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Is your party the best group of mercenaries in the world?

If they aren't, who are, and how do they compare?

If you sent the next best group of mercenaries to kill your party who would succeed?
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>>65244209 (OP)
>Is your party the best group of mercenaries in the world?
No, they aren't even close but they are slowly assembling a crew of NPCs as a fodder army.
>If they aren't, who are, and how do they compare?
Trained and renowned killers/warriors/casters whom happen to all be under the umbrella of a large criminal organization which encompasses the entire continent of the game.
>If you sent the next best group of mercenaries to kill your party who would succeed?
Yes, hands down. They at best have a chance of escaping. They could barely handle a simple mook who happened to work under one of the members. Sending a single member would destroy them.
No, but we're the best the kingdom can afford, so we're doing alright.
No, they are incompetent buffoons.

A group of actual professionals from the border kingdoms.

Last time the party was sent after a group of inferior mercenaries, half the party died, so I'm thinking poorly.

All that to say if my party was challenged to a professional wrestling tag team match, they would almost certainly win, especially because they invented it in the setting.
>Is your party the best group of mercenaries in the world?
They cannot be, by virtue of them not being mercenaries.

>If they aren't, who are, and how do they compare?
Egret Security Solutions LLC. Well, the party is a group of five people with disparate superhuman abilities, and ESS is an entire PMC whose units are made up of better-armed people with weaker superhuman abilities, so I think the math goes to ESS on this one.

>If you sent the next best group of mercenaries to kill your party who would succeed?
Good luck finding them. Going aground and being invisible for weeks at a time is one of their specialties. It's what makes their operations feasible.
I don't know about the best in the world, but we've been offered the repeated patronage of a noble family what used to be in line for the throne and to this day control the vast majority of seafaring trade, so I'd say we're probably fairly competent.

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The australian government censored 4chan and other website, with NZ soon to follow. We are finally getting rid of ALL dolaridoos shitposter.

Praise the Emperor.
Praise Terra.
Praise the Omnissaiah, the Void Dragon and Mars.
we did it guys, we finally did it.

Yes Carnac was Australian.

>Coming Soon: Warhammer 40,000 2019 FAQs Update 1

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He's the best at nids though
China was owned by Mongols for hundreds of years.
ADB is most certainly right on this one
so should I convert Harkhan and use his rules for a NL army or claim he's leading a contingent of them?

True. Infiltrators pretty much fuck GSC, and its hilarious.

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Hello /tg/, I come with a story and a question. Let me begin: Our party is doing a high level Spelljammer campaign and we recently came across a friendly vampire. Most of the party grew attached to the vampire due to his quirks, but down the road he came into power of a death machine that gives him almost unmatched power(for the time being). Now faced with this problem, the party Wizard called down an Angel to ask for help. I wasn't against the Vampire, he was doing things my character very much enjoyed and he doesn't seem like a bad guy given his circumstances. Since I am not immediately turning against said Vampire, the Wizard asks the Angel to get rid of me. I am teleported to the Heavens, and I am given a choice. Either flip my party the finger or accept their help and be given an unstoppable power for a short amount of time. Obviously, I picked the unstoppable power. Now see the thing is, I have only one turn to do WHATEVER I want with this power before the party gets ahold of it. I don't know what to do with this power. Help the vampire? Pierce the Heavens and give THEM the middle finger? All suggestions are welcome, give me your best ideas. Bonus points if I can piss off the Wizard but thats not important

There are no limits to what I can do, granted that I can convince my DM to allow me to
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Instantly ruin/improove the world as much as possible
Give everyone a death machine
Turn the Wizard into a vampire
Turn the vampire back into a human? Let's you keep the npc and gets rid of your vampire infestation.

Okay, here's the deal. This is my setting and I'd like help populating it with monsters and weirdos. Other advice is also appreciated.

>Set in alternate fantasy earth during its equivalent of WWI/WWII (variable tech level)
>At some point, both sides discover what is termed the "demon realm"
>Not actually hell, just an alternate dimension full of hyperadaptive body horror monsters
>Both sides weaponize said demons. There are not tanks, there are demons with guns on them. There is not artillery, there are demons with bigger guns on them. There are no planes, there are demons with wings attached.
>War spirals out of control as more demons are added, and the entire planet joins in. All nations collapse but the demon armies keep fighting.
>We are now in the present. The entire world looks like no-man's-land. No one is sure how much time has passed, it could be one hundred years or one thousand for all they know.
>Most civilizations are small city-states desperately fending off feral, predatory demon-weapons along with rampaging army remnants/bandit hordes
>technology varies from 1950-equivalent but with biotech to caveman-tier
>There are massive cult empires ruled by a small cabal of incredibly powerful, sentient demons (which to reiterate are not actual biblical demons just vaguely demonic-looking rapidly evolving murderfuckers from another dimension) which terrorize the planet
>There are hidden bunkers and fortresses filled with immortal demon soldiers which are also sentient, but think like and aren't much stronger than humans and carry on a war they still think is going on (might be a playable race also).
>Most mundane fauna and flora is the kind that would thrive in a world-spanning battlefield.
>PCs will be mercenaries living in a city-state (one of many) on the borders of a cult empire.
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P.1000 demon would probably be the size of several large buildings, maybe the P.1500 would be the same
I'm a firm believer that any Weird War 2 type game should have a steal a Nazi anti-gravity craft and fly to the moon episode. A word of caution. None of the three groups I've sent has brought enough silver to deal with Lunar werewolves, but your players might be paranoid enough.
The wolves of the moon division are much tougher than Deep Ones/fish-hybrids out of Atlantis/underside of Neuschwabenland glaciers. The tactics to combat enemy swimmers and submarine attacks overlap a lot (go fast, change course frequently, blackout lights).
I made one a Weir War II setting with futuristic technology and daemons. Nazis (because who would do it beside them) bargained with Hell to gain advantage in war.
There eren't weaponised daemon legion however. Instead, mainstay of their victory was "Thulian naphtha" used as fuel, component for advanced materials and combat drugs (so something like Argent Energy from Doom 2016). In 40's they mainly used more advanced wargear from the period (so in 1945 their gear was closer to 50's technology) with battle walkers, cloned SS troopers and some exotic weaponry. In this case cannon shooting dark energies being something opposite to light (even in it's scientific meaning).
After than in 60's Germans further conductet occult experiments trying to form army of possesed soldiers (again akin to Doom) or even learn to control some daemons.

Unfortunatelly we ended to play after three sessions so our party was unable even to learn that nazis bargained with dark powers.
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I love the dieselt tech aestethics but I hate its even the same world war two weird war stuff.

Giant Magical Titans that emulate the PCs abilities should be the end game for all high fantasy. Fight me!

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I'm thinking about running a Dark Heresy campaign on a space hulk, what are some things i could do to amp up the creepiness?
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>start the campaign like you're playing a cyberpunk murder mystery. Let the players slowly realise they're actually on a ship, adrift in apace and the people who've found out the truth are the ones getting murdered.
>A room that slowly fills with everyone who has ever died around the players.
>A classroom full of desiccated corpses, still in uniform. A lecturing servitor is stuck in a loop at the front of the class.
>A door to the outside, on the wrong part of the hull.
>A mound of prosthetics, surgical tools, fillings and other non-biological augmetics. They look like they've been removed freshly.
I feel like I've seen this movie but I can't think what it could be, especially the clicking turret gun and the young troopers fighting for 50 years
Nothing comes to mind, I've tried to be original.
But if you are right, don't you hate it when films steal your ideas 50 years before you even think of them?
It's bigger on the inside than it is on the outside.

It's made from a collection of ships, naval, merchant, rogue trader, ork, maybe others?

As you get deeper the crew finds a ship one of them recognises. Perhaps they served on it once or saw it docked.

They find survivors who have been there for generations, barely eking out a miserable existence in the glow of a dying ship reactor. The survivors promptly die of shock and stress when the crew shines there light on them. Crew then finds freshly dead, emaciated survivors as they progress.

In the centre of the hulk they find their own ship, thousands of years older.
>You find a lone space marine proped against a bulkhead. The paint has long since peeled from his armour and cobwebs criss cross his remains. Bolt shells and empty magazines surround the area and the walls are cratered and scored.No enemy corpses remain and the marine shows no sign of armour damage

>makeshift barricades surrounded be spent ammo and magazines. The barricades get more hastily built the further in you get.

>You enter a hanger bay in perfect condition. Imperial army landers and thunderbolt fighters sit perfectly in their launch rails, waiting for crews. Opening the hanger bays doors reveals solid rock on the other side.

>A ship board botanical garden/hydroponics bay, left untended it had overgrown the surrounding compartments. Your auspex picks up movement, but you can't see any.

>another team, sent by the same inquisitor for the same purpose. They have all the correct accreditation, but something doesn't feel right.

>another explorers audio logs, out of order, they chart his decent into madness/despair as he is lost/hunted through the hulk. In order they couldn't possibly make sense

Can someone explain to me what the hell the morality thing in the second book's alignment section is? I can't find an explanation anywhere in either book.
Also general DtD thread I guess
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Speaking of DtD, anyone have or know where I can find book 1? The download on 1d4chan if broken.
Works on my machine. :^)
There's links for both books on the forum.
D:tD was my first exposure to 40k, as a WoD edgelord back in the day.
On reading DtD: Daemonhosts are pretty fucking cool
On reading Eisenhorn: Oh no no no...
This is the best thing that /tg/ ever got and yet I can't run it with someone who isn't part olf the same nerd generation, that 2008-12 set who automatically knows what Touhou, Mass Effect, Warhammer, FMAB, Exalted and D&D 4th edition are.

Say that I wanted to make a character based on one of the characters from the She-Ra reboot, or a previous generation of Princesses/She-Ra, what system would be best? Any thoughts? The last thread mentioned PbtA, how would that work? FATE?
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I agree.
No. Pony DRYH gme sounds bizarre. In a good way.
> Now before you get even more upset
Whom are you replying to? Are you assuming my feelings over an anonymous imageboard whereas I haven't shown my feelings? Don't do that. It's dumb.
Nope. He-Man in Barbarians of Lemuria would be just a starting level PC with a ridiculously powerful artefact.
That would be Prince Adam, not He-Man.

Also, do starting level characters tend to start out with ridiculously powerful artifacts?
Isn't Prince Adam He-Man?
No, He-Man is Prince Adam.

I was reading a Mass Effect fanfiction story the other day, and it got me thinking, what would be needed for a Mass Effect game? How would you represent things like the Asari and Quarians? Biotics? Etc.?
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Paragon = Liberal
Renegade = Conservative
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Suit breeches for Quarians are still important, iirc on the broken Sun planet in ME2 a Quarian gets shit and develops a really bad infection from exposure

Garrus x Femshep is best romance. Liara is far to clingy and is cooler as the terrible shadow-broker

I can't remember about personal shields but I know that ship shields in ME are static fields, the ME2 Normandy upgrade changes them into pulsing shields that was described as trying to hit a target inside multiple spinning hoops, if a section is damaged it then reverts to a static shield.
Check the codex. It's actually the same for ships. The Normandy upgrade is for applying oscillating field against torpedoes that normally could pass through the "shield" due to having its own mass effect drive that can counteract it. Which is also why ships still have laser AMS systems to deal with torpedoes.

Static field is what biotics use in ME2 to repel Collector micromachines.
*hits red sand*
Is marrying Asari the ultimate cuckoldry?

This one cannot think or comprehend of anything more cucked than marrying Asari. Honestly, think about it rationally. You are feeding, clothing, supporting and preparing a girl for all your life solely so she can go and get ravaged by another man the second you die. All the hard work you put into your beautiful wife - getting money, making her go to the gym, making sure she had a healthy diet, educating her, marrying her. All of it has one simple result: her body is more enjoyable for the men that will eventually fuck her in every hole.

Married the perfect girl? Great. Who benefits? If you're lucky, a random man who wasn’t even born when she grew up, who marries her. He gets to fuck her tight pussy every night. He gets the benefits of her kind and sweet personality that came from the way you taught her. Your own daughters, which themselves the near ultimate cuckoldry and all you’re ever going to get, aren’t even made from your DNA.

As a man who has Married an Asari you are LITERALLY dedicating the rest of of your life simply to raise a girl for another man to enjoy. It is the ULTIMATE AND FINAL cuck. Think about it logically.
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Hey /tg/, I'm wondering how I make travel interesting in my game?

I'm running a Fallout campaign where the map is similar to the Interplay games in terms of scale (takes place at an intersection of big chunks of Utah, Idaho and Nevada) and as such there's a fair amount of travelling involved.

My main thing is that I want travel to be noteworthy and arduous, travelling for 5 weeks in the Wasteland should be noteable. But crucially, I don't want it to be tedious. I've got random encounter tables but I'm just wondering what kind of stuff I can do to make this long distance travelling a "mechanic" in and of itself? Have the players interact and have to think about things beyond managing supplies/rations and me describing the journey.
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>all these people saying "just do what the video game does! Duh!"
In the video game it all takes under 10 mins for the whole journey. You can't just take video game mechanics and throw them at tabletop games. OP: Ryuutama is a game all about travelling. Perhaps look out that book and see what you can pilfer. The guys suggesting hexgrids also know what's up. Edge of the Empire also has a system where bullshit from a character's past can come back to fuck with them, if and who are all dealt with using a single d100 roll. This would make your filler episodes occassionally be directly relevent to character plots.
With of course the obligatory TARDIS encounter.
>explorable ruins
>encounters outside of simple combat
>mysterious habbenings
>a particular enemy stalking them
>scary or amusing shit around them
In general, you should keep them on their toes but not too much.
What do they enjoy the most? Do they like combat or social options more?
If you want interesting travels then don't go for random encounters. They are boring and you should only use them in an adventure, between scenes - preferably as something more than just a remedy for "it's boring, let's kill something" situation. Never go for that between adventures (that is where most of the travelling happends).

Run smaller adventures instead. It's really helpfull when your game sessions have different length. You only have 2-3 hours - you run an encounter-adventure. You have 5 hours - you run a normal one. Alternatively you run one normal adventure and on the next session, when the PCs travel to another locations, you run two subsequent encounter-adventures. It usually works quite well since if your players get tired of the tone of the first adventure the next one ccan have a different tone - something you obviously can't do in a single adventure.

As other Anon mentioned before me, buildings are great plot hooks for such small adventure. Small enough to minimize the amount of work the GM needs to do - big enough to contain some secret or something wierd. It's also very easy to get players interested - "You travel through the desolated ruins when suddenly you see this building that looks strangely intact/bears wierd markings/shows signs of recent combat..." - and you got them hooked.

Also for more classic post-apo wasteland games, western settings tend to be a good source of inspiration. I found deadlands (not even Hell on Earth) to work particulary well for Fallout (Most of the wierd stuff can be just mutants, old tech or psi powers) and you have a ton of small adventures to use as enounters in your PCs travels.
All this talk if buildings makes me convinced it's a good idea to have a random building generator handy. Besides the allure of fat loot (most of them will be looted already), buildings make excellent camping grounds, stomping grounds for raiders, trukstops for traders and scavengers, general scenery, and locations of the occasional dank cellar.

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Space Battles Edition

What is /awg/?
A thread to talk about minis and games which fall between the cracks, or peoples' homebrew wargames. The Historical Wargames General doesn't entertain fantasy (for good reason) and the other threads are locked to very specific games, so this thread isn't tied to a game, or a genre, let's talk about fun wargames.

Any scale, any genre, any company, any minis. Skirmishers welcome. Rules designers welcome.

> Examples of games that qualify
OnePage Rules, Mighty Armies, Dragon Rampant, Of Gods and Mortals, Frostgrave, Ghost Archipelago, Hordes of the Things, Songs of Blades and Heroes, Freebooter's Fate, Dark Age, Beyond the Gates of Antares, LotR and anything that doesn't necessarily have a dedicated thread (gorkamundheim).

> Places to get minis

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It would depend on what is a ""fleet."

I really want 3-4 Battlefleet Gothic "Fleets."

But three cruisers were $40.00 and now I can't find anymore. A battleship is 65-80$.

But you can buy a full thrust MEGA FLEET for $79.39. That includes 20 ships.

Finding a FSA fleet would be harder but their starter fleets cost about 60-75$ before Spartan went under.

FSA fleets had a Battleship, 3 cruisers and 6 escorts.

But for 500 or less I imagine you could get two decent fleets in most space games.

Full Thrust is your best bet, yeah. Has a fairly extensive system of making custom spaceships, but was written back in a time when "balance" was more of a theoretical concept than anything systems actually tried to approach directly.

Keep in mind that FSA is dead right now, while FT is still getting a steady trickle of new models now and then.

Of course, most of FT's model are in dire need of getting a new versions. They're very 80s-90s miniature quality.
FSA models meanwhile look fine enough and a good selection of them is available on Ebay or Wayland, the latter of whom bought the rights for the series and plan on doing their own take on it sometime in the 2020s, unless Brexit sinks them.

FT is dirt cheap, tho. You can get two starter fleets of 8 models each for ~40$!
I love FT minis but fuckhuge slabs of metal on the tiniest flight stands imaginable suck ass to keep in one piece

Would magnets work?
I would say so, yeah.

Reposting from earlier. Im going to be GMing for my first time and I will be running Curse of Strahd. I understand its alot of components and moving parts but im up for the task. Im using roll20 so that will make it a bit easier. What are major plot points to keep track of throughout the campaign. What milestones do I need to make sure my players hit? Overall, whats some good advice on running the module?

tl;dr How do I run CoS
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You can have a fine game with roll20 if you're playing with Internet friends that you already know that you're already internet friends with.
Roll20 doesn't necessarily mean randoms.

Even if it's 'bad' then if people still like it then they'll still like it, and they'll have fun and enjoy themselves and be happy and there's nothing wrong with it. It's not a problem in need of solving and you shouldn't try to stop it.
I've tried making Ireena a PC, or making a PC the reincarnation of Strahd's brother. The latter works quite well, the former not so well.
>The latter works quite well, the former not so well.

Why not?
Because it rapidly devolves in them wanting to fuck. Girls love vampires.
if you are using roll20, make as much use of the compendium as posible, it took me 5 sessions to discover it and ended up feeling like an idiot for wasting my time making notes of monster stats and skills and no just importing them and do some ligth editing

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I dunno how to sell this, so I'll just spit it out; I have a setting I'm putting together for myself, born out of my interest in Ravnica, Planescape and Necromunda, and my dissatisfaction with the GGtR. I have a ton of races I'm working on, and I need to homebrew the crunch, so because there's nowhere else to ask, I'm resorting to asking /tg/ for help in figuring out stats and balancing what I've got - I have gotten some good results here in the past. Any 5e fans not afraid of homebrew interested in giving me a helping hand?

Setting doc, just in case people are interested. All questions welcome. Except "why not just use Ravnica", because I'm sick of answering that one.

Also, I am very much interested in developing/expanding upon racial lore, but I figure /tg/ ain't into that, so I want to push the crunch thing first and foremost.

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Custom Dwarf
Ability Score Modifiers: +1 Constitution
Size: Medium
Speed: 25 feet
Vision: Darkvision 60 feet
Unflagging: Your speed is not altered by wearing heavy armor.
Dwarven Resilience: As PHB Dwarf.
Subrace: Choose the Urdunnir, Nidhoggr, Buckawn, Promethian or Sylph subrace. You gain additional racial traits based on your choice.

Ability Score Increase: +2 Wisdom
Stonecunning: As PHB Dwarf
Stonesinger: You have Proficiency with Smith's Tools and Mason's Tools. Additionally, you can cast the Mold Earth cantrip.


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So, does this look overpowered, anons? Yes or no?

Ability Score Modifiers: +1 Intelligence
Size: Medium
Speed: 30ft, Swim 30ft
Vision: Normal
Amphibious: You have a Swim speed of 30 feet and can breathe air and water.
Subrace: You belong to either the Skyswimmer or Murkmerrow subrace. You gain racial traits based on your chosen race.

Ability Score Increase: +2 Charisma
Gliding Step: So long as you are not immobilized or incapacitated, you take no damage from falls.
Stormdancer: You have Resistance to Lightning damage.

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Ask your players what they want.
So, how's your game going?
Ability Score Modifiers: +2 Constitution, +1 Charisma
Size: Small
Speed: 25 feet
Vision: Darkvision 60 feet
Hardy: As per Mountain Dwarf
Lucky: As per Halfling
Guttertrash Heartiness: You have Advantage on saves against Poison and Disease.
Sneaky: You have Proficiency in Stealth.

>Women of Warhammer Show Us Their Finest Work
>We spoke to female fans about their passion for the game, and whether its male-dominated landscape is changing.

>I've been supported and given great advice from both males and females alike. It can be difficult being a female in any male-dominated hobby, but this isn't something I've personally experienced. There are lots of females getting into the hobby too, which is awesome, and there's an incredibly supportive female network.

This article sure backfired on VICE.

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See >>65236599 sorry dude. Seems there’s big demand tho.
Even old GW models didn't had thicc chic with miniguns
>expect extreme bias and leading questions
>read article
>it's just a bunch of women saying pretty inoffensive stuff that I already knew about the hobby being great but there being some people that behave skeevy
Why is it so easy to trigger you people? There is literally nothing controversial in this. It's stuff almost all of us probably accepted about the hobby decades ago. Is it really so fucking awful when someone else makes an article about it?
>Why is it so easy to trigger you people?
Why would I read the actual article when I can just be upset about what I think it's going to say instead?
Now, if you'll excuse me, I'll be off to find some obscure tumblr blog with four readers, so that I can spend the rest of the day yelling about how it's ruining western civilisation.
They're right about games workshops being uncomfortable. I'm pretty tall and muscled and walking into the games workshop was like walking into a saloon in westerns when the piano stops playing, all eyes were on me.

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Council of Wyrms was an incredibly awesome setting for AD&D 2nd edition, which centered on a peninsula(?) where dragons ruled over populations of demihumans, with humanity being relegated to a mysterious, little-explored continent across the sea. It is most famous for two things: introducing the Half-Dragon to D&D, and allowing PCs to play as actual dragons - metallic, chromatic or gem. Now, it's languished in obscurity so far, but I figured it wouldn't hurt to poke /tg/ and see if anyone would be interested in discussing reviving it for the latest edition?

Kneejerk thoughts:
>You can't play as true dragons anymore; 5e can't handle that kind of epicness.
>Instead, dragons are the god-kings that rule over the "known world".
>Your party represents an elite band of troubleshooters and enforcers for the Council of Wyrms.
>Available races:
>>"Dragonblooded" subraces for Dwarf, Elf, Gnome and Halfling - ideally, these would actually be more interesting than just dragonborn rip-offs.
>Bigger focus on the trouble caused by human invaders
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Sorry, mate.
The idea isn't shit and there's no rules for 5e written (by you or that you linked to), so most people have no input.

If you are looking to make a spellscale for this concept, wouldn't it be an idea to refluff the tiefling for it? You have a humanoid with odd skin and some inhuman features, a charisma boost, an elemental resistance (that is easy enough to make bloodline dependent) and different bloodlines to choose from. The most work would go into tweaking to bloodlines away from the obvious infernal influence to a more draconic flavour.
Can anyone think of any cool dragon-themed subclasses that'd be a good mesh for this setting? Say, a Dragon Patron for the Warlock?

You could refluff the paladin of conquest with it's mass of fear effects as inspired by dragonkind, like the old dragon lord from 3.5.

If you are interested in making new subclasses, you could make a draconic barbarian, one based around intimidating and/or dealing extra elemental damage.
I'm very much interested in making new subclasses, but thanks for the suggestions.

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