/cog/ Traditional & Video Gaming Archived Board plus4chan home [baw] [co/cog/jam/mtv] [coc/draw/diy] [pco/coq/cod] [a/mspa/op/pkmn] [Burichan/Futaba/Greygren]
[Return] [Entire Thread] [Last 50 posts] [First 100 posts]
Posting mode: Reply
Name
Email
Subject   (reply to 142375)
Message
File
Password  (for post and file deletion)

Currently 0 unique user posts.

News
  • 08/21/12 - Poll ended; /cod/ split off as a new board from /pco/.

File 132484405436.jpg - (380.77KB , 1008x1278 , alignment world eaters.jpg )
142375 No. 142375
Continued from >>128320

Anyone else get or give any good RPG swag for christmas?
Expand all images
>> No. 142378
File 132484715911.jpg - (49.53KB , 397x582 , 03%20at%20first%20I%20was%20like[1].jpg )
142378
>MFW no mini's or books this year
Aww
>MFW envelope of £250 from Grandmother.
Time to buy a new war-game army! God bless the eccentric old gal.
>> No. 142386
I got WoD expansion books! Midnight Roads and Antagonists. Also dice.
>> No. 142398
Concerning the WoD of Darkness Discussion, I feel like the old fluff wasn't that great. I was reading through some of the Old Mage stuff a few weeks ago, and while some of it was cool, most of it seemed silly and confining. I'm just relaying my impression of the fluff, here, I couldn't tell you off hand what exactly I didn't like, only that I liked the Sons of Ether and Technocracy a bit. The rest of it was kind of dumb.

I feel like the meta-plot would get in the way of actual roleplaying, but that's just my opinion on it, which you may take with a grain of salt, as I never actually played oWoD.
>> No. 142418
File 132490931464.gif - (17.35KB , 400x482 , LisaSimpson4.gif )
142418
>mfw I got the Ankh-Morpork board game...
>twice
>> No. 142423
>>142418

There's an Ankh-Morpork board game? How is it? Is it fun?
>> No. 142427
>>142423
It's actually just a bunch of other board games stitched together, and all of the game pieces are taken from other games.
>> No. 142429
>>142427
Seems somewhat fitting considering the nature of Ankh-Morpork.
>> No. 142436
>>142398
White-Wolf fluff is hit or miss, most of the time. Thankfully, most everything from the 2001-2004 era for Werewolf was pretty good, except for the novels. Don't touch the novels. They're terrible. I can't say I know anything whatsoever about. The problem with White-Wolf is quality control. I use the metaphor for a bunch of people around a bonfire handing eachother a stick designating them as the storyteller after the other is done. Well, sometimes the stick gets handed to a kid brother who takes a story about a noble pioneer's struggle against loneliness and winter and turns it into a kaiju battle. And they have full reign and reason to be able to do it, because they're the ones holding the stick and building on what came before.

And then whoever comes after has to somehow make that canon and work out into something more reasonable. (fffffUUUUUUUUU-)

Thankfully most things 1998-2004 for Werewolf were pretty great fluff-wise. Most things.
>> No. 142437
>>142436
>about mage^
>> No. 142672
How unwise would it be to set some newbies up with level 5 characters in Pathfinder? I'm a little tired of low-level games and I want to throw some of these Bestiary 3 critters at 'em.

Also DAMN but the Bestiary 3 is good. It's got those Asian floating-lady-heads-trailing-organs things as a template.
>> No. 142701
>>142672
If all else fails it should provide hijinks.
>> No. 142740
File 132528961969.png - (302.44KB , 1155x723 , hurp.png )
142740
Huh, OPs post made me think of TGweavers stuff. Apparently they get into some fun tabletop stuff.

I've mostly been suggesting the AD&D 2e sourcebook "Complete Book of Villians" again for people trying to write villanious ORGANIZATIONS, or just any organizations in general. Picture related, it breaks down and has good details on stuff.

Regardless of what system you use, its a nice book. Even just for regular writing.
>> No. 142774
>>142740
That's because it is his stuff. Those are all characters (PCs and NPCs) from his World Eaters campaign.
>> No. 142777
>>142436
>>142398

oWoD is... anachronistic. That's all I can really say about it. It's writers lived in the late 80's/early 90's. They made a game about the late 80's/early 90's, and everything that was "cool" during that time was integrated into the setting.

What this means is that the fluff for oWoD is solid if you can get into the right mindset, but at the same time it can be pretty easy for a guy with more modern outlooks and viewpoints to look at some of the fluff and say "Wow that's kinda lame" mostly because it's like polyester and platform shoes. What was stylish and trendy back then is just tacky and sort of dumb looking nowadays.
>> No. 142780
>>142777
Any prime examples aside from that one crazy-ass werevampwraith mage? I love looking at embarrassing baby pictures, so to speak.
>> No. 142781
File 132531979081.jpg - (50.16KB , 300x409 , 3bdc2fa2b1768c50650e8fa56c5632f2.jpg )
142781
OH AND BTW: Apparently Exalted 2.5 is coming out soon. But since I doubt this will change any of my gripes with the system (which are numerous but I won't get into them) I will instead extrapolate on this thought.

One of my BIGGEST COMPLAINTS for Exalted is that it's not a high-flying kung-fu wushu system. It's a low-level grim fantasy system (ala Warhammer Fantasy) that got high-flying kung-fu wushu nailed onto it like a big golden, shimmering plank of wood attached to a rickety old broken down house. And this might come as a surprise, but you CAN'T HAVE A SYSTEM MAKE A TRANSITION FROM THE FORMER TO THE LATTER WITHOUT THERE BEING *SERIOUS* COMPROMISES. The lethality of the system in spite of its supposed kung-fu wushu badassitude lead to people spamming perfect defences, perfect defence spamming lead to paranoia combat, paranoia combat lead to the most aggravatingly clunky rules system that you need a fucking guidemap and an Exalted expert to interpret for you. I'm not even gonna get INTO the retardation of the Initiative system, or how whatever good ideas could come from that were COMPLETELY THROWN TO THE WAYSIDE IN FAVOUR OF JUST HAVING EVERYTHING BE AN ACTION OR A REACTION... but I'm rambling.

Anyway I said that Exalted really needed to stop being so damn lethal and not have mortals be in grimdark fantasy land. To which a fan of Exalted told me "Well no. If it wasn't like that, then the Exalted wouldn't feel special!"

So I heard that. My eyes narrowed and I whispered but one word to him and his basic rebuttal of "Hitting my hand with a hammer for 3 hours sucks but it's the only way for me to play the game I like". I said "Challenge Accepted".

OK now the rest of this is just going to be going over what I've read from various games and such but feel free to acknowledge/discourage me on any of these points since I am mostly speaking from my own experience. OK, we need to have a game where you CAN go from a grim, gritty, "realistic" type setting, to a more action kung-fu wushu powergod fantasy game and not only have the latter feel like an extension of the former, but have it still feel like an action kung-fu wushu powergod fantasy game. This is what I think I can come up with.

OK so REIGN uses the One Roll Engine. The One Roll Engine is, basically, a game where you roll a dice pool of d10's and look for matching numbers. Width determines the speed and power of an attack, while height determines the quality and where you'll hit someone. Taking a sword to the leg, is more preferable to taking a sword to the face and such. Now this might not come as a surprise to some of you, but ORE can be pretty damn lethal when you get right down to it.

Your head has 4 boxes of health typically, and if those fill up with killing damage (which isn't completely hard to acquire and heals over the course of WEEKS) you die. No saving throw, no second chances, head (or torso but that has about 8 health boxes) fills up with killing? You're dead. That sound pretty lethal to you? A couple lucky rolls and some good hits to the head and you're basically down for the count.

Now why do I bring up ORE? Well for me to segue into another game I absolutely love. Weapons of the Gods, which implements a disturbingly similar dice mechanic. In Weapons of the Gods, you roll a dice pool of d10's, you look for matching numbers... and then you take the number of matching dice (the width in ORE) and turn that into the 10's digit of your total roll. The number on said dice (the height in ORE) becomes the 1's of it. So if you get a matching set of 3 sevens? You got 37 total.

NOW. These two dice mechanics? Basically the same thing really. You're looking for the same thing and rolling the same dice, it's just you're interpreting the information differently. The latter not only deals with higher numbers, but as anyone will tell you. Weapons of the Gods is just an EXCELLENT system and is awesome to run/play. So my question here is: Why can't we marry these two systems?

ORE would be used for mortals, showing how they can barely survive a good hit to the noggin. While Weapons of the Gods would be used for the Exalted, showing that to an exalt? It doesn't matter WHERE you hit them. Leg? Torso? Face? They take that shit like a boss and respond by showing you what it's like to have an immortal god's foot up your ass.

This is mostly my jumbled thoughts and is really nothing more than a half-baked concept. But hey, all things start out as half-bakes concepts in the begging right? Does this seem like a solid idea or what?
>> No. 142782
>>142780

Get Mage: The Ascension first edition. Read the opening fluff.

It mentions a katanna and a trench-coat in the first paragraph. Without the slightest HINT of irony.
>> No. 142791
>>142781
To me it's the divide between mortal and exalted which show how much the exalted were only the only thing keeping the human race aloft during the First Age. I think it's interesting to see a setting where humans are only able to stay up top because of a few select people. At the same time, I don't think mortals have it as tough as you'd imagine. In places all around the world, mortals have it rough but that could be said of the real world as well. In other places mortals live pretty high and might. They aren't all peasants living under someone's thumb.
>> No. 142794
>>142780
Found an older edition of the core rules once in a game store. The illustrations were all photos of real-world people LARPing.
>> No. 142799
>>142791

Oh no. It's not so much the NARRATIVE implications that humans are weak and Exalted are super badass. It's more that the system is trying to have rules like bleeding, disease, etc (ya know, stuff real world mortal people typically died from in old times) then just completely scrap those for the Exalted, who still ultimately have only about 7 or so HP total and can only raise those with Iron Ox Body. Even then it's typically not good enough for people to feel like they can "risk" getting hit, so they perfect defence spam using all possible PD's for all possible Defense Values.

There are mortal societies in Exalted that have ADVANCED to be sure (that's what Autochthon is kind of about) but I'm talking more about how the System is trying to transition from one thing to another while keeping the basic principles and it doesn't do it all that well.
>> No. 142815
>>142799
True. Until 2.5 comes along, I really can't judge it though. We don't have anything to truly look at to tell if it's going in the right places or the wrong ones.
>> No. 142941
I was looking through Warhammer Fantasy's plethora of classes and I realized what it reminded me of:

Canterbury Tales.
>> No. 142976
>>142941
Yep. Its pretty much D&D + Call of Cthulhu with the cast of Canterbury Tales, plus a dash of Terry Gilliam.
>> No. 143540
File 132605315166.jpg - (751.41KB , 4500x2234 , StartMap01.jpg )
143540
Ignore me, just posting a map for my group
>> No. 143542
>>143540
>Norrland(the most north part of sweden, and well alot of it as well but still)
>A nomansland
Hehe, as I swed from Småland I find that amusing.
>> No. 143552
>>143540
>Canterbury part of Debauchia
I always knew those fuckers were one earthquake away from going full sheep-shagger.
>> No. 143564
>>143540
>A part of Texas divided.

Impossible.
>> No. 143588
Heh yeah its a nation-builder game Im running on /tg/, so it really doesn't make sense. The crazy bastards made the Zone from stalker on purpose this session, its already engulfed Mongolia and most of central eastern Eurasia.
>> No. 143629
File 132609983017.jpg - (23.72KB , 300x390 , palladiumbookssues_211526.jpg )
143629
Anyone here know of this? I just started GMing for a guys who insisted on playing alone ( yeah, table singlepleyer, me and him) and I'm... stuck, a writer's block for a lack for a better term and I could use a bit of... inspiration.
>> No. 143637
Oh, also:
Team Kobold is officially abandoned. The DM/GM guy got tired of running it.

But I want you all to know that Cynic the Kobold was a dragon shaman. It was a heavily Final Fantasy influenced world, and Behemoths counted as a variety of dragon. That means, one more level, he would've sprouted his totem dragon's natural armor. In this case, thick, bushy fur. Purple fur.

You are now imagining fuzzybolds.
>> No. 143646
File 132612043425.jpg - (14.85KB , 405x368 , Flo is my waifu.jpg )
143646
>ASoIaF RP game
>Big Tournament coming up
>Actual tournament stuff takes about an hour
>Spend rest of time drinking, singing, arguing with cultist PC and trolling Loras Tyrell
I wouldn't trade it for the world.
>> No. 143693
http://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake-uses-players-input.html?_r=4

Player input on new edition of D&D has me worried. I'm willing to bet that the "input" will be this.

80% people demanding shit they don't REALLY want and just think they want (IE: "I WANT NPC'S TO BE STATED AS PC'S" when they really just want that in the books to trick their minds into thinking the world is more cohesive, or just want it to be more gritty and life-threatening)

20% demanding something legit but probably getting drowned out in the flood.

And of that we'll have differentiating opinions, certain desires undermining the ideas of others and at the end of the day all we can hope is that Wizards learns to just ignore the people who won't be pleased by anything they do outside of a re-skinned AD&D and make a game they want to build.

Also, I can only hope this means that they're willing to just expand on 4e's system. Because 4e was a damn good system and abandoning THAT just to go back to the cluttered mess that was 3.5 seems like a definite step backwards for wizards.
>> No. 143696
>>143693
>3.5
>cluttered mess

I heartily disagree with your opinion, but will say no more because damned if I'm going to get dragged into an edition fight.
>> No. 143702
>>143696

3.5's rules were poorly organized, and the combat rules were fairly difficult to keep in mind at all times. I can't remember how to sunder without looking it up (and then I need to memorize the charts). While removing the rules outright was completely idiotic, there were... a lot of charts. Too many charts.

I think improving 4e, clarifying rules, adding new and streamlined combat options for non-spell casters (or work these into the new ability rules from 4e) to give a better experience for those who wanted it, rather than drag it back towards 3.5 is the smarter thing to do. If you want 3.5, it's there, and nobody's taking it from you, why bog 4.5 or 5e or whatever down with rules that don't help the 4e system in the first place?

Personally, I'm not planning on playing 4e or 3.5 again any time soon, but I do get the feeling that the internet giving its opinions about a new D&D edition is going to fuck up 4e worse than editors at Wizards could have ever done.
>> No. 143703
4e was utter shit primarily because of the fact it locked everyone into the whole wandering murderer lifestyle, with no ability to create a character that did anything else.

Also no real multiclassing and combat that was somehow EVEN MORE BROKEN than 3.5
>> No. 143706
>>143703

... what? I'm sorry you just said so much bullcrap right there I don't even know where to START.

>with no ability to create a character that did anything else.

Oh yes. Because that one profession skill added SUCH DEPTH to a game about fantasy exploration.

>Also no real multiclassing

Because multiclassing is a stupid idea from the get-go and there are better ways at conveying people picking up tricks from other classes.

>and combat that was somehow EVEN MORE BROKEN than 3.5

... how? No I mean... how the fuck? Are you like, playing with the most retarded game ever?
>> No. 143709
File 132615963525.jpg - (25.89KB , 301x258 , 1269533290896.jpg )
143709
>Edition war

NO. BAD POSTERS. Go sit in the corner and think about what you just did. Go on!
>> No. 143711
>>143709
5e Warhammer40k Battle is better than 3e Warhammer40k Battle
>> No. 143712
>>143703
Wait, 4e doesn't have multiclassing? Well that's lame.

>>143706
>Because multiclassing is a stupid idea
NO U
>> No. 143714
>>143711
Why you do this snapper, why?
>> No. 143715
>>143712

4e has hybrids (which is combining 2 classes together) and it's multiclassing allows you to get a power from a different class.

Multiclassing is... well it's kind of weird and annoying. I feel like what 4e does (again with hybriding and it's multiclass feats) is enough to convey the idea of having different classes but when you get into 2nd level psion, 1st level cleric, 4th level fighter, 1st level duskblade territory it just starts to feel like players are doing it solely so they can min-max to hell and back or make ridiculously special snowflake characters to the point it stops being interesting or funny.

Really, 4e classes DO offer up enough choices with their powers alone that you don't need to be dabbling in other classes.
>> No. 143720
>>143714
Because.

I am a being of hate.
>> No. 143721
File 132616747026.gif - (3.10MB , 416x238 , 1234527682.gif )
143721
>>143720
>> No. 143723
>>143715
>but when you get into 2nd level psion, 1st level cleric, 4th level fighter, 1st level duskblade territory it just starts to feel like players are doing it solely so they can min-max to hell and back or make ridiculously special snowflake characters to the point it stops being interesting or funny.
Well, DUH. That's when it's time for the DM to intervene and mandate a house rule of something like "no more than three different classes per character". That doesn't mean multiclassing itself is flawed, it just needs to be used responsibly.
>> No. 143724
The biggest problem with both 4E and 3E is the lack of any sort of underlying plan for expansions, which leads to content that more or less should be incompatible existing in a single game. Thus you get things like the ridiculous multiclassing rules in 3E, or the expanded rules in 4E that lead to characters that play like something from a different game to appease people who didn't like 4E.

And they need to go ahead and decide right up front whether they're going to appease the simulationists or the game-ists and stick to that. Because you're not going to please both camps--people who want their RPG to have different effects on their characters based on the amount of calories and protein they're getting are not going to be pleased by the same game as people who just want something simple that a Dungeon Master can prepare a session for in an hour or two a week.
>> No. 143725
>>143723
>That doesn't mean multiclassing itself is flawed, it just needs to be used responsibly.
What is your definition of "flawed," then? I would think "You have to invent house rules to be able to use the system they've written" or "The DM has to know the system better than the players to know what's going to make the game suck for everyone else" to be flawed.
>> No. 143728
I prefer Pathfinder over Fourth Edition, but they both have their merits and comparing the two has really opened my eyes about the different routes that game design can take. I might type up something about 4E's merits and flaws later, but all I can say for now is that I hope WotC moves forward instead of letting grognards drag them backwards and just copy the earlier material.
>> No. 143729
File 132617570038.jpg - (243.94KB , 787x1014 , 2044d0c31d99915c73b3ca0aecd80f7ad9d0a17c.jpg )
143729
>>143724

>And they need to go ahead and decide right up front whether they're going to appease the simulationists or the game-ists and stick to that.

Neither of those things really MEAN anything.

And form of "meaning" that could've come from those three terms basically got scrapped the moment people started to use "gamist" as a catch-all for "Things I don't like".

Either way, most of the "complaints" for 4e really come down to the fact that 4e attempts to reach the same conclusions as 3.5 in an entirely different way. Example being how Barbarians gain temporary HP whereas in 3.5 their rage increased constitution which roughly was meant to do the same thing (only with mediocre success) or how rogues had various powers/effects which helped grant "combat advantage" which was more flavoured as rogues exploiting weak-points rather than just having them be mostly effective against living opponents who couldn't see them.

And honestly? I think 4e did a much better job at capturing the kind of game D&D is. D&D is a game of fantasy exploration, adventure and high-stakes battle. It always has been. It's what Gygax and his friends played it as. 3.5, contrarily, always felt WAY too up it's own ass with having everything try to make "sense" when it really just needed people to push it down and say "dude. Just think about it in terms of what the effect is, don't let the cause bother you so much."

That kind of thinking works in a point-buy game like GURPS where the points and the costs of different powers act as an arbiter to keep most things "in balance" (even though GURPS technically works around that more than it does confront it) but in a game where we're lead to assume all player options should ultimately be viable for what particular "role" or effect that person wants it REALLY doesn't work well.

Hell even Fantasy Craft, which I would argue is 3.5 done right, makes a note of increasing the power of other feats while making certain stats that you'd think would be much more powerful much less subdued. Why? Because demons and dragons and monsters DON'T NEED TO BE A MILLIONS TIMES MORE POWERFUL THAN HUMANS IN HEROIC FANTASY. Or maybe that's wrong. But a heroic half-dragon and a heroic human are on equal footing because... well they're heroes! Heroes are just badass in their own ways. While an NPC human might be easily outclassed by an NPC drake or ogre, PC's don't have to operate on "realistic" levels. Especially in games that aim to be more high-flying ADVENTURE rather than medieval knights, plague and politics.
>> No. 143734
>>143729
>And form of "meaning" that could've come from those three terms basically got scrapped the moment people started to use "gamist" as a catch-all for "Things I don't like".
Do they? Because I ignore most of the arguments, so I wasn't aware the term had actually been used in the past. I actually consider myself a "gamist," and if anything was using "simulationist" to mean "things I don't like," like randomly generated loot and civilian classes and save-or-die spells and fighters that are useless after level X or wizards that are useless until level X, all of which make perfect sense from the perspective of someone trying to make a realistic world but which are retarded from a game design perspective.

Since apparently there's some sort of baggage that has made the term not inherently obvious, I'll go ahead and elaborate:

They need to decide whether they want to give in to the people who want rules based on realism for every little thing regardless of whether or not it makes for a more fun or better balanced system, or if they want a game that sacrifices realism to make a more balanced and streamlined experience that gives everyone a chance to do something useful every turn, and commit to that decision.
>> No. 143823
File 132627617442.png - (654.29KB , 500x666 , pandawesome.png )
143823
http://www.white-wolf.com/community/news/white-wolf-release-schedule-2011-2012
>Fall 2012: (WtA) Werewolf: the Apocalypse 20th Anniversary Edition
>> No. 143837
>>143823
Oh god damn it not those cancerous hairballs. They're literally the worst part of WOD, almost as terrible as the Orks from 40k.
>> No. 143840
File 132629351293.jpg - (34.29KB , 640x480 , this is all the argument you warrant.jpg )
143840
>>143837
>> No. 143841
>>almost as terrible as the Orks from 40k.
YOU SHUT YOUR WHORE MOUTH!
>> No. 143843
File 132629576955.jpg - (17.38KB , 320x240 , 1253485423963.jpg )
143843
>>143837
You have very bad opinions and Im having great difficulty respecting them.
>> No. 143844
File 132629675897.jpg - (40.11KB , 253x374 , 1289097917874.jpg )
143844
>>143837
>terrible as the Orks from 40k.
>> No. 143849
File 132630145880.jpg - (70.45KB , 500x541 , stylishwolf.jpg )
143849
>>143837
You just mad I'm stylin' on you.
>> No. 143853
>>143823
>Aug. 2012: (Mt?) Mummy: The [?]
Mummies will never not be funny to me, I'm sorry. Still interested to see what they'll do.

Also, does anyone else think that now is a great time for a new Vampire video game? The respective successes of Skyrim and Deus Ex have proven the market for RPGs of that style, and vamps are really in the public eye right now.
>> No. 143856
>>143853
I thought they were already making a vampire MMO set in OWOD or something?

I dunno if I'd be interested in a new game anyway if it was set in NWOD since it generally sounds a lot less interesting.
>> No. 143860
>>143853
I had to do double check you werent lying. Really, Mummy?

>>143856
I think the MMO got canceled.
>> No. 143865
>>143856
>>143860

CCP was going to do the MMO but some rather poor decisions and fanbase on their part has caused a mass influx of people to leave EVE online and now they've turned all their attention to their FPS in the hopes that can get them money.

The MMO is on "hiatus" but all things considered it's pretty much dead.
>> No. 143866
>>143856

>I dunno if I'd be interested in a new game anyway if it was set in NWOD since it generally sounds a lot less interesting.

nWoD has some pretty neat shit going on in it. You just have to dig around for it. Which isn't really so bad considering most of the "good" shit in oWoD you needed to read it's metaplot for anyway.
>> No. 143873
File 132632127980.jpg - (77.55KB , 377x480 , 236344.jpg )
143873
Oh yea. Archmages in nWoD are fucking ridiculous. If you have enough quintessence (basically magical macguffins you collect) you can cast spells of arcana 6-10. What do those do? Well... here lemme quote our mage GM.

>Rank 6 in an arcanum gets you the Practice of Dynamics, enabling you to make phenomena that change and learn according to their conditions. Examples of what them can do include complex, updating destinies, viral memes, altering history without needing to worry about the butterfly effect, etc. All spells at rank 6 require a Quintessence and 2 mana to cast.

>Rank 7 gets you the Practice of Entities, enabling them to rewrite patterns in a manner that will be passed on to any of the pattern's descendants. Examples of this include creating or changing someone's supernatural template, creating dynasties of Proximi, altering the temporal sympathy of a portal to create time travel, and even changing a mage's Path. At this level you also get the Practice of Excision which removes great sections of a target's patten, denying someone access to an arcana, removing a Legacy, or stopping an arcana from having any effect on someone. You can also use spells os this practice to dispel Imperial spells and give someone a new True Name, making them count as 'unknown' for any sympathtic spells from then on unless people learn the supernal Imago that is the subject's new name. Spells at Rank 7 cost a Quintessence, 2 Arcane Experience and 4 Mana.

So just so we're clear. A mage with 7 ranks in Death and Life could not only kill the beast of a Vampire, but turn him human.

>Rank 8 gets you the Practice of Dominions, enabling archmages to create Chantries, self-sustaining ecosystems of spells, Ochemata, and self-willed Artifacts. Life, for example, could make a Proxy, a living being with its own mind and body but the Archmaster's soul, enabling the archmaster to perceive and cast through the Proxy. Spells at Rank 8 cost a Quintessence, 5 Arcane XP and 6 Mana.

In other words: You become a GOD and you can make your own Avatar.

>Finally, Rank 9 gets you the Practice of Transfiguration, which has only one spell. With a transitory duration, the Archmage *becomes* the Arcana, able to work any feat that hypothetically falls under its purview at will. If Rank 10 exists, it'd enable you to cast this at indefinite duration; this, the archmages say, is Ascension. Transfiguration costs you 10 Arcane XP, 8 mana, and a suitable Quintessence

So basically, if you can bullshit something to happen with your 9 dot arcana (such as saying "There's Dinosaurs now" with 9 dots of life?) then it happens.

SO YEA. That's Mage: The Awakening at Tier 4 ladies and gentlemen.
>> No. 143967
File 132641459190.jpg - (30.48KB , 467x502 , JackKirby.jpg )
143967
>Roleplaying group is teaming up with two other groups to create dungeons for each other to go find maguffins in
>Managed to sneak in traps from Reverse Tomb of Terrors and Cavern of Ourghmahbawls from suptg archive

Bring it on.
>> No. 144161
>>143873
It's really not supposed to be balanced. I kind of like it at that level of power. Also, probably going to ask this on the forums but why can't you use willpower to dispell mental influence? Seems generally unfair for no reason.
>> No. 144196
>>144161


>Also, probably going to ask this on the forums but why can't you use willpower to dispell mental influence?

I think the reasoning there is that if that were the case then mental influencing any random banker/civilian could be auto-resisted by the ST up to 4 times.

Which could easily be rectified by saying only PC's can use willpower but eh. I think Mind control in itself is kind of a bullshit thing to use in RP's. Might make an interesting plot hook or BBEG device but not something you'd use against PC's or allow PC's to use religiously.

Really if you asked me? Any form of mental influence/control would call for a wisdom check outside of tampering with the most basic motor functions. Making a person fall asleep so you don't have to kill him? That's fine. Making a person your indentured servant (for even a brief period?) is going too far.
>> No. 144254
Hey guys. Some people at work are sort-of-half-joking about playing D&D, and I was thinking of throwing together a one-shot with some pregen characters to let them get a taste without having to learn the system beforehand. But I've never done one-shots before. Anyone have any advice on how to go about planning for a one-session game?
>> No. 144308
>>144254
Include a 10x10 Room With Orc and Chest.
>> No. 144321
>>144254
1)Go balls to the wall.
2) There are no side anything, every action must build toward a spectacular ending as directly as possible.
3)There are no long term consequences to their actions, so let them end all life as they know it.
4)If they truly fuck things up, pull whatever you can out of that magnificent ass of yours.
>> No. 144399
File 132674169945.jpg - (258.80KB , 1027x800 , origin of the tau.jpg )
144399
This explains everything!
>> No. 144402
>>144196
That's like wisdom 6-5. Depends on the PC really. For the most part vampires can abuse it easier because a mage has to be at about mind 5 and concentrate with a few people at a time due to limitations.

Personally, I'd rather just have willpower double the defenders roll.
>> No. 144407
File 132674911151.png - (501.60KB , 2739x1560 , composite.png )
144407
IGNORE ME
>> No. 144842
Here's something to ponder: how do you define "dungeon?"
>> No. 144861
>>144842

Any location, typically but not required to be underground, designed or redesigned to imprison or contain someperson or something.

In all other instances, the phrase "keep" or "hold" would probably be more apt.
>> No. 144863
>>144861

This. But a dungeon as defined in a GAME?

More accurately would be a series of obstacles meant for players to overcome. Any enclosed space where they have little to no outside help and are expected to survive via their own mettle and cunning.

It's actually kind of hilarious when you think about it, because most "dungeons" in game terms would be ridiculous to actually live/work in, and the architects for them must've been absolutely mad. Even if we assume they've had thousands of years to fall apart and be infested by monsters.
>> No. 144864
>>144863
>>144861
>>144842
I'd say for P&P terms, a dungeon is any map or closely interconnected series of maps being used for primarily exploratory and/or combat purposes, with a clear progression towards a particular goal by which you can "beat" the dungeon. As opposed to roleplaying area maps (most iconically, towns and encampments and things) which might not even be necessary a lot of the time, and random encounter maps (which are really only necessary for games where character and enemy placement and/or environment hazards are tantamount).

But that's just my opinion on the subject. I think of a "dungeon" as essentially the same thing as a "level" in a video game.
>> No. 145025
http://www.nuklearpower.com/2012/01/11/nerding-it-up-with-legends-of-the-wulin/

Interesting article by Brian Clevenger on Legends of the Wulin.

It looks to be everything Exalted wanted to be and more.
>> No. 145033
>>144863
>>144864
All good points. What interests me is that some games define the dungeon as a distinct environment, often inhabited by creatures that fit into its unique niches (rust monsters being the prime example). They seem to define a dungeon as any large man-made complex, usually but not always abandoned by its builders. The presence of traps and/or monsters seems to be a vital element; the mad prince's citadel can be a dungeon, but not if its security begins and ends with human guards.

I ask you this because I'm working on a setting called DUNGEON WORLD, which is exactly what it sounds like. It's a simple concept, but fun to work with.
>> No. 145049
>>144407
I CAN'T.

WHAT THE FUCK IS THAT?

I mean, I think I recognize the Warhammer world map there, and that's obviously the solar system, but what the fuck is going on with all dem pixels?

CURIOUS MINDS WANT TO KNOW.
>> No. 145059
>>145049
Purple sea is terraformed mars, bottom left is the start of an alpha centauri map. It was for a nation builder games on /tg/
>> No. 145108
File 13274482749.png - (168.57KB , 1403x1738 , MAGE.png )
145108
yup. This pretty much sums up our mage game.
>> No. 145155
File 132748159354.png - (486.10KB , 500x500 , chireon babies.png )
145155
>>145108

Pretty much, yeah.
>> No. 145158
>>145108
Yep. More or less.
>> No. 145624
Which would you say is a better system to convert the Palladium TMNT rpg to, Savage Worlds or M&M?
>> No. 145627
>>145624

Well that depends on what you're asking for really.

Savage Worlds is p good. It just might take a bit of homebrewing and using different dice for each ability/stat can be a turn off to some.

M&M alternatively can be used out of the box, but it's health system can be a bit wonky (although there's alt rules for using HP somewhere) and the whole game has a fair number of balance issues that for the most part need to be mediated as long as nobody tries to go waaay over the PL limits, uses the summon power or is given access to a variable effect.
>> No. 145650
So "D&D Next," as they're calling it, actually looks interesting.

http://www.enworld.org/forum/news/317494-seminar-transcript-reimagining-skills-ability-scores.html
>> No. 145660
>>145650
Yeah, now they just need to make it easier for me to find people to play with.
>> No. 145666
File 132792502293.jpg - (18.25KB , 707x477 , 1275525040229.jpg )
145666
>>145660
I fear no amount of editing can cure the 'ronrey common to rpgs.
>> No. 145690
>>145666
Then they need to really put a lot of effort into making Game Table the best possible alternative to having people there.
>> No. 145704
>>145627
Basically, I'm planning on attaching the one part of the original book that works, crunch-wise - the BIO-E points - to a system that can into combat.

M&M seems like a safer bet, if only because I'm more familiar with - replace the regular points with BIO-E, replace the increases in SDC and whatever into additional skills (maybe houserule out Ride - if you're an anthropomorphic animal, you may have objections to sitting on top of somebody who might be family!).

It can definitely be done... but as a little side project. I have so much other nerd stuff I'm doing right now, this is definitely going on the back burner.
>> No. 145910
File 132820527463.gif - (9.53KB , 212x160 , ani-edgeworth-bow.gif )
145910
>>143967
>The event happens, a fun time is had by all
>mfw a week later, awards are given for traps and roleplaying, and I win Best Roleplayer for my Swedish Half-Orc as well as an Honourable Mention for Best Waste of Time, with my plinth with a big red button that the party facing it spend 15 minutes on and, when pressed, made a boot shoot out and kicked the button-presser in the crotch for 1d4 damage
>> No. 145959
File 132821999222.jpg - (7.06KB , 213x141 , 1244589811791.jpg )
145959
>>145910
>That trap
Sir you are genuinely funny.
>> No. 146017
My 9th level paladin was given a Keen Holy Avenger by the party last week.
>> No. 146038
>>145959
I wish I could claim full credit, but I was inspired by this marvellous person:

http://suptg.thisisnotatrueending.com/archive/4281495/#4281873
>> No. 146960
So, has anybody played the Gears of War board game? I'm kinda meh on the IP, but it looks like it's sort of like a co-operative version of Space Hulk, except with locusts and gears instead of space marines and gene stealers. And Fantasy Flight can do almost no wrong in my eyes, so it's gotta be good, right?
>> No. 146990
File 13290817121.png - (1.16MB , 3072x2000 , Turn 18.png )
146990
IGNORE ME.

Seriously.
>> No. 146992
>>146990
Then stop posting interesting things!
>> No. 147354
http://a-terrible-name.tumblr.com/post/17778544085/why-exalted-needs-a-serious-change-in-direction

A lot of me just ranting about what I don't really like with Exalted. Not that I really HATE the game, but goddamn does it annoy me.

TL;DR, Exalted is a simulationist game when it's putting on airs of being narrativist when it really just needs to be fucking narrativist already.
>> No. 147996
I've hit a roadblock in a theme for my Changeling game. I'm stuck somewhere between "hell is other people" and "stories ending in stabbings". Neither really seems like something I'd want to go for, but all my other ideas are just too optimistic.
>> No. 148014
>>147996
Seems like in a Changeling game, the theme should generally be "Hell is the True Fae."
109 posts omitted. First 100 shown. [Return] [Entire Thread] [Last 50 posts] [First 100 posts]


Delete post []
Password  
Report post
Reason