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How do you identify a strong female character?
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I can't do it, i can get weak female characters but strong ones are just boring.
The strong woman is the one who is not calling herself strong or being proclaimed as strong by those around her.
If you still aren't sure, take a swing at her. A weak woman will fold like a deck of cards from the hit, or worse, dodge the blow. A strong woman, much like a strong man, will take the hit full on and give you one in kind.
She's a shotacon obviously.
The only thing lower than a woman's strength is her IQ.

Johnny Edition

Previously: >>70607042

>Official Site: Contains deck building rules and the current ban list.

>Deck List Site: You can search for decks that other people have made. Authors often have comments that explain their deck strategy and card choices.

>Statistically see what everyone else puts in their commander decks based on what is posted to the internet.

>Find out what lands you can add to your deck, sorted by category, based on a chosen color identity.

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Why does everyone wanna fuck Avacyn? She's such a pure girl, there's no way she would wanna have sex, maybe some nice cuddling with momvacyn, but that's it.
Her left hand looks so big compared to the right.
Church is for sinners

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This is a general thread for Dropzone Commander and Dropfleet Commander sci-fi wargames, created by Hawk Wargames and currently published by TTCombat. Dropzone Commander is a 10mm scale sci-fi wargame focusing on highly air-mobile futuristic forces and objective-oriented scenarios. Dropfleet Commander is its fleet-scale companion game, featuring spaceships in close orbit over a planet, battling for control of ground assets and orbital installations.

>Manufacturer's Site

>Game Resources

>Old edition rulebooks
DZC core book: https://www.mediafire.com/folder/3e69ovwksc27r/DZC#3e69ovwksc27r
Phase 2 Rules and Scenarios: http://www.mediafire.com/file/9o0mghzvf3gsnzg/Phase2-rulesScenarios.pdf
Phase 2 Units: http://www.mediafire.com/download/hjxrk1f2i0fv283/Phase2_units.pdf
Phase 2 Fluff: http://www.mediafire.com/download/novaydro2mxo074/Phase2-fluff.pdf

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That yellow and cyan burns.
Maybe it's just Kalium scheme but bleached by radiation? So Kalium just uses the old EAA colours but painted fresh?
The yellow looks like shit how embarrassing
Guy apparently hates painting

>What is Shadow of the Demon Lord?:
Shadow of the Demon Lord is a horror-fantasy tabletop adventure game that presents a world standing on the brink of annihilation. In this game, you and your friends play characters charged with fighting back against the spreading evil, whether that involves tracking down potent relics, exploring ancient faerie ruins, journeying into Hell to bargain with the Devil, or battling demons and the cultists who summon them.

>Trove Link:
r3br@nd<dot>ly /SotDL

>Reference Table:

>Latest Release:

>PunkApocalyptic RPG Kickstarter

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>What would SotDL's version of the Doom Slayer look like?
Well, you'll likely find out whenever Shadow of Abaddon comes out. If you don't already know what that is it's the next Demon Lord Engine game to release after Shadow of the Mad Wizard. The premise is that you're a passenger on a generation ship that's travelling through the Void when demons invade. You're woken from cryosleep and have to adventure through the massive ship while killing demons, and all that fun stuff. Schwalb described it as "Demon Lord meets DOOM". A fun twist is that you've got cryo-sickness, which comes with a nasty case of retrograde amnesia that slowly abates as you play, so leveling up is themed as remembering who you are rather than gaining new skills.

I don't know that such a character could or should for SotDL, specifically. Especially in the Void because you can't kill a demon there, and any demon killed in reality just ends up back there. The easy answer is it's an Incarnation with an exceptionally powerful host, so like Azazel and Weeper. The problem with that is the more powerful the host the harder they are to possess, and everything with stats that'd come close is already near impossible to use as a host. Azrael is biding its time for now, but at any point they'd be a significant problem for the invasion of Urth but its not a one man army. So it'd have to be a god of some sort, the genies have already done everything they can and what they can do currently as Incarnations isn't enough. A minor god like the Dark Lady doesn't cut it, she's monstrously powerful but she couldn't stand up to a torrent of demons like that. We don't really know what a full god looks like, but we have seen the closest thing to them in the form of Demon Princes. So if Demon Princes are as powerful as gods how does a god even stand a chance in a direct confrontation? The answer is they don't. SoA might have more answers, but for SotDL it's not really do able as there is always a bigger threat


What or who do these refer to exactly? I'm still sort of catching up on all the supplements I could get my hands on.
Azrael is an Incarnation, which are the genies who merged with barrier between reality and the Void. Well, they can break free from it, weakening the barrier, but it allows them to travel to Urth. They do this to prevent great threats that would cause breaches in the barrier, which they often do my taking over someone entirely. Weeper is a general in Drudges orc army, and is the current host for Azrael. They're only talked about in Genius Loci, which is a Monstrous Pages on genies, and elementals. It's got a load of new genies in it, a couple new elementals for each of the four types, and a load of lore.

For Incarnations you can read more about these guys, including a full ancestry so you can play them, in The Hunger in the Void source book. THitV also massively expands the Shadows of the Demon Lord with new effects that progress over time. It fleshes out and introduces new cults of the Demon Lord, explaining why people would even worship it in the first place, although I doubt they'll all be to your tastes but it includes rules to play as them too along with some new spells. It's got a decent chunk on beastmen which is a good read, also has ancestries for those guy although it's more for GMs. Then it's got a massive section on Demons, new rules for possession and demon bound objects, as well new stats for them 100 new demonic talents and a massive amount of tables for randomly generating their appearance. On top of all that it's got rules for exploring the Void and lore for origins of the Demon Lord, Genies, and the creation of immortals and mortals alike.

All the supplements are in the Trove too, which I've linked in the OP (That's not the same as the website TheTrove which is horribly out of date)
Fauns are excellent, great flavor, great mechanics, neat race-locked paths. Clockwork and Goblins are also standouts, not that any of the core 8 are poorly done. Outside of the 8 I think Hobgoblin and Incarnation present interesting RP challenges.
>neat race-locked paths
Not sure if this was a typo but only Satyr is locked to them, Hellion is free for anyone to play.

Is it not hard to endure the pain of Chadzak?
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>short elves
>half-orcs not taller
when will this meme end?
The artist doesn't want to embarrass their manlet friends
Despite the fact that most D&D editions say the average height of a human is 6ft and depending on setting other races shift above or below that, 3e and 5e said manlets for everyone
>short elves
That's been part of D&D for 40-50 years now.
It's interesting to look at actually.
Gygax had shorter elves, and allegedly this was because he wanted to show that his creations were distinct from Tolkien because he really didn't like being compared to others.
As a result, default D&D up until 4e assumed elves would be shorter because of Gygax.

Mystara and Eberron both kept short elves, upping the amount of settings with short elves to three of the major ones.
Meanwhile Dragonlance, Forgotten Realms, Dark Sun, and Nentir Vale had elves as human height or taller.
Because Nentir Vale elves are in the latter group, 4e bucked the trend of short default elves, but D&D went back to it with 5e.

However, with 3e, WotC in their questionable wisdom decided that having different settings no longer made sense, so they chipped away at the differences between them. This is why all elves across all settings suddenly became short, and why most of the "neutral" books that had shit that only really made sense in one setting or another would then have a section explaining how you can shove it into Forgotten Realms or Eberron.
Apparently someone at WotC decided that despite the fact that people bought those settings to be different from Greyhawk/Default D&D, the best way to print future products is to make them have shit that makes all three of their major settings (at the time) as homogenized as possible.

Though for the most part a lot of those products didn't catch on, and 4e would drop that shit, 5e brought seems to be bringing it back with porting adventures from one setting to another, or having NPCs with knowledge, traits, or items pertaining to other campaign worlds.
Which admittedly would work well if they were doing it as a set up to bring back Planescape or Spelljammer, but without those as an excuse it just comes off as not caring about the settings themselves as much as they care about having the names/rights.
Yes. I've stabbed countless drow females through countless campaigns. Once you hit epic, Drow become like goblins to you.

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sup/tg/ I'm having trouble making a decision for my latest setting. The setting is a dark Gothic/renaissance era high fantasy setting featuring immortal overlords of varying levels of morality. The setting is intended to be 'medium magic.' Feats of high magic are possible but magical knowledge and tools itself is controlled by the Great Houses, or hidden in ancient catacombs and ruins.

My dilemma is this: My system GURPS has many different optional magic modules, I can choose one or a combination thereof.
The Basic Magic has spell lists, spell prerequisites (learn Create fire before Fireball). This makes the 'controlled' aspect of the magic rather easy. The more powerful spells aren't available to the public. However the preset spell lists may be stifling for creativity.

Another option is flexible (but slower) Magic. This can be a bit harder to be controlled since I can't say "The city levelling artillery spell is controlled" but I think that strictly enforcing requiring learning material or a teacher for advancement in magic skills could work. But there also can't quite be the same joy of discovering a tome of a powerful spell.

Alternately both is an option, if one is like learned wizardry and the other witchcraft or something. There's so many options and choices.
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Personally I like flexible magic a lot more. However, for the kind of game it sounds like you want to run, yeah spell list magic might be easier.

If you can pull off flexible magic then go for it though

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If You Use MSE Please Download Beleren Fonts Edition

>To make cards, download MSE for free from here:
>Mobile users might have an easier time signing up here:

>Stitch cards together with

>Hi-Res MSE Templates
https://pastebin.com/2AFqrY68 (embed)

>Mechanics doc (For the making of color pie appropriate cards)

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>empirical evidence vs an anonymous opinion
I'm on colourfuck anon's side this time. Maybe he's wrong and he did make a busted shit and his friends simply can't utilise the card to its full potential, but them the card is only going to be played with those friends, so...
You forgot "less TO CAST" in the serpent's text.
I like Conjurer ability, kinda like reverse Prowess. But prowess has one big plus of being relevant later in the game. For example, topdecking a spell is a bonus if you have prowess creature, but a feel-bad with conjurers.
Does Conjurer count the number of spells you cast before casting the creature or before it enters the battlefield?
Thanks for the feedback, everyone!

Thanks I guess :) to be fair, the card didn't fit my friend's deck as well (it was more focused on enchantments/constellation), but my deck was focused on escape/graveyard, so it is a perfect fit for it. Since we are using the cards we got from the pre-release, the power-level is also similar to what the draft would be

But as I mentioned, I plan on keeping 3 copies of this card in my deck and play it a few more times. It will probably take a few months for me to finish my current set, so I might be able to playtest it further

>You forgot "less TO CAST"
Thanks! Fixed

>topdecking a spell is a bonus if you have prowess creature, but a feel-bad with conjurers
That is actually a good point, and I don't think I have thought of it as much as I should. I will definitely keep in mind as I design the Conjurer cards

Pic related is what I got so far (plus the ones already shared on >>70622047). Let me know if you have any further thoughts

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>Let me know if you have any further thoughts
Use cards with Surge as a rough estimate how to cost these.

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>the kidnapped princess is such a hassle that the demon lord spends considerable amounts of time into just trying to contain her, messing up his plans in unforseeable ways and shaking apart his force's loyality.
Would you party rescue her quick or let her wreak havoc a little bit more?
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This is why you should always mind rape captured children.
She has died many times.
Are you me?
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>She has messed the afterlife up so much, the god of death just gave her back to the demon lord
>He begged the demon lord to keep her around for at least 50 more years so he can properly redecorate/prepare for her death
>Playing a Paladin

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This post is intended for those who play Yugioh online for practice.

If you are the type of person that quits immediately after you lose rock paper scissors (i.e. the "die roll"), I would strongly consider suicide. Hear me out...

If you lose the die roll, and subsequently quit, you are exhibiting symptoms of a deep-seeded sense entitlement. This sense of entitlement goes far beyond the game: quitting after such a trivial "loss" will manifest in every aspect of your life, from your career, to your relationships, to everything else. If you find yourself in a position where you are this type of person, you are 100%, without question, an abject failure.

To spare yourself from the pain of leading a pointless and horrible life (not only for you, but for everyone around you, not that you care about anyone but yourself), I would highly recommend considering suicide.

You will not be missed, nor will anyone be hurt by your decision to end your life. Your own mother will celebrate the fact that your pain is over. Your father will admire your ability to follow through with something for the first time in your life.

I hope you don't take offense... I'm not trying to make you feel bad, I'm simply trying to help.

Do the right thing.

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5TD is displayed as base 5e mechanics with OSR class structure, rules, and flavor. It supposedly fixes 5e's hp bloat, 3e/pathfinders AC bloat, caps leveling to 9, removes op spells and ressurection, and has simple monster and adventure generation tables/mechanics. Has anyone actually played this game? Is it as good as it sounds?
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Pls respond
>We all played an OSR game before and this time everyone felt good about it without drawing any ire.
What did you play and what sort of ire happened?
I love the idea of a system that gives a static target number and replaces the idea of skill ranks with advantage/disadvantage. Give the die a bell-curve and it's perfect.
It's B/X but instead of shittily laid tiny print everything is well organized to actually be read as a rules book. Same exact rules (only with an optional Ascending armor class rule in parenthesis) just organized for human eyes.

Has anyone gotten mileage out of comedic dungeons? I'm talking literal prisons but with silly twists. Maybe the warden has everyone smash typewriters in hopes of eventually creating a masterpiece.

I feel they work best in science fiction-y scenarios but also worry about them lying around after the players have interacted with them.
Mostly in games of Paranoia so you're right about the sci-fi thing.

Im in a dnd group and we've been running a mix of Pathfinder and 5th edition for the past 4 years, and now I convinced them to try Shadowrun. They had a blast making characters and we're really getting into, but I as the dm am having trouble creating good encounters and places. Got any tips for Good Shadowrun modules I should run to get us all into how the game is supposed to be played?
check the trove for modules. for building encounters you are most likely gonna have to eyeball it. I was never big in 5e but if it was like the other editions then it should have a critter catalog (i think thats what it's called) for monsters and other awaken mobs. start them off fighting shit tier gangers and get a feel for how hard they are and go from there.

>flex thy discipline edition

Previous Thread >>70507276

OP Pastebin:
You can find the Overlord CYOA and other important links here.

>Artist's impression of beach episode

>Brainy and Kath's New Skill Stress-Test!

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>summary saids nothing
Implies a lot about how successful the discussion was doesnt it
In either case Helel needs to rework it,or else these pointless arguments on what his sac can and cannot do will never end.
What it can do is pretty obvious, however the arguments will always be there. And this is the same with any SAC, specially those which have the possibility to change in NW, people will argue about it to no end.
It isn't obvious when there the discussion on the matter is 100+ posts and still there's no conclusion.
Yay, more arguing, just what i wanted to come back to
This sure is a fun tournament

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Would a Vietnam War of Elves and Dwarfs be a good setting?

>magic of mass destruction
>beautiful and tall
>rule the world
>protect freedom
>defeated by fifth column

>live in underground caves
>disgusting language
>impossible to uproot

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Ye damn roight it's english ya illiterate wankerwall! Cock a stab, you twitty rett now!
Fuck elves. Dwarf MASTER RACE

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music Edition


>Current meta, complete with deck lists

>Comprehensive Magic search engine

>Build and share decks

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way to build up hype and let people down
I agree with this which is why I like the deck so much. what do you guys think of Klothys as a one-of in place of Dark Confidant or Scooze? I like the fixing for Ravine or BBE plus having a slow clock on a tough target g1 seems alright.
>2000 dollars decks
We have to update our memeing now all modern decks value have been halved.

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