>>
>>54162523
Because we're all the hero of our own story.
We've stumbled on to separate discussion, but don't want to admit it.

It's like an extreme case of those shitty Glorious Nippon misunderstanding comedies.
>>
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>>54162550
You fool! You've doomed us all!
>>54162566
Oh, you mean like Empresses in the Palace?
>>
>>54162589
I had to Google that. Seems interesting, but probably not what I meant.

More like: http://kissmanga.com/Manga/Otaku-s-Offspring
Set it to "All Pages" for more convenient reading.
And the chapters are crazy short.l
>>
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>>54155896
By might of the strongest arm

Who sired you, outlander?
>>
>>54155896
Even shares. Cohorts included.
>>
>>54160963
Yes.

Been playing with the idea of how to get them a good or feeling using either 5e, or (more likely) gurps.
>>
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>>54163222
MAID is a better universal system.
Not that either lend them self to dungeon crawling.
>>
>>54163314
Dungeon fantasy rpg would seem to make GURPS handle dungeon crawling pretty well, no?
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>>54160963
>>54163222
>>54163314

I don't think you people*get* OSR very well. This is not the type of genre you should be looking around, poking at different games and saying 'are there rules for this or that or this specific setting/game elements'? No dude.

That's YOUR fucking job. It's the best part about this hobby. If you're the DM, it's YOUR job to make the game about you and your group.

Do you want a game that's high fantasy but features gritty combat? Draft up a wound table. Every time you get hit after going to 0 HP you roll on it or whenever an enemy rolls max damage on their weapons. There are tons you can steal from internet people and they're great for gritty combat.

Do you want a game featuring a fantastical and non-medieval level of technology like clockpunk, steampunk, or magictech or anything similar? Don't go out and look for a setting with these extremely specific magic and tech rules you're looking for; fucking MAKE it by filling your world with artifacts. Give your guys a X in 6 chance to be able to operate and fix these gadgets.

Do you want characters of the same class to be differentiated?

This is the one you actually wanted, all the above was just examples and wasn't helpful. Now let's talk.

If you want characters to have more mechanical differences between each other, instead of just roleplaying them, do any number of these.
>Make a ton of classes. Fighters get split into swordsmen, knights, skirmishers, barbarians, guardians, dervishes, cavaliers, etc.
>Make race and class. Give each race a bunch of little powers or bonuses. Kobolds get infra vision AND +1 AC AND can smell gems nearby AND have to save to avoid obeying a dragon's command as a negative.
>Have everyone roll or pick on a background table. Grants a +1 to any stat fitting the job, a few items and skills relating to it.

Hope this helps.
>>
Anyone have any unique ways to ID unknown potions?
>>
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>>54163608

Take a tiny homunculus and feed it a single drop of the potion and see the effects.

Hit the potion with a bright shaft of light and see the prism it makes on the wall. Any competent rainbow-mage can tell you the colors of magic present which gives a pretty good guess of what it does. (ie; light pattern might have health, growth, and energy for a healing potion.)

Balance the bottle on your head, close your eyes, and begin automatic writing. If the vial falls off your head (and probably breaks), you fail the test. It's really hard to keep it up there, but if any of your party members are clerics they probably did some stupid shit like this during their religious induction, so they can do it just fine. The resulting scribbles look a bit like words related to what someone would say if they drank the potion. If the words include stuff like 'oh god please' and 'kill me now make it end' you probably shouldn't drink it.

In a process that takes about an hour, dip various chemical testing strips into the potion, wait for them to dry and the paper to change colors and compare to a chart. The book, charts, and strips involve MANY steps of trial and error for the potion, which is why it takes so long.

Pray to the god of potions to identify it for you. Roll 1d10 plus charisma bonus
>1 or less- Get a false response, or potion turns to water
>2-6- No response
>7-11- Potion is identified for you.
>12+ Potion is touched by the divine; the glass containing it glows gold the first time it would shatter, protecting it. The potion itself can be safely mixed with any other potion to create a combo/double efficiency potion without having to roll on a potion mixing side effect table
>>
>>54163418
That's a whole lot of homebrewing before you have the game that you want to play.

I like homebrewing, but I also like actually playing.

Hence thinking gurps.

They've got a dungeon crawling setting, and if I want something else added in everything is there for me already, just build it as desired.
>>
>>54163676

OSR homebrew is so fucking easy to do. I'd even wager I could make a game after what you're thinking that's good and fast and easy enough to work.
>>
>>54156326
>>
>>54156240
>What do your PCs spend all their ridiculous wealth on?

Living
Food
Carousing
Philantropy
Gambling
Crafting magic items
Researching spells
Investing in moneymaking schemes.
>>
>>54163608

In some peoples' games back in the day you could sip them to get an idea. The Goblin Punch guy has like a d100 list of potions (a lot of them common to the game) that he also listed sippy side-effects for
>>
>>54157244
>https://www.dropbox.com/s/87t18uwuj4b5x00/Halfling%20Racial%20Value.docx?dl=0

Do you have the barbarian and heroic playtest stuff? I need it in my life ;_;
>>
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Semi-storytime
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>>54163980
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>>54163989
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>>54163995
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>>54164005
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>>54164014
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>>54164023
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>>54164028
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>>54164035
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>>54164042
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>>54164049
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>>54164056
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>>54164067
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>>54164076
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>>54164084
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>>54164094
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>>54164076
I JUST realized where this is from!

Good job anon.
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>>54164101
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>>54164110
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>>54164123
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>>54164131
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>>54164141
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>>54164150

End.
>>
>>54164161

wut.

It doesn't even look like a fucking spellbook.
>>
>>54164161
>End.
End?

That's barely a third of the whole thing!
>>
>>54164289
Where I can read the whole thing?
>>
>>54159403
>What is the best BECMI retroclone?

LL and BFRPG are both worth considering.

>Is mystara a good setting?

I think so, but read up on it to see if it suits your adventuring needs. Start with Karameikos if you're looking for traditional medieval fantasy.
>>
>>54160931

Are they having fun? Wasn't that important at one point.
>>
>>54161833

Yeah it's a shame when the hobby morphs from "fun" to becoming a personal art statement to everything being a reflection on one's own vanity.

A lot of world content will typically not be used because players have other ideas from the DM. This has always been true.
>>
>>54160931

You have a real problem there, blessed with players that shit plothooks for you. Woe is you.

Here's an idea: Fuck your carefully crafted artisanal fantasy world. Your players think there's a dungeon under their castle? Build a megadungeon under that bitch.

Make that fucker do to Hell.

Make it the place where the Devil landed when he was thrown from Heaven.

Make it the site of a meteor that landed and wiped out the dinosaurs and then Illithid riding beholders crawled out of it because it was a fucking spelljamming ship.

Stop complaining that you have creative players and imagine the fuck outta that bitch.
>>
>>54163608
First examine the potion. Find out what it smells like, how heavy it is, the colour, etc. Then drink it. Write down results for later in case you come across another like it.

"Hmm, the last time we got a white-coloured potion that smelled like lilac it closed Albric's windpipe when he drank it and he asphyxiated to death. Let's not drink this one."
>>
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What do you do when your normal summons get trapped in a circle of salt, or locked away in a magic puzzlebox, or banished by a cleric and you're left without your normal demon?

You summon a back up.

Requested from last thread.
>>
>>54164404
Next: 51 bonus hidden things in already secret places.

Like a double-bluff: find a secret treasure or door, then there's another even better hidden thing there. What's behind that?
>>
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>>54164884

>51
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>>54155896
Is this the mathematical formula of how those 15 men divided up the Dead Man's Chest?

https://www.youtube.com/watch?v=WDB5F1UrM9A
>>
>>54160828
>What is a good ability to replace it?
Chainmail-fighty multiple attacks. The Fighter gets [level] attacks not against 1HD foes, but against all normal humanoid enemies that aren't of heroic power (3+ HD of fighter equivalent; for Clerics this is 6 and for Thieves and Magic-Users 8 IIRC). So, orcs, bugbears, hobgoblins, gnolls and kobolds all count (among others), but ogres and hardass knights don't.
>>
>>54160931
>man creates classic dungeon; engaging game
>gets assmad
This is actually great bait because it didn't occur to me until right now as I wrote this that the whole thing was super fishy.
>>
>>54157056
>Porcelain

The lowest denomination coin has to be worth more than the labor required to make it. Ceramics is time consuming and labor intensive.
>>
>>54160908
>kills

How would you prevent rat/cow farming?
>>
>>54164930
Maybe if they're really bad at it.
It's the Pirate Game.
>>
>>54166122
By fiat. Same way we do everything else.
>>
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Dead?
>>
>>54168641
That is no dead which can eternal lie.
>>
>>54168641
Our modus operandi.
>>
>>54160931
Sorry to echo, but you are lucky to have players who tell you exactly what they want (and apparently agree on one thing, instead of each wanting their own flavor of ice cream!).

If they keep digging, have them find the Veins of the Earth, or something equally terrifying. Not just a megadungeon full of treasure, but a new environment that totally changes their view of the world.

I mean c'mon, you can't just start digging a hole in fantasy land and NOT turn up something that should have been left underground!
>>
>>54160931
Reminder that Arneson let people tunnel into dungeons from their house.
>>
>>54166122
>The GM decides what counts as a kill.
>>
>>54169771
Did you need to link every single image?

>>54126341
Those wrecker clans probably have lots of wizards.
You'd have to be delusional to go wrecking at a harbor.
>>
>>54161249
bump for an answer please
>>
>>54161249 >>54170410
I don't remember those martial arts being good.
But if you like them. would it kill you to adapt them?

Off the top of my head, no.
Maybe in combat and tactics?
>>
>>54155951
Same reason we slimmed down the links.

Someone did it on their own, and the 1 or 2 other people who actually make the thread all liked it.
>>
>>54163676
>stealing a wound table from a blog or shitting one out in 15 minutes is too hard, I'll just play GURPS
Anon I...
>>
>>54170632
/osr/ I like, the slimmed down links are bad though
>>
>>54164035
What a bad adventurer, falling for the oldest trick in the book. At least he succeeded his poison saving throw.
>>
>>54164035 >>54171237
That was the dumbest trap in S1.
>>
Is it wrong to use OSR rulesets for a more high fantasy adventure instead of a strictly dungeon crawling game?
>>
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>>54171361
It's not wrong, but the rules don't compliment that style anywhere near as well.
>>
>>54171418
But 2e focuses on High Fantasy
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>>54171431
And the rules do it few favors.
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>>54171418

All you'd have to do is change how experience is gained.

If the game is proceeding very on the rails; advancements are given once every major milestone is made. This is also reall fun for games set in very specific settings; like if there are 12 evil dukes that support the evil king, then each time you kill/end the power of/replace/befriend and make good each duke you get a level up. Works really well for plot/story/world progression.

If you're playing a more sandbox RPG style game, you can give players XP for doing anything of value. Getting treasures from tombs equal xp for gold looted. Dealing damage to enemies in combat grant damage number x20 in experience points, making kills less of an issue, or just each encounter defeated or diverted is a common one.

You could also make levels instead a result of training- each ancient weeabo fighting magic master you find and train with grant you +1 to your class. You'll do quests for them but you were going to do that anyway.

If you're running a game about building a bit of civilization or a base, then each person that comes as a permanent resident and all the amenities the people have in your village or town grant experience.

Experience and progression is the biggest source of player motivation. Change it, change the whole game.
>>
>>54171511
Heroic fantasy tends not to have protagonists die or solve puzzles.
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>>54171548

Games without a chance of failure go beyond the scope of 'game'.
>>
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What rules do you need to create a complete magic system?

>Spell casting
>Spells themselves
>Preparation rules
>Spell research rules
>Spells copying & filling spellbook rules
>Advancement rules & Progression
>Cantrips (if any)
>Magic item and/or potion creation rules (if magic users do this)

Am I missing anything? Also r8 my magic tome picture.
>>
>>54171511
>if there are 12 evil dukes that support the evil king, then each time you kill/end the power of/replace/befriend and make good each duke you get a level up.

I hate this. Why then ever do anything else?

I see even some OSR blogs advocating "milestone progression" but to me it makes no sense. You used your skill to recover some treasure or kill monsters in a room? Turns out that room didn't matter, progression-wise. You might as well have killed the duke first, levelled up, then gone back to that room with your new spells and hit points.

Reward the players for their actions. If anything milestone levelling encourages video game thinking more than telling a good story, because then the group will say, "Let's do the main quest, get to level 5, then we can get those side quests out the way if we need to."
>>
>>54172351
Define "complete magic system".
>>
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>>54172433

The progression that isn't based on the 'main quest' would be gaining money, loot, maybe skill progression if this game features it separate from experience points, gaining new allies and saving people from monsters. Other then that, it shouldn't really give progression.

Your players would be on a quest to kill the evil king; they have to defeat the dukes of each province to do it. That's the game. You work with what you have. If you don't have the gold to support an army of mercenaries to fight the duke's evil army of ogres and slaves; how are you supposed to slip in the chaos and finish him off?

It's like playing OSR and complaining the DM won't award you experience points for going off to discover fantasy africa. A good DM would change the campaign to something based on exploration and discovery. In the same way, if you play a game about killing an evil king and his 12 evil dukes then THAT'S THE FUCKING GAME

Also I hope you don't think I'm trying to force you to like this idea or anything. It was just a shitty example.
>>
How do you reconcile making magic consistent enough so players can make predictions and decisions based on it but idiosyncratic enough that it feels like it's highly personal, unique, and - well - magical?
>>
>>54172557
It's okay. I do understand and it's not a bad example, I just think this is taking away an important part of the OSR experience.

If you're playing a game that can reasonably be called OSR and your characters only level up when some goal is completed, then anything not in direct pursuit of that goal is pointless. Getting lost in the wilderness or fighting wandering monsters becomes a meaningless session-filler, instead of being part of the fun.

There are better systems for heroic fantasy.
>>
>>54172725
Have consistent rules for what happens when the spells are cast. Let the player decide how he casts the spells and how the spells materialize.
>>
>>54172725
>How do you reconcile making magic consistent enough so players can make predictions and decisions based on it but idiosyncratic enough that it feels like it's highly personal, unique, and - well - magical?
have the actual effects be consistent, but how it looks be modifiable by the person casting it

to give an example of this, let's illustrate two wizards who both know Magic Missile, the first wizard was trained at an academy for the wizards of a major empire's military, so his manifests in a very literal fashion, resembling an ethereal oversized arrow or crossbow bolt, while the latter wizard trained at an eastern monastery renowned for it's martial artists as much as for it's magic users, so his resembles a flying fist made out of magical green fire

>>54172981
glad to see we're of the same mind
>>
>>54173019
So would you just tell the players "this is magic missile" so they know what the mechanics in play are? Or how would they identify that given how different it looks when it's not them doing it?
>>
>>54172903
>I just think this is taking away an important part of the OSR experience.
To be fair, anon asked if it was possible to run high fantasy with OSR games, so he's not looking for "OSR experience".
>>
>>54173154
Oh fuck I misread as I followed the comments down. Someone said "heroic fantasy" and it threw me.

You can totally do high fantasy with OSR, just look at the Wilderlands of High Fantasy.

But if it's a small group of powerful heroes saving the world in an epic quest, I don't think that can be done justice in an OSR system. Maybe in Scarlet Heroes with a higher number of players?
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>>54171361
Sure.

After months of playing LotFP ("World of the Lost") and subjecting my players to that sort of high-death playstyle, they wanted to play a game with more of a 'fantasy superhero' bend to it. I made this so that they wouldn't have to learn an entirely new system and I could run some modern 5e adventures for them.

I personally find it to be less exciting than the campaign we were doing, but they seem to be having a blast.
>>
>>54172474

Getting the rules in place for all the standard shit magic users may want to do.
>>
Could .pdf related be used to run a OSR campaign?
>>
>>54160931
Darkest Dungeon that shit.
>>
>>54163970
Sorry, no
>>
>>54172351 >>54173928
You only need the first 3.
Especially considering 4 and 8 can be handled by 2.
Even without that though, you only need the first 3.

>>54172725
>so players can make predictions and decisions based
Tell them that if they have any concerns about an effect, they can ask you ahead of time.
If they try to do something with a spell and you don't understand why, ask them why.
If they try to do something in any way and you don't understand why, ask them why.
>>
>>54176183
>Tell them that if they have any concerns about an effect, they can ask you ahead of time
I'm not sure how they could ask you about something they haven't seen yet ahead of time...
>>
>>54176426
What do you mean exactly?

I'm advocating keeping magical effects arbitable.

If a player asks, "What would my spell do here?" you tell them.
That's something their character would reasonably be expected to know.
>>
>>54176556
I'm talking about non-PC spell effects. Like, what is that wizard over there doing? It seems even harder to tell than normal if it's all refluffed or whatever.
>>
>>54176663
Why would it be refluffed?

And again, the MU player can ask "Do I know what he's doing?"
The answer won't necessarily be "Yes" this time, but they can ask.
>>
>>54158497
your generalist classes are always there; You always get fighters and magic users, or some equivalent. More specialised classes (clerics, alchemists, druids, monks, whatever) get put in based on the sort of game and general atmosphere the GM is going for.
>>
>>54176705
> Why would it be refluffed?

Because you guys keep suggesting it...?

> And again, the MU player can ask "Do I know what he's doing."

So like what I thought earlier where you could just tell them it's magic missiles that looks like a rainbow fist or whatever?
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>Why would it be refluffed?

>>54172725
Oh, I see why!

Yeah, no. Don't do that.
What you're trying to do is the exact reason spell research is a thing.
Researched spells don't just feel special, they feels special campaigns later.

>>54176765
>Because you guys keep suggesting it...?
I'm not.
I'm in a collective, not a hivemind.
>>
>>54176786
>I'm in a collective, not a hivemind.
I just meant it was kind of weird to ask me to justify suggestions other people gave to me because I wouldn't reasonably have that information for you lol.
>What you're trying to do is the exact reason spell research is a thing.
For players, sure. But what about for other magic users out there? Just give 'em researched (or refluffed depending whom you ask) spells and then if the player is like "da fuck is that" you can be like "oh it seems like it's doing something like X"?
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>>54166612
SSSH! Don't give away the secret!

>>54166594
Next up, Dollar Auctions!

>>54170075
They aren't wrecking at a harbour. They're pretending to be a harbour to get ships to wreck themselves.
>>
>>54176907
They think they're wrecking at a harbor.
Or are you suggesting they wear blindfolds?
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>>54162793
>Seems interesting, but probably not what I meant.
I'd recommend it. It's free on youtube, it's reasonably historically accurate, and it has nice costume design. Basically, imagine a less overwrought Downton Abbey meets Curse of the Golden Flower. It has almost nothing to do with /osr/ except that it's a perfect endgame for the PCs or a fantastic place to loot, infiltrate, or burn.
>>
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>>54177010
>They think they're wrecking at a harbor.
>Or are you suggesting they wear blindfolds?
>>
>>54177038
It's more interesting that way.
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>>54177092
>>
what is a good read for combat options?
>>
>>54176765
>So like what I thought earlier where you could just tell them it's magic missiles that looks like a rainbow fist or whatever?
Not the other guys (and I sympathize with your confusion, guy #2 could have mentioned that) but that's how I would do it. "In rules terms, that's a magic missile."
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>>54177118
No, no. Think about it.

They could be diving at some jagged as rocks, only to be wrecked by a rival clan on the way back.
You could work "pretending to be on a boat" into their cultural identity. Or at least into their secret knocks.
You could put them in an adventure where they go wrecking at an actual harbor by mistake!

The only thing that miffs me about it is the "once per day thing" which seems... at odds with what cantrips are?
I mean, I get that you only want them to have one magicboattorch at a time, but isn't that implicit in the magic system?
You can't cast a spell unless you have it with you. If a spell is out and about doing things, then it's not with you.
>>
How often do you guys break out the battlemat for combat?
>>
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>>54177556
>No, no. Think about it.
I like the idea and I'm implementing it. I'm just peeved as heck it didn't come up during play. That's my favorite time to find loopholes.

>The only thing that miffs me about it is the "once per day thing" which seems... at odds with what cantrips are?
If you were an Actual Wizard and also a wrecker with this cantrip, it'd be at-will. Your brain is able to generate enough magic to feed the cantrip full-time. Otherwise, it's go to go feed on minor spells to gain back its strength.
>>
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>>54177681
Do wizards grow more soul than normal people?

I thought they just talk into mirrors until their (originally ball shaped? person shaped?) souls start to look like
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>>54177795
>Do wizards grow more soul than normal people?
Do cancer victims grow more body than normal people?

>I thought they just talk into mirrors until their (originally ball shaped? person shaped?) souls start to look like
That's kind of how it starts, but it doesn't just need to be a trap/gun. Can't shoot bullets without gunpowder. And you have to feed your spells too.

Wizard brains are weeeeeeeird.
>>
>shit posting about "so original" fluff instead of rules
>fellating each other about now cool your setting is while ignoring the OC I'm the thread
>avatar fags >>54177038 and blog posting e-celeb shit

Why.
>>
>>54177979
I don't see any OC. Do you?
>>
>>54177024
Just watched the first episode

Now I need to run a game with a Chinese setting
>>
>>54178072
http://udan-adan.blogspot.com/p/against-wicked-city.html
>>
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>>54178065
>>54177979
Only OC I've seen recently is 54175105
and I wouldn't touch that hot mess with a 10' pole. There is other stuff, but since I don't play 5E I can't really judge the utility of >>54173663

Also... avatar fags? Now I've been on /tg/ long enough to be called almost every kind of fag under the sun, but this one's new.

>>54178072
inorite?
>>
>>54170541
looked in combat and tactics. theres none in there. and as far as individual techniques go the ones listed in Complete Ninja are mostly unarmed as well. and there aren't that many weapon arts except for three i believe, and I was looking to add more. Really looking for anything besides weapon spec and mastery to give the fighters give them a bit more customization.
>>
How does /osr/ build encounters? I know you guys eschew the heavily game-ified 3.X approach of players fighting several carefully weighed (and CR appropriate) encounters, but the alternative seems like either an endless series of monster groups (like in the old Wizardry games) or prepping absolutely everything (floorplans and all) and letting reason alone dictate how many kobolds the players fight.
>>
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>>54178194
>>
>>54178194
For the most part, we just stick things on random tables.
>>
>>54178194
Usually I just try to make something with room to try different approaches that doesn't have dramatically more hit dice than the party. Including environmental features you can interact with (like pits or whatever) is fun too.
>>
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>>54164392
>>54160931
>You have a real problem there, blessed with players that shit plothooks for you. Woe is you.
this
how are you not having fun with this,
I'd be going full dwarf fortress under there
with a side of cthulhu mythos and a dash of dungeon keeper
>>
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>>54155896
If it's a weapon that you're skilled in you tend to get it thrown in your direction.
wizards shit, go's to the wizard, occasionally he will actuality work out what it dose and give it to whoever it seems most useful too.
the rogue, true to form will thieve and/or embezzle anything he can get his thieving hands on.
the barbarian after eating several coins has decided that they taste bad and he doesn't want them.

>>54156240
as a paladin I've been donating it to the church, they are fabulously wealthy at this point.

near as I can tell the rogue is building a scrooge mcduck style money pit

and the wizzards has been sinking it into a "secret" project, I don't know what it is yet.
but last time it was a flock of weaponized pigeons, that went about as well as you can expect.
>>
>>54178627
VERY well?
>>
>>54178065

Open your eyes.
>>54157056 >>54163418
>>54163666 >>54175105
>>54164404
>>
>>54178709
Dude posts that every fourth thread.
Flippant and purely demonstrative.
Missed that one. I cede that it is gold.
If you can't say anything nice, say nothing.
Thought that was last thread. Also ceded.
>>
>>54170734
I was referring to homebrewing dozens of classes as that other anon suggested.
>>
>>54155896
Whats the best AD&D 2e retro clone?
>>
>>54179268
Anon, I...
>>
>>54179268
There's a labyrinth lord expansion made to emulate AD&D. I don't think it has that many retroclones, and labyrinth lord Is good, so try that

That said, the people that still play AD&D will largely scoff at playing a replacement instead of True AD&Dâ„¢
>>
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>>54164404
Can I steal some of these for Entities for my Summoner class? These are pretty good.
>>
>>54179259
Well, he's still not that far off. GLOG has it right on the pdf that one of the goals is to make it possible for a DM to shit out new classes in 5 minutes if needed, and with most OSR stuff once you figure out the name, armor/weapon availability, hit die, saves (with the last 3 you can generally just say things like "as fighter", which makes it that much quicker and also system-agnostic) and whether they can use spellcasting or skills you're done with crunch and the rest is spent on fine-tuning and fluff
>>
>>54179348
Not that guy; but if he's who I think he is, then I know his True Name.
And so, on his behalf: Sure, just don't lift things verbatim.
>>
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>>54179424
>Sure, just don't lift things verbatim.
Will do.
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>>54179441
I mean, shit man. Embellish a little.
>>
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>>54179581
I absolutely lost it at the socks. Fuck man, I was drinking tea!
>>
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In other news, time to make some baronies...
>>
>>54179348

Of course, why would I share it otherwise.

>>54179441
>>54179581

I fucking hate you people.
>>
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>>54179973
>>
>>54179892
>1-in-36 ancient trees were grown directly above ancient evils
Your setting is weird.
>>
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>>54180207
You keep forgetting this bit. It's 1-in-36 trees the PCs are likely to encounter.

How many times am I going to roll on that table in a give game? Not session, game? Maybe... three times?

Anyway, it's like 1-in-360 or something female fighters being polymorphed men. It's not true for the setting as a whole; just the bit the PCs require.
>>
>>54172351
>r8 my magic tome
Peter Purplestripe/10
>>
>>54180019

What would inspire someone to make something like this? I don't get it.
>>
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>>54180671
Well how do your wizards dress.
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>>54179892
On the one hand, hooray for the Irish for having a proper, carefully documented, and quite extensive system of online baronial maps.

Oh the other hand... fuck the Irish. I'm not mapping this out to 1-mile hexes.
>>
>>54180840
They have a nice map of castles too.
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>>54180940
I know... I know.

And I'm sure there's a french version out there somewhere but I'll be fucked if I'm going to translate all that stuff just for a game about elves.
>>
>>54180996
If it's elvish turf, why would you need to translate?
>>
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>>54181040
The French are definitely not elves.
>>
>>54178194
You know, as a DM tool, I'd be all about a good OSR CR system. You don't have to use it, after all, and it helps inexperienced DMs gauge what they're throwing into the dungeon.

The problem is that CR systems as they actually exist lie constantly, and even when they're trying to be accurate they're incompetent at fuck.
>>
Any good one-shot adventures? Really short on time. Preferrably dungeon, preferrably with some sort of conclusion or 'win' condition or whatever.

Or maybe a good resource to generate it under an hour and a half.
>>
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>>54181076
They were in Warhammer Fantasy!
Leafs also speak French.
>>
>>54181154
Hit dice also approximate CR pretty effectively, putting aside that attacks, damage, and special effects in OSR games are totally whimsical with no rhyme nor reason from a balance perspective.
>>
>>54178110
>Also... avatar fags?
You can't possibly be this new, right?
Global rule 13.
>>
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>>54181631
Correct. I'm just not entirely sure how it applies here. Nobody gets mad at Anime Reaction Image Guy or Interviewed Deer guy.
>>
>>54178106
Central Asia is really not the same. Saying it as someone who's been to Central Asia and China.
>>
>>54181709
Anime Reaction Guy is half the thread.
Interview Deer Guy is at least two people, neither of which spam it.

You stick an image on almost every post, and can usually be identified by image alone.
>>
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>>54181794
>You stick an image on almost every post, and can usually be identified by image alone.
First, if we're quoting rules, see Rule 6.
Second, how else am I supposed to drive this god-forsaken website out of business, if not by using up all their bandwidth and monitor ink?
>>
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>>54179892
Anyway, I think my system (such as it is) generates sufficiently whacky baronies.
>>
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How do you guys handle opportunity attacks in OSR and should they exist in OSR?
>>
>>54178110
>Only OC I've seen recently is 54175105
>and I wouldn't touch that hot mess with a 10' pole

Can you name even a SINGLE thing bad about it? Have you even read "i kill puppies for satan"
>>
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>>54178627
Got any more versions of the wizard shit pic? I only have the two (the one you posted and this one).
>>
>>54182240
Vaguely.

Free hack when enemies turn to flee or do something they shouldn't be doing in combat.
>>
>>54182240
I honestly like the idea of somebody drawing attacks under certain circumstances when they leave themselves exposed. Casting spells is one example, at least if whatever initiative system you're using doesn't give folks the opportunity to disrupt their spells after they start to cast them.

Generally speaking though, I think granting a full attack is a pretty big deal, so I normally default to folks getting the worse of 2 attack rolls for what is effectively a free action. Either that, or they merely get to advance their next turn and take it early (getting their regular attack early, but not a bonus attack), but honestly this requires more bookkeeping, so I'm a fan of the free but diminished attack.
>>
>>54182240
B/X does it fine. You can make a fighting withdrawal (back up slowly at half speed), or you can retreat (leg it at full speed, +2 to hit against you and no shield bonus).
>>
Is it best to ignore mapping for an online game?
>>
>A wizard keeps his hands on his dictionary of magic spells.

https://www.youtube.com/watch?v=gwPveuJjp9k

(it's not the usual version)
>>
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>>54185294
I usually have a sort of torchlight fog of war going on, to give them limited vision.
Mostly for when something interesting happens, and the rooms themselves, and not hallways (so the length and spatial relation is still somewhat a mystery unless they pay attention), but what it does is give them a good idea of room shape, while hiding the full dungeon. They still need to map, but feel a bit more confident in it.
I plan on taking away the training wheels off a bit after a while though, and hope this led them to being a bit more secure in doing it blind. We did develop mapping terminology together through this, so it should technically be easier.
>>
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>>54160931
How in the fuck did 19 PCs get to max level in DCC? The highest a PC has ever been in my campaigns is level 5, and that's only because it was a one-shot and they got to start at that level.

As far as 130k+ gold... why are you giving them so much gold? DCC isn't a gold=xp system. In the book it says the average person has never even seen a gold piece before. If just 1,000 gold was in a lair, there would be armies moving there to reclaim it. Everyone in the surrounding land/kingdoms would know about the mass of gold. Dropping 1,000 gold on a medieval economy would wreck shop.

I can't even imagine the scale of torment my players would be suffering if they had 130,000+ gold!
>>
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>>54164404
>Allows people who are impaled to survive much longer; only losing 1 hit point per turn
>>
>>54186155
My guess is how long have that adventure been, how many sessions have it taken to get to that level and gold?
>>
>>54185294
It can work fine if you have a good VTT and enable player drawing.

Or they can draw a lot of penises.

Or both.

So anyway it works fine.
>>
>>54186497
Chiming in to say that yes, you should expect a lot of dicks on the screen. A lot.
Half a year of weekly gaming later, and it's still ongoing.
Help.
>>
>>54186525
Draw vaginas back at them.
>>
>>54186525
>>54186497
I used to run this Savage Worlds setting called Low Life on Roll20. If you don't know, Low Life is heavily rooted in "intelligent" potty humor. One of the player races is literally poop men.

In any event, the setting gave my players more than enough reason to blot the screen out with pixelated dicks.
>>
So in another mapping-related question, how do you describe strangely shaped rooms? As in, something like "irregular hexagon-shaped room, 500 feet in area" doesn't feel like it would relay enough information to map accurately, and turning the session into high school geometry class also sounds like a pain. Is that the point?
>>
>>54187454
Draw the shape for them, out of scale but with measurements on it.
But if you honest to god can't describe the room, you probably shouldn't have made it.
>>
>>54187454
For one thing this is why I don't like irregularly-shaped rooms. People say it's boring to look at a map that's nothing but squares and rectangles, but then in play the triangles and cave sections just get confusing. The connections and details of the rooms should be more important than their shape.

That said, you can just describe things in squares. "The room is a hexagon with a flat top and bottom, about two squares wide. They connect to an east and west point, each about one square away."
>>
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>>54188168
>>54187454
"It's... oh fuck it, give me the paper. Ok, it's like this. That's all you see so far. There are statues here, here and here, and it smells worse the more you head this way. Got it?"
>>
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>>54185673
Map Anon, you have got to get yourself a blog or something.
>>
>>54188517
>oh fuck it, give me the paper.

no, no, NO!
>>
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>>54188517
"It's like the logo for the Olympics"
>>
>>54188548
Draw it out on one of those index cards you help handy to pass notes with.
>>
File: Olympic-logo.png (92KB, 2000x1000px) Image search: [Google]
Olympic-logo.png
92KB, 2000x1000px
>>54188561
It's not.
>>
>>54188535
No idea how I missed this last thread but this is AMAZING. It's EXACTLY what TotSK needed to be a publication-quality product.
>>
File: qzKF9.gif (976KB, 500x420px) Image search: [Google]
qzKF9.gif
976KB, 500x420px
>>54188548
>no, no, NO!
Yes, yes, yes! The players can draw 99% of rooms but if I've, for some godawful reason, decided to put in a fucking klein bottle waterslide, I'm going save everyone time and draw what they can see.

I invited people over for D&D, not Pictionary.
>>
>>54188573
Wow, I feel painfully stupid for not being able to figure this out till now. Thank you. Like, sincerely thank you.
>>
>>54188573
>>54188686
I can't believe I never thought of this either.
>>
>>54188535
Blogs are scary though.

Unrelated, but an older attempt at an isometric Gatehouse from ASE1 that never saw use.
>>
File: Gird your loins.jpg (171KB, 900x825px) Image search: [Google]
Gird your loins.jpg
171KB, 900x825px
>>54188938
True, but people are genuinely pretty nice in this scene. I guarantee you'd get plenty of compliments and stuff. People liked my shitty dungeon even if I straight-up forgot to include 2 or 3 rooms.
>>
File: 6be.jpg (24KB, 349x376px) Image search: [Google]
6be.jpg
24KB, 349x376px
>>54188686
>

>>54189119
>>
>>54189075
Oh, hey! Some guy is asking about a thing I assume you know: >>54186673
>>
>>54189214
On it.
>>
what do you guys think of the heroes journey rpg?
>>
>>54189569
Never heard of it.
>>
>>54190273
>>54190273
I think its worth looking at it is compatible with SS whitebox
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