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

File 137279089823.jpg - (96.31KB , 500x375 , traditional.jpg )
177206 No. 177206
I don't see anyone talking about the traditional aspect of the traditional and vidiogame aspect of the board, so lets try and change that.

LFG? Amazing moments? Homebrew? Edition bashing? Other?
This is your spot.
Expand all images
>> No. 177207
Looking for a group in Gainesville, FL
I've never done pen and paper stuff before, but I've always been interested. Would be good to get out and meet some people too.
>> No. 177208
I played D&D once. Once. It was my first time playing and I learned things as we went, and it was an absolutely retarded amount of fun.

Unfortunately our DM left before we ever leveled up and we never got back together to continue. I'd like to play again though.
>> No. 177209
I haven't played more than a single session at a time since high school. I'd like to, but all the people I know to play it with are gone.
>> No. 177210
Anyone on this board tried FATE? The upcoming Atomic Robo Roleplaying game will use it, is it any fun? I've heard its pretty generic.
>> No. 177211
The only DM I knew of was in high school, and he had this rule of "If I don't already know you, you can't come over and play D&D with us." I ended up being "the new kid that just moved in, so nobody trusts them yet"...for three years.

But I'm always willing to learn. If you're nearby Sleepy Hollow in NY, I'll send you my email, and we can plan something.
>> No. 177212
>>177210
I've been using it a bit lately. It's a lot less "crunchy" than a lot of rulesets, but works really well for characters with vaguely defined abilities and settings where luck / narrative causality are important. I'm using it for a game based on Homestuck right now, and it's working pretty well for that so far. The Core rules are up for free on the company's website, so you can read through them if you care to.
>> No. 177213
>>177210

If you're really interested, check out the new FATE Core (Which is what Atomic Robo will be using). The PDF is "pay what you want", and you can just download it for free.

It's a neat system. It leans more towards the narrative side of roleplaying and is pretty light on the crunch.
>> No. 177214
>>177213

Also, here's a link.

http://www.evilhat.com/store/index.php?main_page=product_info&products_id=223
>> No. 177215
>>177214
>>177213
Oh, right, I forgot it was a donation thing. I did end up paying for it, but I didn't have to.
>> No. 177216
File 137280994790.jpg - (375.31KB , 750x950 , bleachquest10cover.jpg )
177216
So I've been caught up in /tg/'s Bleach Quest (the world makes an awesome setting for an RP in my opinion) and was pointed toward this WIP rule set for those that agree with me:
http://bleachd20.wikidot.com/

If you're interested in reading the quest sessions:
http://suptg.thisisnotatrueending.com/archive.html?tags=Bleach%20Quest
https://twitter.com/QuestOp

Not quite the same as participating, but it's still a fun way to burn some time and isn't QUITE a traditional roll play session.
>> No. 177217
So, who's up for online sessions on roll20? I've been wanting to play for a while, but I don't have the time in real life to do it, so I'm constrained to doing this shit on the interwebs.

Let's play some Keep on the Borderlands, or something else that's old school...
>> No. 177221
>>177217

I'd be down.
>> No. 177230
File 137282463849.jpg - (193.42KB , 1000x1000 , 1367031496545.jpg )
177230
My current D&D group is on hiatus for the summer because lots of people are away on vacation. Our current DM is unable to keep DMing on a regular basis because of job-issues, so I'll be taking over once his Main Quest has been resolved. Really looking forward to that. DMing is shitloads of fun and I've really missed it.
>> No. 177234
Anyone ever play Exalted? Because the more I read about it, the more I want to get my old group back together. So the can Kung Fu fight the sun.
>> No. 177235
>>177234

I have a sourcebook (an old one, I think) but I've never had a chance to play it.
>> No. 177236
LFG D&D 3.5, D&D 5e, Classic Traveller, GURPS 4e, Pokemon Tabletop Adventures, Basic Fantasy, Labyrinth Lord, OD&D, Swords & Wizardry, Eightfold, OSRIC.

Orlando, Fla. or Skype plus either MapTool or Roll20.
>> No. 177241
>>177234
Exalted gets a little too convoluted with the rules. Its little brother, the White Wolf Street Fighter RPG, on the other hand, is complete lulz.
>> No. 177242
>>177236
Gainesville fag here; Why did I have to move... WHYYYYYY
[spoiler]coolstuff, scifi city, hole-in-the-wall, or private?
>> No. 177243
>>177242
>> No. 177244
>>177242
Cool Stuff.
>> No. 177245
>>177217
Never done this whole "online with strangers RP" before, but since my realspace group hardly meets anymore, I could give it a try. Timezones might be a problem though, GMT+1 here.
>> No. 177246
>>177244
That was where I'd go to MTG. Damn. Oh well; hopefully we can both find us a group one of these days.

>>177241
>White Wolf Street Fighter RPG
>An enemy appears, what do you do?
>Test my strength
>I hadoken
>they are still standing
>I hadoken again
>They are closing in
>I dragon punch
>You have won. An enemy appears...
>> No. 177249
File 137286446238.gif - (102.60KB , 551x683 , Mushroom Man Miner.gif )
177249
I developed a mushroom player race for Pathfinder. I have to find the file I saved it to first.
>> No. 177254
>>177249
I'm DMing a pathfinder game in the vague and near future. I think I have the perfect spot for these guys.
>> No. 177255
Found dat file! I haven't updated this at all, but whatever. Here I go:

Boleyt
The Mushrooms that Walk and Talk

+2 to One Ability Score: Boleyt characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Small: Boleyt are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Boleyt have a base speed of 20 feet.
Scent: Boleyt have the Scent ability.
Bonus Feat: Boleyt select one extra feat at 1st level.
Fungus Among Us: Boleyt are considered plants for any effects related to race but otherwise lack the immunities normally possessed by plant creatures due to their complex souls.
Skilled: Boleyt gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon Familiarity: Boleyt are proficient with the kukri and pickaxe.
Languages: Boleyt begin play speaking Undercommon. Boleyt with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Adulthood 20 years, Middle Age 50 years, Old 75 years, Venerable 100 years, Maximum Age 2d20 years

Base Height 3'0", Base Weight 40 lbs (Modifier 2d4, Weight Multiplier x1 lb)
>> No. 177256
>>177255
Appearances
The average Boleyt resembles a bolete, a mushroom with a spongy underside to its cap. At a bit over three feet tall, they view the world from a pair of large eyes beneath their cap, normally a shade of blue, green or violet. Despite not having any eyebrows, those eyes can be very expressive, especially in combination with the mouth set below them. Said mouth normally contains twenty-four teeth, hard as rock and pushed out by new teeth once they're worn down to nothing. The cap itself can be a variety of colors and shapes; sharp protrusions and scalloped edges are just as common as whorls and blotches. The rest of the body is normally gold in color, though whorls of lichen on older individuals is not unheard of. Their limbs are of equal length despite not being quadrupeds. Where their legs are cylindrical, Boleyt arms are lanky, each of their twenty digits bearing a sucker. Each toe is a block, all four thumbs and all six fingers equally long. Those suckers give them a suitable grip when used together but automatically go loose when not. Above the shoulders are a pair of ear openings set at the center of a spiraling groove.

The eyes and ears of the average mushroom-man are not spectacular, but actually quite average in terms of sensitivity. Their sense of touch is greatest in the digits, of course, but their mightiest sense is olfaction; the underside of a Boleyt's cap can take in even the faintest odor, giving its owner the ability to pick up on a trail and even navigate the darkest places by smelling the different surfaces in the surrounding area. The cap is not only a means of respiration, but also a means of olfaction and sexual reproduction; a pair of bellows-like lungs draws in air through the pores for both breathing and speaking, a pair of one-way hearts acting in tandem to send blood throughout the body as needed. The digestive tract consists of a gizzard that pulverizes whatever the teeth cannot, launching the resulting mass into a stomach and eventually tightly looped intestines. The mouth is used for speaking, utilizing air brought forth through an opening entirely separate from the digestive tract. All of this supported by a skeleton arranged like a basket, a network of bones supported by cartilage and muscles, the limbs attaching to the body by way of ball-and-socket joints.

Sexual reproduction is cyclical, with a chance for reproduction occurring over a week, once every six months. Boleyts are hermaphroditic, which makes the process considerably easy; all they have to do is inhale deeply and exhale, causing their spores to form plumes that waft through the air. Should those spores contact the spores of another Boleyt, they fuse together and are thus fertilized. They absorb unfertilized spores as well as weaker fertilized ones, growing over the course of three to seven days until they reach the size of a fist. The parents can easily detect their future child by scent and will bury it in a pile of compost, where it will take root and grow. It takes ten months for a mushroom-man child to "hatch" from the pile, from where it will seek out older Boleyts for guidance in life. Boleyts reach adulthood at the age of twenty and live for a century on average. Due to their nervous system, Boleyt do sleep, something they can do standing or laying down.

Clothing is something the mushroom-men consider a practicality and nothing more. Footwear obviously has a purpose, as do gloves. Armor has to be specially crafted by Boleyt smithies due to their unique body shape, but beyond that clothes are actually a rarity amongst Boleyt. Normally a utility belt hangs over one shoulder, bearing a series of pouches containing necessities for work and travel, and a good pair of pants to protect the legs and carry more things is always appreciated. Hats specially designed for the cap are also worn - surprisingly - with built-in jars for holding fireflies or burning tinder fungus. Coats tend to be worn for safety reasons; many a Boleyt has thanked The Powers That Be whenever their coat saved them from an exploding test tube that would have otherwise maimed them.
>> No. 177257
>>177256
Organization
Boleyts live mostly in the Endless Dark, that vast network of tunnels, vaults and abysses deep under the world's surface. There, they form towns based around their "Growing Ground", areas that are equal part greenhouse and alchemy lab. Each Boleyt town is led by the "Venerated Alchemist", the most experienced Boleyt alchemist present (bramble brewer 6, at the least). The Venerated Alchemist is always heads and shoulders above his peers - literally. Twice the height of most mushroom-men, the Venerated Alchemist is always a giant thanks to constant exposure to strange experiments, things that would have killed a human or even a dwarf. Precise organization varies wildly, but the upper hierarchy is the same around the world; a Venerated Alchemist has ten Advisors that together form a Council that votes on matters when they're not relaying information or leading their subordinates. Each Advisor in turn has a collection of subordinates and those subordinates may have their own followers. This allows for specialized task groups, which is important within the Growing Ground.

The Growing Ground can take up a third of a Boleyt town and is heavily defended with thick stone walls as well as numerous enchantments. This is sometimes done to protect those without from the things within! Where the alchemy labs are not, the greenhouse is. But to call it a greenhouse is a bit of a misnomer, as fungi are the main thing cultivated there; support beams double as troughs for the fungi to take root in, and the floor is covered in a thick layer of compost made a rainbow of colors by the specimens cultivated between the stone gridlines. All of the fungi being grown find a use, whether it be as a substitute for gunpowder or as food for a newborn mushroom-man. Beyond the walls of the Growing Ground are the forges and crafting spaces, and beyond those the Boleyt homes. One end of the town is always the marketplace, where visitors can ply their wares in return for the unique creations of the Boleyt. A few of the Venerable Alchemist's Advisors normally have a knack for business and so oversee the market as what amounts to a local guild. Since violence most often breaks out at the market, Boleyt gunslingers and rangers are present to put rowdy merchants in their place. Visitors that wish to stay for a while can find a cot at the Boleyt inn that's always present between the marketplace and the rest of the settlement. The food and drink tend to be a bit off-putting, but the Boleyt are always a joy to chat with and the cots are always clean.

Sometimes a visitor hears a loud moan or the clink of bone coming from the side of the Growing Ground, muffled by thick stone. If an inquiry is made, the Boleyt explain - with no sense of wrongdoing - that they keep mindless undead in a special chamber for "composting". Despite the outcry from particular religious folks, the mushroom-men collect wandering skeletons and zombies, corraling them into stone pens that inevitably lead into a crushing device, reducing their forms to what amounts to compost for the Growing Ground. The negative energy that dissipates is sometimes collected and sold, but only in more... cosmopolitan settlements. In other cases, the negative energy is packed into what amounts to zombie bait, allowing the local mushroom-men to gather even more "compost".
>> No. 177258
>>177257
Religion
The Powers That Be have a following among the mushroom-men, albeit a somewhat lenient one. Good-natured gods are universally praised, especially if they oversee harvests and nature. Boleyt clerics universally prefer the favored weapon of their god and lead small congregations on "crusades" of good will and education, hoping to bring more goodly folk into the flock of their nature and/or harvest god. Others help build a chapel near or in their home town, allowing their church to settle there as a waystation if not a consistent place of worship. But there are always exceptions.

Some Boleyts grow sick from mold infections at the very bottom of the Endless Dark, causing them to see things they shouldn't. Inevitably, the poor souls end up having a vision that leads to worship of Unmentionable Things. The evil deity most commonly worshipped by the mold-infected is the Softening Wanderer, a near-mindless god that oversees decay, fungi and oozes; its followers span the Endless Dark in covens, each "temple" nothing more than a cramped grotto containing a sacred cairn and a pit containing a few oozes. There, the worshippers throw live sacrifices into the pit, chanting praises to the Softening Wanderer amid the dancing glow of corrupted fireflies.
>> No. 177259
>>177258
Warfare
Very rarely do the Boleyt have to worry about violence from organized groups. Besides their long history with alchemy, the mushroom-men are also fond of using firearms in more open areas; Boleyt gunslingers are notable for using explosive truffles in place of gunpowder. There's no end to the Boleyt rangers that roam beyond the borders of their home towns, assisting those in need while laying waste to criminals hoping to waylay a traveler. Those rangers also act as messengers and early warning systems, letting their friends and relatives know what to expect in times of danger. Supporting the gunslingers and rangers are the alchemists, laying down a rain of explosives as needed; a good number of them are normally bramble brewers, which makes their bombs particularly troublesome for enemies.

The only persistent threats to Boleyt are mindless undead and cloakers. The former can only be corraled to a point and the latter are too insane to reason with. A veritable sea of skeletons and zombies somehow manages to form here and there in the caverns, surging onward at the sight of living flesh. Some Boleyt towns are caught in sieges that can last months, as the moaning attracts other undead further away, which can be a disaster should a zombie lord or coven of shadows take notice. But eventually the corpse-sea is composted. Such is not the case with cloakers. Their insanity means that they cannot be reasoned with, so their paranoid delusions oftentimes lead to attacks against the various settlements of the Endless Dark. Fungivory among the cloakers is widespread, so it's only natural that the Boleyt become a target for such attacks. Only a thundering volley of gunfire or a barrage of bombs is enough to see the aberrations off, and even then, not for long.
>> No. 177260
File 13728689929.jpg - (115.33KB , 600x800 , Mushroom Doodles.jpg )
177260
Quite the faceful there. Have another picture for ol' time's sake.
>> No. 177264
File 137287351134.jpg - (232.47KB , 750x750 , Mushroom_Folk_by_M0AI.jpg )
177264
>>177255
>>177256
>>177257
>>177258
>>177259

That's some pretty worldbuilding you got there, mate. Have some mushrooms.

>>177214
A few chapters into the PDF now. The character Creation process is interesting, even if i never use the system itself i might end up stealing them for inspiration. Anyway, thanks for the help.
>> No. 177272
>>177264
Yeah, the Fate Points system that makes up the core of the experience could actually be ported over to other systems fairly seamlessly. You could, for example, just take a D&D character and say they get four Aspects and a Refresh Rate equal to their level (or their level divided by two, maybe), and everything else would work pretty much exactly the same.
>> No. 177274
>>177272
I'm debating using compells and character point rewards as a replacement for self-controll rolls in GURPS. On one hand, it would give the players more freedom. On the other hand, the unpredictability of self-controll rolls is rather fun.
>> No. 177292
File 137292140582.jpg - (116.05KB , 533x664 , ioFPsxOgDkcWt.jpg )
177292
I'd be willing to run a game online for some of you folks, if we're at that "Players and no DM" juncture. I just need dedication. So many times I've been a player in an online game that just crumbled before it even got started.

So I'll run a game. I'll use Roll20 (though I'll need to get better acquainted with the DM controls).

*Pathfinder: I'm most polished with as it's what my group plays most often.
*4E: I'm vaguely familiar with the Essentials stuff and understand the system's mechanics.
*Older Editions of Dungeons and Dragons: I'm widely experienced in because I'm a retro hipster. But it has the drawback of being older and less experienced creators' systems that may not suit everyone's tastes and there's a billion clones of old rules each with their own little changes that make it overall challenging to even make sure that everyone's using the same damage die, HP rolls, etc.

Most likely using a prepublished setting/path since I lack a home brewed one for these games and experience DMing for them (save 4E).
>> No. 177295
>>177274
One of the nice things about Compels is that it adjudicates Railroading. The DM has the power to make a suggestion to a player without actually forcing them into a decision, and to reward them for doing what works best for the "plot," but doing so gives them power to warp reality as they wish it later.

It's also a nice measure against min/maxing, because giving your character flaws that will actually come into play is one of the best ways to ensure you have a steady supply of Fate Points.
>> No. 177301
>>177295
The one potential problem I see are players tactically choosing when to accept and when to not, and thus never giving in to weakness at truly critical moments. For example, get into endless amounts of arguments and fights with unimportant NPCs over their Aspects to build up fate points, and ignoring them when the plot weights heavily on their decisions.
>> No. 177307
File 137294925335.jpg - (15.59KB , 200x228 , Mozgus05.jpg )
177307
>>177292
I can also run the game on Roll20. As far as D&D retroclones go, Basic Fantasy (very streamlined, free) and Castles and Crusades (basically 2e sans THAC0 and an excellent skill sytem substitute) are my favorites.

I'm willing to run either Keep on the Borderlands or Temple of Elemental Evil. Scheduling-wise, weekend nights, EST.
>> No. 177312
So I've been hearing bashing after bashing on D&D 5th edition playtests, but nowhere with concrete news since ENworld changed format. Anyone following it?

Now would backwards support be good business for WotC? That would draw more interesting from old players, I reckon. I mean, I heard 4th edition kinda tanked, and 5th so far sounds like it's gonna tank at least as hard.

They never came up with an official feat to remove the final two-weapon fighting penalty on 3.0/3.5, in the end, for instance. There's always space for options, compilations and adventures, in my opinion.
>> No. 177319
File 137296667392.jpg - (230.51KB , 1072x1441 , WoEberron Cover2.jpg )
177319
I figure I may as well post this here. Basically it's a game I've been working on for the past couple of months called World of Eberron. If you want context:

It's basically doing what Dungeons: The Dragoning did for Planescape and Warhammer 40k, except it's combining the noire pulp fantasy of Eberron with the... noire pulp fantasy of World of Darkness.

As you can probably guess: there's a lot of overlap for me to work with.

I'm using ORE for this since it's basically a perfected version of Storyteller's system (IMHO) and I think it's been working out pretty well! The following PDFs are for two of the supernatural types (Kindred, Shifters) as well as the basics of ORE and character generation.

http://filesmelt.com/dl/WoEberronchapter12.pdf
http://filesmelt.com/dl/WoEberronchapter22.pdf
http://filesmelt.com/dl/WoEberronchapter3-Kindred4.pdf
http://filesmelt.com/dl/WoEberronchapter3-Shifter1.pdf
>> No. 177321
>>177312
You can sign up to be part of the playtest for free, you know. And get all the up-to-date materials.

Honestly, while I dislike some of the decisions they're making for 5E (the lack of non-divine healing, for example, and many of the throwbacks to the old editions), it's no bigger nor objectively worse a change than 3E-to-4E. If people are complaining, it's the same sort of people who were complaining about 3E dropping THAC0.
>> No. 177323
>>177319
>what Dungeons: The Dragoning did for Planescape
Mind elaborating? (Sorry, didn't check your stuff, but never been into Eberron)

>>177321
>no worse a change than 3E-to-4E
That was bad enough for me, though.

As for signing for playtest, dunno how that would work. My gaming group doesn't meet that often anymore, and we play 3.5. We didn't even get to play 4th edition, making characters for testing was such a hassle, then when the DM didn't even show up when we were gonna try it out, we just gave up. I was just curious about the tidbits, looks like I'm gonna stick to 3.0/3.5 and make some fixes just for myself in a "that would be cool" way.

Anyway, thanks for the tip and insight.
>> No. 177324
>>177323
You don't have to check in or anything when you sign up. I haven't managed to play a single game after signing up, and I've been in since the beginning. I do read through the playtest packets to see whether or not I like the direction they're taking with them. Some of them, I do--like Classes having built-in Ability bonuses like Races do, so that you're not so reliant on having the right race to have a high-performance character of a certain class. Others, I don't, like how they seem to be pretty okay with leaving Wizards with a Five-Minute Workday again.
>> No. 177325
>>177324
For starters, for us who happen to like 4e, its a complete step back from the advances it made and the new devs had the gall to slap it in our faces.
>> No. 177334
>>177323

>Mind elaborating?

Basically, Dungeons: The Dragoning is a combination of Warhammer 40k and Planescape as both involve interplanartary travel (sorta) and weird scifi/fantasy elements.

For World of Eberron, I more or less just took regular Eberron, and put all of the supernaturals from World of Darkness into it. If you're at all familiar with Eberron, they basically have a lot of convenient and interchangeable aspects that can be used with World of Darkness supernaturals.

The Deathless or Aerenal are basically nWoD Mummies, while the undead of Khorvaire serve as the more traditional styled vampire.

Shifters... are pretty self-explanatory. The biggest change up was actually making shifters and werewolves the same thing instead of saying Weretouched are weird pseudo-descendants.

Now, as for other supernaturals? Basically Dragonmarked are Mages, Unborn are sort of going to be a combination of Prometheans and Warforged, Changelings are both fantasy races as well as weird mutants, and Hunters are basically human adventures.
>> No. 177338
http://www.batoto.net/read/_/180622/quick-start_v1_ch1_by_tg-scanlations/1
Yes this is thread appropriate.
>> No. 177340
>>177338
I think Quick Start is one of the best things that's happened to /tg/ in a while.
>> No. 177341
>>177334
Ah I get it, thanks. Not too familiar with Eberron or World of Darkness (or Warhammer for that matter), so I can't give any feedback, sorry. :/
>> No. 177347
>>177338
>follow link, always lookin for new manga to check out
>DnD related? Should be neat
>Cute girls on front cover
>x and come here to write this
>> No. 177349
>>177347
Super interesting
>> No. 177353
Might as well ask here...

Back when the D&D 3rd edition Player's Handbook came out, it featured a "DM Survival Kit" at the end. Anyone ever seen scans of it floating around?
>> No. 177355
File 137305023723.jpg - (1.95MB , 2272x1704 , pict0103.jpg )
177355
If you're considering putting together a online RPG-group, Consider making the first session a one-shot in a simple system, just to get to know each other and make sure your playstyles are compatible, before moving on to more sophisticated things.

>>177353
Out of curiosity, what did it contain?
>> No. 177359
>>177347
It's actually pretty good, which is why /tg/ are the ones scanning it.
>> No. 177362
>>177355
Summaries of stats for a few basic foes (goblins, skeletons, zombies, 1st level warriors, some animals, an average red dragon), stats for familiar types, an incomplete Challenge Rating/XP table, a few low-level magic items, a dungeon map... not sure if some traps. You know, stuff for running a game before the DMG and Monster Manual came out.

I actually have access to it, I just figure if there are scans or an OEF out there it'll be easier to keep as backup.
>> No. 177369
File 137309577285.jpg - (27.14KB , 430x300 , halo-master-chief.jpg )
177369
Finishing up on the larger alterations and settings of my Halo tabletop game, and I've created a Developers model for my 100DOS system. With this, one group is making an Aliens/Colonial Marines game, featuring Predators, and I am going to begin work on my own custom setting Mech game. So, yay. Tabletop games. I prefer the D100 system over D20. A D100 system can literally do EVERYTHING. Everything else feels weird dealing with D8s, D10s, D20s, and so on. Oh well, to each their own.

BRP is the way to go.
>> No. 177373
>>177362
Sounds like it's mostly for newbie DMs. Pretty much all of that is stuff I improvise on the fly if I need it. I can't even rember the last time I took any creature directly from the Monster Manual. Most players have no idea how much DMs make up as they go along or just bullshit their way through regardless of the rules of the game.
>> No. 177375
File 137311869435.jpg - (89.27KB , 599x560 , 1366259030129.jpg )
177375
So I've been working on a Savage Worlds: Bioshock Infinite edition.

Anyone interested in hearing what I've got so far?
>> No. 177383
>>177373
My group usually uses stuff straight from the Monster Manual, and as far as I know, we like it just like that. There always come up situations where we gotta figure stuff on the fly, but having a nice reference frame helps. Specially considering one of our DMs barely had any idea on selecting monsters... his campaigns were usually about our party getting the shit beaten out of it.

>>177355
I just remembered games like the Star Wars or Diablo 2 fastplay looked pretty fun to me. Just turning off the fancy mathematics side of the brain and having a quick game sounds like a lot of fun.
>> No. 177384
>>177375
I would! Im a huge fan of the savage world system
>> No. 177386
>>177373
I actually enjoy preparing settings, drawing maps and stating stuff. For my first campaing, I had multiple pages of self-stated enemies for my players, including six different variants of "criminal". Still, I usually end up improvising a few things anyway.
>> No. 177389
>>177386
I used to prepare lots of stuff. NPC's with long backstories, cities and countries with vast amounts of lore and pre-planned events, that sort of thing. Then I learned that my players really didn't care about the childhood of Pirate King Bolivar Helmond or why the beggars in Heartstone City always sleep with their head pointed towards the east.

So I cut down the amount of effort I put into the world and instead I started making 'demands' of the players to put some effort into the backstories of their characters. Then I work THAT into the world somehow. Towns, past events, NPC's, that sort of thing. It makes things more fun for me (since I don't have to come up with everything only to have them brush past it) AND it makes things more fun to the players (who get to see stuff they came up with in the game).
>> No. 177395
File 137314837291.png - (26.99KB , 466x558 , mapv4.png )
177395
>>177389
Oh, I know there's no point in going into details like that, but I do enjoy worldbuilding for the sake of worldbuilding and, being a GURPS player, going full out with customization, like designing an new mechanic solution for magic for every setting. Most GMs seem to prefer coming up with everything as they go.
>> No. 177451
File 137317865081.gif - (830.96KB , 450x450 , baloove.gif )
177451
>>177369
BAM. I stripped my tabletop game system to a base devkit. With examples and all on how to create your own material.

For anyone wanting to check it out, I see a lot of people discussing homebrews.

http://www.mediafire.com/download/pttxl11erjqgft8/UNIVERSAL_100DOS_HANDBOOK.docx
>> No. 177667
I have ONE free day each week, and I just want to play some tabletops with miniatures and grids. Why is this so hard?
>> No. 177680
>>177667
>That feel when you just want to roll dice and make stories with some friends but there's never enough of you available at the same time.

Shit sucks, man.
>> No. 177686
>>177680

There are plenty of us, just none who are comfortable enough to DM. And I haven't been able to find a local one at all. That is what super sucks.
>> No. 177700
>One of my players wants to be an alicorn cleric of celestia
>One of them wants to be a pro wrestler/gladiator
>Another wants to be a necromancer alchemist to get the vestigial twin and other horrifying mutant discoveries. For some reason wants his character to be half-(not)japanese
>Last one wants to modify his summoner to change summon monster and some eidolon boons for a small pool of evolution points to use on his character
>The last potential player hasn't decided yet, but one time he chose to play a living ship that raped another PC.

You know what, okay. Shameless indulgence game is go. Bring on the catgirl waifus and +1 barding of friendship.
>> No. 177713
>>177686

Just waht is the problem people have with GMing? in my group, four out of five are willing GMs, from time to time.
>> No. 177715
>>177713
I don't DM because I've never played D&D before. But maybe when I get more comfortable with it, I will.

I've played a game on Roll20 before (just not D&D, but a custom game my friend made), I'd love to do it again.
>> No. 177717
>>177713
Too much roleplayin, coming up with adventures, and if other groups are like mine, having to improvise when they go on a completely tangetial adventure they came up with halfway.
>> No. 177737
>>177713
It's that "from time to time" bit that's a problem for me. I never get to play--if there's going to be a game, I'm going to be the one GMing. And GMing is a much bigger investment of time and effort than playing. And requires responsibility and discipline that I can't always muster up.
>> No. 177746
>>177737

Among my group of friends, they expect me to run the game because I tend to be the one who learns the rules and reads the books, and has a lot of them either physically or digitally. But I'm no good at it, and I have no patience for the shit they try to pull (like naming their character after one of the other players, but having his last name be an insult, like "Abraham Sucksfart") and I don't have the heart to tell them that while I love them, and love playing games with them, trying to run a game for them makes me hate every fiber of their beings.
>> No. 177770
>>177746
Ah yes. It's just one of those things--if you ad lib everything, players tend to be able to tell and feel like things are happening for no reason, which is more or less true. But if you try to plan things ahead of time and make a setting/story where things make sense, your players absolutely will do something that doesn't work. Striking the right balance between planning and going with the flow is difficult, and players who never GM often have no appreciation for how much trouble they can be.
>> No. 177806
>>177737
Hence, a shame so few put up with it in the first place. If more people would be wiling to GM, no one would need to be Forever GM.

>>177746
> I don't have the heart to tell them that while I love them, and love playing games with them, trying to run a game for them makes me hate every fiber of their beings.

You know, it might be worth putting that in prettier words and telling them that. Try to meet halfway, and find a solution were you both can have a good time.
>> No. 177819
File 137375853674.jpg - (164.43KB , 606x600 , 1372617535694.jpg )
177819
>browse /tg/ catalog
>there's a new card game on Kickstarter...
>... and it's called Schoolgirls❤Tentacles
>ohboyherewego.png
>mfw it's got lots of good art, takes the concept in a genuinely adorable direction, and apparently James Desborough is in no way involved.

I want to believe this isn't skeezy... I hope I'm proven right.
>> No. 177829
>>177819
And who is James Desborough?
>> No. 177833
>>177829

Looked him up. He's apparently a games journalist who wrote an article entitled "In Defense of Rape."

So if he's not involved, it sounds pretty okay so far, but I haven't read his article.
>> No. 177928
Has anyone had any experience with Roll20? Maybe we could get a group together on that sometime?
>> No. 177952
>>177928
I've been playing around with it, and it seems pretty great.

Works for one shots as well as full fledged games.
>> No. 177954
My schedule's hard to meet, but if you guys get a game together that happens to coincide with it, I'd be interested. Depending on the game concept and all.
>> No. 178244
>>177954

Tell me about it, the day after I posted this, I was told I was working 6 days a week, mandatory, until "further notice". So much for that plan for me.
>> No. 178279
File 137479984620.jpg - (72.30KB , 560x480 , 387420_506464346059182_1403014139_n.jpg )
178279
I've tried to resist, to tell myself I am too busy. But day after day I find myself doodling nation maps on the bus. Thinking up music pun based villains while eating lunch. I even caught myself writing a sales/stat table for cart customization akin to Armorcore.

I have The Itch.

So would anyone be interested in a Pathfinder/Dnd 3.75 game on Roll20? My aim is to do it weekly, on whatever night people would be most comfortable with, though Sunday afternoons are also a possibility. I thought I would whore myself out here first before diving into the swarm that is the GitP forums.

It would be mission based, with a greater overall setting, 4-6 players, start leveling five, high power, high challenge, high characterization.

More details (I could fill a goddamn book) available if interested.
>> No. 178280
I'm interested if it's on Monday or Sunday nights. I've never played Pathfinder before, but I've played D&D 3.0. 3.5 and 4. Not ready to commit yet, but if you want to share more details, I'd like to hear them.
>> No. 178282
>>178280
Pathfinder is the result of WotC firing it's magazine staff during the move from 3.5 to 4.0. Paizo (The writers) said "screw you guys, we are gonna make our OWN table top game, with hookers and blackjack!"

Since the core 3.5 system was open source at this point, they built upon that. They fixed, tweeked and overhaled the basic rules, classes and systems to create a more flowing and viable system. Thus it is often called 3.75 to explain it as an update of an update.

Just like 3.5, all the basic rules can be found online in source documents, such as http://www.d20pfsrd.com/

Some of the nicer fixes/changes are Combat Rules (The nightmare that was grapple has been tamed), Class Buffs (No more d4 Hps, Dead Levels, or CoDzillas issues) and Sub-Classes (My rogue is a sniper, my Warrior is a Armor Master, etc)

As for my setting, it would start with all the characters waking up in a very VERY bad situation. You all are totally strangers from different walks of life, who find yourself trapped in a deep dark cave, with little chance of answers, much less survival. But then you are rescued, and find out much more time has passed than you would have thought. Basically, you are given the choice to either work with your rescuer to both repay your debt, and use their help to figure out just what happened to you, or wander off into the world alone.

The setting is a small Human/Elf kingdom near the coastline, that centuries ago was ravaged by an invading undead army. But that is in the distance past, since they a new royal order has risen, with stricter laws than most, all in the name off keeping order and peace.

Examples include very strict laws on necromancy, and magic in general. If a person has been dead for over a year, they are legally considered dead, even if revived. No one likes having to figure out the mess of reversing inheritance or other matters of ownership. When it is someone's time, it is best they stay dead.

Character creation would be 30 Point buy, level 5, almost any viable race/class/alignment as long as it doesn't become too much of a problem party wise. (No Super Smiting Paladins OR Throat Slitty Psychopath rogues unless you can play it straight.)

This isn't the story of a bunch of adventurers seeking out fame and fortune, this is the story of a bunch of people ripped out of their lives, and doing what they can with the pieces. It's Adventure Time, whether you are ready or not.
>> No. 178285
>>178282
I assume by "Super-Smiting Paladins" you're talking the Lawful Stupid variety? Because I was actually considering the idea of playing a Paladin that's somewhere between Michael Carpenter from Dresden Files and Sam Vimes from Discworld, if I could pull it off.
>> No. 178291
>>178285
See, now there is a Paladin I could build encounter's for.
>> No. 178292
Man, I'm reading Shadowrun 5e... I know I won't find a game for it so why do I read it? Because I love to torture myself apparently. Other than some power changes everything looks the same right now but I'm only 1/3 of the way in.
>> No. 178296
>>178292
http://harebrained-schemes.com/shadowrun/

there is always Shadowrun Returns. its Single Player for the moment but it does have some promise for co-op modules with the editor being in the hands of the userbase.
>> No. 178297
>>178296
Yeah. I knew it was coming out for a while and I'll definitely try it but you know it's not the same.
>> No. 178299
Okay so I just finished reading shadowrun and I've got to say for a game that emphasizes cutting edge items. Their weapons were kind of dull. I expected some seriously awesome high frequency blades but just got normal katanas. I know vibro blades are in a 4e supplement but they kind of suck to a nodachi which is just ridiculous.

Also, the lack of just weird and experimental items for runners to steal is also frustrating.
>> No. 178307
>>177833
It's a it more complicated than that; see, he also tried to get his own tentacle rape card game, Tentacle Bento, funded on KickStarter. Unlike Schoolgirls❤Tentacles, it was less tongue-in-cheek and more rapetacular, so it got pulled by the KS admins (S❤T got canned as well, but it's on Indie Gogo now - DeliciousOrange didn't realise how it may be viewed without the proper context, something he's done for the IG crowdfunding).

Basically, his little rant you mentioned was him squalling about the mean feminazis not realising that a) rape should be a part of more narratives and b) rape culture totally didn't exist, and any claims otherwise are spurious. When everybody tried to point out why he was full of bullshit, he called all his critics trolls and pretended he had no idea that he would garner this kind of reaction.

There was some other stuff, like the failed petitions to get his work from Mongoose and Steve Jackson Games pulped, but that's the main crux of the matter. From what I gather, he now spends his time getting into slapfights with fundamentalist Christians on Twitter.
>> No. 178338
File 137494915786.jpg - (3.07MB , 1889x2362 , 1348270234236.jpg )
178338
So a few /tg/ bros and I were working on an RPG for a "quiet" post-apocalypse world, setting and system. Said bros sort of disappeared, so I leave it to /cog/ to evaluate what we've got so far.

https://docs.google.com/document/d/18oK38qIFalu_QgTMPTkXzIz45mTTYdsVeZjpIM-ziLY/edit?disco=AAAAAGEejH8

The core concept is something like Shadow of the Colossus or Journey, with some cyberpunk elements.
>> No. 178340
>>178338
That doc seems to be permission only.
>> No. 178347
File 137496436557.jpg - (1.29MB , 1680x1017 , apocalypse sunny.jpg )
178347
>>178338
>"quiet" post-apocalypse world
Doing Gods work.
>> No. 178361
Boleyt-maker here!
I'm going to create an NPC villain or two cause why not. I'm currently working on a human fighter (CR3-4 at most) that's a cowardly scumbag. He uses darts as his main weapon and is most likely a pawn used by a much nastier villain. Here's a list I've come up with for my other potential NPCs:

1.) Boleyt Oracle
2.) Goblin Alchemist
3.) Gug Gunslinger and/or Oracle
4.) Cerebric Fungus Summoner
6.) Human Drunken Brute Barbarian (for new players to deal with)

Excluding 5, which "template" do you think could be made into a more interesting villain?
>> No. 178367
File 137499573970.jpg - (1.48MB , 1240x1677 , tokyogenso_car.jpg )
178367
>>178347
When I first saw that pic, I was wondering where that water was coming from.
>> No. 178614
>Tempted to make a short quest for three catfolk samurai to go up against some ninja tengu
How do DMs resist their sillier urges?

>>178361
I'll take number 1.
>> No. 178616
>>178614
They don't.
>> No. 178617
>>178614
>>178616
Why WOULD they?
>> No. 178654
>>178614

Truly an urge not worthy of resistance.
>> No. 178745
>>177216
Man did that implode last night... reminded me of a Rogue Trader game (late in the story) where the party came up on a Tau and Eldar fleet about to engage with each other and the DM said we needed to pick a side since running away would be impossible due to us being smack dab in the middle and talking our way out wasn't a good idea since the two sides where already about to trade blows and where most likely aware that we had a dormant Nekron artifact on board and where both after it.
We debated out of character for over two hours and decided to try and be diplomatic. Turns out the Eldar and Tau decided that they should both secure or destroy the package themselves in the interest of galactic piece before declaring a non-aggression pact and moving in on us.
We yelled at him for a while and he sat there and took it before packing up his things without a word; he stopped at the door before saying "I will call you when I want to reconvene." and then left.
It wasn't until a little after a month when we finally met up again.


The moral of the story?: Sometimes, when the cards are down, and you're left with choices that seem terrible and cataclysmic; in-action is far worse than choosing between two evils. Also don't piss off your DM, that guy or gal works hard for you.
>> No. 178820
File 137590771712.jpg - (49.01KB , 480x342 , Which turtle do you see.jpg )
178820
Some of you may remember me talking a year ago about converting Palladium's Teenage Mutant Ninja Turtles & Other Strangeness to Savage Worlds. Well, I finally finished the damn thing - it's archived on suptg:

http://suptg.thisisnotatrueending.com/archive/26468972/

Due to Palladium's interesting legal policy, there's a chance that I'm breaking copyright law by distributing this online. I'm going under the assumption that the policy only covers games that Palladium currently holds the license to.
>> No. 178947
>>178820

Do you have all the documents in a file or folder or anything? Because this combines two things I have loved for a long time.
>> No. 179000
File 137627122183.jpg - (224.88KB , 979x559 , 135541175230.jpg )
179000
So since it seems pretty enjoyed by my gaming groups, I'm trying to do a Pacific Rim RPG. Only catch is, I have to adapt an existing system because I don't have time to do it from scratch.

Would FATE work? I was thinking the Pilots would be able to grant the Jaeger one of their Aspets, giving it bonuses in certain situations and fights. For example, a pilot with something like "Tougher than a Nail Factory" could grant the aspect to a Jaeger that already has simple aspects like "Symbol of Wounded Pride" or "They Don't Build Them Like This Anymore."

On their own, the Pilots would have character aspects as normal. The "scale" aspects (like Rocket Punch) would only come into play in the cockpit, the rest of the time it would be Shatterdome stuff, maybe some intrigue and of course training simulations, sparring and the like. Game would likely take place near the downturn in the Kaiju War where the Jaeger program is under fire and losing momentum.
>> No. 179001
>>179000
Is everyone controlling one PC or a compatible pair?
>> No. 179093
File 137656988627.jpg - (1.24MB , 1630x1024 , 137650748182[1].jpg )
179093
>>179001

I was thinking players would each get one pilot. Cooperating movement/Drifting together would require some rolls and roleplaying, while anti-Kaiju combat would be more focused on filling the enemy's stress boxes without doing overkill (spreading the kaiju's poisonous blood everywhere.) There would probably be a lot of finesse involved, I'm still working on how to make it playable.
>> No. 179229
>>179000
Adpetus Evangellion seems a good start, its an adaption of dark heresy for giant robots fighting huge monsters.

Also, you should totally ask /tg/ on regular 4chan. They're good folks who will gladly help you out.
>> No. 179284
>>179093

In all honesty, I'd just go with your own sort of version of the universe. You could have individual pilots, or not you could keep the neural thing, but the kaiju attacks were very mathematical, with a limited number of monsters and attack times, and canonically they all have a jaeger that took them down. Then there's the fact that most of the Mark 1 jaegers only killed one or two kaiju before being taken down themselves, usually resulting in the death of both pilots. Even with the Mark 4, Striker Eureka, it only took down 11 (I think?) before it was decomissioned.

I understand that you'd like to focus on the Shatterdome parts of the movie, but I'm not seeing how you could run an entire campaign based off of that, with no external conflict for months on end as they wait to send the next kaiju, or mystery (because the mystery is solved by Newt at the end of the film).

Not to shit on your idea, because I think it's great, and if you can pull it off, I'll be super happy for you and your players, because Pacific Rim is great. The logistics of it are just really confusing to me.
>> No. 180459
>Starting a new game up with some acquaintances
>friends of friends, etc
>They play only ridiculous weird races from obscure supplementals
>The DM runs us across all creation with no rhyme or reason fighting shit that makes no sense being where it is
>Roleplaying is limited to doing something stupid and justifying it with alignment

Tolkien wrote the greatest adventure ever and he used just three races for players, goblins, orcs, trolls, and a dragon!
>> No. 180461
>>180459
Tolkien is overrated.
>> No. 180474
>>180461
Highly. He would've also been the dreariest and most railroad-y DM imaginable.
>> No. 180487
>>180461
Only because he's been rehearsed and refined a thousand times over.

In a way, he's overrated because he's overrated...but in a slightly deeper sense.
>> No. 180488
>>180461
>>180474
Your opinions and you're free to them. He'd probably have been better than Howard or Lovecraft who'd have TPK'd or driven characters insane respectively.

There's no railroad free adventure. The players need guidance and all roads lead to where the next part of the story is, eventually.
In a perfect world DMs would know that ideal ratio and execute it perfectly with great players, but that this ain't y'know.
>> No. 180489
>>180487
No, not at all. The reason he's overrated is because the works that get lauded by him aren't actually very well written. The Hobbit is actually a pretty solid book, and I have no serious complaints about it, but the Lord of the Rings and the Silmarillion are largely mental masturbation (and the Lord of the Rings, incidentally, is exactly the same story as the Hobbit minus the little personal touches that make Bilbo's journey so much more personal than Frodo's) by a man who was more interested in linguistics and how history affects the evolution thereof than he was in characterization.

If nerds were giving him all the love he gets because of the Hobbit, it'd be considerably less undeserved. But the Lord of the Rings was not even that great a fantasy story if you discount the fact that we've seen so much of it before now.

The Silmarillion, as dire as it was from a storytelling standpoint, I have to give him a bit of a pass on because it was unfinished and it's entirely possible he never intended to publish it. Or that if he did, it would've been as a better book than what came out.
>> No. 180491
So I'm looking to start up a quest on /tg/, but I've never done any DM/ GMing before.

Any tips, tricks or guides? I'll take anything from do's and don't, to how to set up a character sheet, to common pitfalls... anything that can help me not suck.
>> No. 180496
File 137929241045.jpg - (132.99KB , 996x1024 , this is standard for all fantasy adventure includi.jpg )
180496
>>180489
>and the Lord of the Rings, incidentally, is exactly the same story as the Hobbit
Really.
>> No. 180499
>>180496
...the difference being that Hero's Journey stories don't use the same characters to fill the archetypes mentioned in there--the fact that Gandalf was the Gandalf in both stories, Elrond was the Elrond in both stories, and two of the characters who weren't explicitly reused were Generation Xerox relatives of the two characters who filled their roles in the Hobbit--Frodo being a less-well-developed copy of Bilbo, and Gimli being a copy of his father Gloin who journeyed with Bilbo. The movie is going to make this even worse when Legolas gets to play Legolas in both, and by making Sauron a more significant player in Bilbo's story.

Incidentally, bringing up the Hero's Journey (beside being literally Middle School level literary criticism, and a poor defense against bad writing given how the majority of badly written stories use the Hero's Journey as a template--c.f. Eragon) only brings my point home further--the Hobbit gets by because Bilbo's characterization is fuller and makes his story his own, because it's so much about Bilbo himself rather than being something where any character could have been put in his place and had it be the same story. Whereas in Lord of the Rings, you could have replaced Frodo with pretty much any other Hero's Journey character--Luke Skywalker, Harry Potter, Gilgamesh, Moses, anyone--and the story would have been exactly the same. Do the same thing with the Hobbit, and it's an entirely different story, because Bilbo is so much more his own character than Frodo is.

The Hobbit was a story about Bilbo Baggins. Bilbo happens to be going on an epic quest to defeat a great evil in a far away land. The Lord of the Rings was the story of Going On A Quest To Beat The Evil King, and Frodo happened to be the one who had to do it. This is why the Hobbit is a better story than the Lord of the Rings, despite having nigh-identical plots and sharing much of the same cast.
>> No. 180501
>>180499

The Hero's Journey is not intended as a defense of bad writing, or as a proscription for how to write a story. It's a piece of structuralist literary theory, meaning that it is an observation about a set of stories which dissects them into parts as if they were machines to be disassembled, and notes commonalities between them. It's useful less as a way of understanding specific stories, and more as a way of understanding stories generally.

Joseph Campbell is a brilliant scholar - for fuck's sake, he almost makes Finnegans Wake make sense! - but the abuse his work on the Hero's Journey has been subjected to by popular understanding just makes me sad.

I've always liked what Neil Gaiman said about The Heros With a Thousand Faces, the text in which Campbell published his theory of the Hero's Journey:

"I think I got about half way through The Hero with a Thousand Faces and found myself thinking if this is true—I don’t want to know. I really would rather not know this stuff. I’d rather do it because it’s true and because I accidentally wind up creating something that falls into this pattern than be told what the pattern is."
>> No. 180504
>>180501
The very simple observation of college students around the world is enough for me.
"My Literature Teacher puts more thought into the book than the author did."
>> No. 180522
>>180504

Well, as a student of literature myself, I don't agree that, even assuming that that's the case (it's not for something like Ulysses, but it's fair enough to say about a lot of books), that that's a problem. We don't study a text to figure out what's going on in the author's head (or at least, not exclusively for that purpose), we study them as cultural artifacts and look at how they interact with the cultural zeitgeist.

What I like about the Gaiman quote is that it shows that he totally gets it. Campbell's theory is utterly useless in analysis of a text that deliberately and consciously tries to emulate the narrative that it sets out, because Campbell's work is, from the get-go, premised on the elements of the Hero's Journey being unconscious tendencies that get passed along socially.
>> No. 180526
>>180522
Gaiman's overrated.
>> No. 180530
>>180499
Ok, what if...
What if LotR isn't Frodo's story, but Sam's?
>> No. 180531
>>180526

Which has what to do with the price of fish, exactly?
>> No. 180533
>>180530
It's slightly improved if you interpret it that way, because Sam is clearly a more fleshed out and sympathetic character than Frodo, and is his own character separate from not only other hero archetypes but from Bilbo as well.

But the amount of noise to signal in the book continues to plague the story even in the "Sam is the Hero" version, and maybe even worse than it does for Frodo because Sam isn't treated like the hero by the focus of the narrative, even if he is perfectly acceptable as the hero from a plot and characterization point of view.
>> No. 180582
>>180531
Nothing, but let it diminish whatever he says/does for the rest of the discussion at least an equal amount it has Tolkien.
>> No. 180602
>>180582

But we're not talking about his work at all. Just something that he happened to say about Campbell.
>> No. 180697
>Every author you ever liked is overrated

Great, I love this discussion! Who's next, Pratchett? Or perhaps Chris Wooding? I know, lets do George RR Martin!
>> No. 180818
File 137990128344.jpg - (190.03KB , 1920x1200 , 1378657393570.jpg )
180818
>Making a Giant slayer for 4e D&D
>Modelling them off of Shingeki no Giant Cannibal Retards
>Essentials Ranger Scout, all mobility powers
>Windlord theme from Elemental Chaos
>Speed of 10, can fly 10 as an encounter power and make attacks during this move

Am plagiarizing right /cog/
>> No. 180834
>>180818
Not an expert on either things, but the "fly-and-attack-once-an-encounter" thing sounds about right.
>> No. 180867
>>180697
Yes, everything you like is bad. Let's get it out of the way.

>>180818
>4e
>Essentials
>supplementals
>shitty animu
*>BARF<*
>> No. 180873
File 137999248693.jpg - (4.86KB , 259x195 , Jiggly.jpg )
180873
>>180867

u sound mayd anon
>> No. 180905
>>180873
Mayd? No. Very judgemental? Yes.
>> No. 180937
File 138011474313.jpg - (53.37KB , 450x442 , 1364908109030.jpg )
180937
>>180867

>using carets and asterisks together to emote
>using them together for any reason

It's like you're literally broken, on the genetic level
>> No. 181169
http://www.kickstarter.com/projects/820113175/404-law-not-found

This is a boardgame I helped playtest once, designed by a guy I met once. He seemed nice, and the game was pretty good too.

They've met their target, but they're about $800 away from reaching their next stretch goal, and about $9000 away from making sure they don't lose too much money on this. I know it's a lot, but you can get the whole game for $45, free shipping (provided you live in the US and UK).
>> No. 181242
>>180937
>using them together for any reason
How about math, dunkass?
>> No. 181244
>>181242
You would have them separated by numbers, at least.

The issue here is how it's a typographic monstrosity when they're right next to each other, right?
>> No. 181514
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181514
Hey I didn't ant to start a new thread for one question so I thought I would ask it here.

I bought Baldur's Gate Enhanced Edition while it was on sale and am thinking about installing it, messed around on the original as a kid but this time I wanted to do it properly.

I was thinking of running with Cavalier, but does anyone have any advice for a good build and the stats I should be aiming for? I'm not learned in the nitty-gritty of older editions of D&D.
Also feel free to throw out any suggestion for party members, I think before I used CHHARNAME, Imeon, Jhahira & Khalid then finally... an elven ranger and a human paladin who's names I cannot recall?

(Also of note I have no intention of moving onto BG2, if that makes a difference for the build)
>> No. 181594
>>181514
There was Minsk, a badass human ranger who went berserk all the time. Hilarious character.

Never learned much about the Cavalier, but likely the Strength is an obligatory stat, and very useful. Intelligence and Wisdom aren't usually too useful for warrior types, and Charisma for... well, anyone pretty much.

If I recall, Constitution and Dexterity don't make that much difference if they're under 15, and Strength if it's under 16. Also keep an eye at which stats you need a 16 in, to get a bonus 10% on XP earned.
>> No. 181603
>>181594
Cavalier is a Paladin-Kit, I get the feeling Charisma and Wisdom are more useful to it than for fighters.
>> No. 181647
>>181603
Charisma wasn't really useful for Paladins if I recall. The problem is, Charisma 17 is a requirement anyways. Wisdom might give bonus spells on high levels, and also on saves vs mind-affecting spells.
>> No. 181706
Are their any good mods for BG-Enhanced Edition?

Also I was thinking of making my own party members using the multiplayer-trick.
I was thinking I would make 5 characters and leave one space for NPC's, usually Imoen as the part thief but it would also give me the option to leave her somewhere and pick up a different NPC for sidequests. (on that note, which NPC's do you need to have in the party to do extra quests?)

Whats the best way to dual-class Imoen in terms of levels of Thief and Mage? Would anyone recommend keeping her straight Thief?
>> No. 186952
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186952
>get invited to a new 4e game
>hear from one of the other players that an NPC was raped during a previous campaign by the same DM
>immediately roll a lawful good minmaxed paladin with the ability to spit acid

Bring it, sadist cunts.

Anyone else take a special sort of pleasure in putting the party on the straight and narrow? Ambiguous anti-heroes are almost always an excuse for chaotic stupid behavior. . .
>> No. 186959
>>186952
I have more fun playing the evil character and trying to keep the party on the straight and narrow.
>> No. 186965
>>186952

I played a Gnomish Paladin once, kept frustrating my group by talking us out of situations. Second DM I ran that character with later pitted us against "Lawful Good" bosses who were mind-controlling an entire town of evil people. At one point I was in a temple for some evil god whereupon walking in, I fell to the ground in a fetal position and couldn't move or speak. No saving throws either. That guy was kinda frustrating.
>> No. 186974
>>186965
>That guy was kinda frustrating
Says the person who admitted to kickfucking the rest of the groups fun right in the teeth.
>> No. 186976
>>186974

Hey that's how I roll...play.

Say what you will, it's within the scope of a Paladin's personality to favor negotiation (plus, it turned out that mind-control was in play, so I was right.) This other DM was just big into "Evil! Brou-hahaha!" side of things, and it showed. Very railroad-y, too, after the session he told me "You're not playing a Gnome right, I'm gonna race-change you, okay?"
>> No. 186977
That guy sounds like a dick but at the same time if the rest of the group wants to kick in doors and wreck face, that's maybe not the best campaign to be playing a negotiator in.
>> No. 186978
>>186977

It was really more two or so specific people who liked the rolling/combat stuff more than the walking around and talking stuff, and it's not like we didn't have plenty of both through the campaign, I was just pretty good at diffusing a situation where the other players would have just rolled for initiative.
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