>>79913256 You're a SPACE MOB BOSS and you wake up on a quasi-legal black clinic space ship called the Hotel Paradiso run by a ruthless ex-megacorp CEO and her rival/co-administrator, a bitter virologist who may or may not have been a government spook. You wake up there because someone just unloaded an entire laser pistol into your head and you have to slowly reconstruct your memories, figure out what happened to your criminal empire, and deal with the schism between the ship's internal factions.
>>79913222 >>What are some differences that you guys feel, when playing as GM and when playing as a regular player? I'm awful as a player because honestly, there's not enough for me to do. I'm so used to, as a DM, having to do all kinds of things; watching the clock to make sure I'm getting everything I need and want inside a tight 3 hours, constantly trying to be steps ahead of the players evaluating where they are and where the story is in order to make on-the-fly edits like cutting a fight or dungeon room or making sure I hit that big dramatic moment, etc., getting dialogue and accents/voices ready, while also making sure I don't skimp on the descriptions and narrative in the moment. It's a ton of stuff flying around my brain, and having all that there is somehow clarifying and means I always have something to do.
But when I'm in the player seat, that's all gone. It's just empty as I sit there waiting for my turn in combat or while everyone else makes their stealth rolls or whatever in a dungeon. And somehow, not having a head full of things to focus on and juggle means it's actually hard to even pay attention to what's happening or stay locked in and engaged. I tend to drift off and that's not a good thing.
Which is why I almost never accept invites to be a player, because I'm just really bad at it.
>>79913161 As a Forever DM whenever I get a glimmer of a chance to play I become a complete operator because after a thousand instances of seeing something done wrong I'm going to do it right for a change. I also really like to make it easy on the DM & gobble up plot hooks & such. Also since I usually have the greatest system mastery in any given group I tend to take the newer players under my wing & teach them how to fuck shit up in ways the books dont tell you.
Anonymous AGE OF SIGMAR GENERAL /aosg/06/20/21(Sun)22:56:04 No.79910853
>>79913277 ok, so the seraphon player was not a very good player then. with a competent seraphon general, gotrek would never run into anything that wasnt a little unit of skinks or something, let alone getting to charge the linchpin of his army who wants nothing to do with melee combat. for kroak to get charged by a guy who only moves 4" a turn, the seraphon player must have wilfully put him in some reckless mid table position or something.
>better looking by human standards >live for much longer >often an affinity for magic >otherwise pretty much the same Why wouldn't everyone human want to use a spell to become an elf? That's a pure upgrade.
I think being a vampire would actually be better long term.
>actually immortal, elves will eventually degrade with age, vampires will only get better as they age >superhuman strength and speed from day one >greater affinity for blood magic and necromancy comes free with the package >can easily resurrect elves and dwarfs as undead servants and steal all their secrets >will retain human appearance, making it easier to blend among normal humans and almost live a "normal" life >being actually immortal means vampires have thousand of years to research and create artifacts to block some of the sun nastier side effects or create alchemy concoctions that can replace blood
I could see some human kingdoms being well aware of the powerful vampires living beside them, but willing turning a blind eye to them because they make every other race fuck off when humanity is forced to defend itself in wars.
>>79913091 You conveniently forgot having to subsist on a diet of human blood and unable to walk in daylight along with an entire laundry list of other really common deadly weaknesses and hinderances that makes being a vampire a bit of a fucking living nightmare. Even in the scenario where they could actually coexist with society they'd probably be classified as being disabled people.
>>79884406 Based BASTARD!! Setting is exactly that. Setting is post apocalyptic where elves are actually are actually the result of making human methuselahs that have a stronger connection to nano-technology which fuels magic as it is.
They are literally genetically evolved humans. I like these elves best of all settings because it justifies them just being better humans. they ARE better humans.
>>79913091 The best of both worlds is the dark elf. similar connection to the dark. Long lived. magically inclined, with superior genes. Often necromancers themselves. sometimes may even become greater undead. Also might have connection to the spirit world that normal vampire doesn't.
what happens if a genuine, pure-hearted pacifist becomes a werewolf in your game? do you use an iteration of werewolf that extrapolates a person's own violent tendencies and desires, or one that overwrites the human personality with that of a monster?
>>79912689 Is that Morbi? It looks like Morbi. God I hate him so much for what he did to Poppy Opossum.
Anyway, when I DM I don't have have allignments as they are retarded, so I can simply avoid the "You are le evil now!! xD". In the first six months of lycanthropy there's no way to keep control during full moon. I roll on a table to see what happens, with possible results going from catatonia to destruction of objects to murderous bloodbath of everything in range. Things like being kept in a locked cell lower the risk of bad stuff happening. After 6 months, a successful saving throw can negate the loss of control, while in case of failure the numbers rolled are tallied until they reach 100. After that, the werewolf is fully in control and does not need saving throws anymore. At will transformation is possible after 3 years of being in control. What a character or NPC does with this condition depends on player/disposition of the NPC.
What are some superstitions, practices, traditions, beliefs, or etiquette that might exist in a world/setting primarily dedicated to sailing and pirates?
I had a thread yesterday talking a little bit about introducing some esoteric, semi-mechanical rules and ideas into my pirate campaign about how to give the players more to do to be in control of sailing and travel, rather than just rolling skill checks and moving on. This time, I want to really flesh out the lore of the world with more details about sailing, sailors, and what drives them.
Shanties, stories, superstitious beliefs, common practices, or just things that might be cool.
/osrg/ - Old School Renaissance GeneralAnonymous06/20/21(Sun)15:13:19No.79904474[Reply]
Here be the Old School Renaissance General, the thread dedicated to TSR-era D&D, derived systems, and compatible content.
Broadly, OSR games encourage a tonal and mechanical fidelity to Dungeons & Dragons as played in the game's first decade - less emphasis on linear adventures and overarching meta-plots and a greater emphasis on player agency.
>>79912205 "Radiant" damage isn't a thing pre-4e. The typefaces work okay, but the fact that you've set "Summon" in a smaller point than "Mist Elf" in Summon Mist Elf looks weird. It's also spelled "orichalcum", unless you're making some D&D-specific reference that escapes me. (It's true that the Romans spelled it aurichalcum, but that isn't the modern English usage unless you're talking about the specific coin alloy because you collect coins.)
The general format of the monster is also way too long-winded and 2e-ish for my preferences, but I don't imagine you care about that. 2e is basically off topic for this general, though.
>>79912897 Oh, these are rife with mistakes - these are kind of like faltering steps. I just took the first ideas that came to mind and jotted them down - which is a mistake.
Radiant was just a word to describe the damage - not so much a qualifier.
The Summon size difference was just something I over-looked, I think?
I just liked the spelling of aurichalcum, it's prettier to me. I'm weird that way.
Long winded - probably. I could be construed as an evil person for this, but I love words. Stat blocks are direct, succinct, but - to me - sterile. In a way, I want to tell a story, which maybe not the best approach for hard game stats. Maybe a hybrid approach should be taken? As you may have noted, I haven't a codified way of detailing the pertinent game statistics yet - I kind of bounced between a few systems. I'd like to find a happy medium that would be applicable to a few systems.
Is there anywhere else on /tg/ that discusses 2e stuff? In my experience, I've only seen it referenced here, albeit infrequently. If you've anywhere else, please point the way - because I'd hate to interrupt.
Thank you for your critique, you've given me some things to consider.
>>79908893 >Crazy talk: record your character's hit dice, but hit points are rerolled every adventure or expedition instead of being permanent. >Hard mode: they're not rolled until you first take damage. Or players could roll HD every time the battle starts and keep the dice on their side of the table. This way they won't need to constantly writing/erasing their sheet _and_ have a variable amount of available HP to account for the inherent chaos of combat. Plus you just need to award a physical dice in level ups, and there'll be no unlucky level up where your HP only increases by 1. (Of course, there could be an unlucky combat where a 5HD PC starts with just 5 HP.)
>>79913208 You know, I kind of understood HP as more than physical damage. It's a little luck, skill, endurance, etc., which is whittled-down in combat (yeah, curative magic kinda boogers that up.) Regardless, the idea of having the characters roll HD at the start of the day would make sense. It'd kinda suck for wizards, but there is a weird logic. Some days, we get outta bed, feel great and can take on the world. Other days, we get up - slept like shit, maybe that old war wound is acting up. In a way, this could be an overlooked way to shake things up.
5e sucks, what should I be playing?Anonymous06/19/21(Sat)13:39:37No.79886617[Reply]
I gave 5e a shot. The core books were ok, my players loved it. Or at least they acted like they did since they haven't bought a book since the Monster Manual. I haven't seen a book worth half what they're charging since Volo's and with the exception of ToA and CoS the adventures have sucked.
Now after all this time I have zero faith they'll make this game an even bigger mess than it is currently.
What should we play now? 13th Age? SotDL? PF2? Basic Fantasy? 4e? Rules Cyclopedia?
>>79886617 We've had this thread already, but my answers are: >Digimon Digital Adventures 1.4 Solid system, my favorite ATM, d6 based and offers lots of customization. Classless point-buy, but with different Digimon stages technically being their own digimon (it's a bit complicated, XP spent on the "base form" goes to the others in the same places) you can experiment with builds. >Star Wars WEG/D6 The handbooks were all written by schizophrenics, but when you actually figure out how it works it's a fun enough system. D6 based, has exploding dice so combat can go from easy to brutal with the roll of a die - but it is a fun system. Don't use the adventure modules, they all suck ass. >RWBY Unofficial TTRPG Yes, RWBY is shit, we get it. But this system is far from shit. 2d10 + Stat + Stat for all rolls, GM never has to roll anything because all the NPCs have fixed values the PCs roll against, for offense and defense. Encourages creativity and is a bit more towards freeform with how Semblances work, but it includes guidelines on how tough checks with semblances should be based on a number of factors for the GM to look at. It's a very fun game that rewards player creativity and clever thinking.
Everything else I play, run or have played or run is homebrew I've made. I can only really recommend a handful of them since a lot of them are still in testing, so unless asked the above is my full recommendation list.
>>79887815 Dogs in the Vineyard. The setting is a bit mundane (compared to dragons and shit), but the combat and character building are really intertwined and its designed to be run as a series of one shots.
The combat is great, you are somewhat punished for escalating into deadly conflicts, but it does take some getting used to.
>>79886798 You might be happy with Shadow of the Demon Lord. It is is in the 5E family, made by a former 5E designer who felt he could do it better himself. More dangerous than 5E, faster combat, a litany of character choices, and a decent amount of combat options. If you are okay with PDFs the creator loves cranking our short extra options and alternate rules for a few dollars.
>>79886617 Never played dnd but heres a dnd related story
there were these two short and ugly girls that me and my buddy used to bully in highschool. they were insufferable know it alls that were open about playing dnd and magic. we had lockers that were small as fuck, basiucally a bag or two would fit in there, but they were segmented, so basically one large locker had 4 of those. If those girls were really anoying that day my buddy and me would each grab one and put them on top of the lockers. we usually left htem there for the 20 minute break when all of the class went out smoking. it was a private school so we never got in trouble for it. one of them left the school after two years and the second one became quite cute, shame i didnt fuck her then.
Anonymous /wfg/ Warhammer Fantasy Genera(...)06/20/21(Sun)14:39:32 No.79903863
>>79909039 >The Hive Mind is the most bullshit overpowered thing you can have in war - it means they have perfect instantaneous infallible communication everywhere. I think you're overestimating the power of the Hive Mind. There are two major issues you're overlooking: >Not all Tyranid bio-constructs are capable of maintaining a synaptic link, and without a link to the hivemind, Tyranids are wicked poor tacticians. Any force is crippled if you take out the officers, but Tyranids literally turn into dumb animals without their officers. You shoot an Imperial Commissar through the head, his unit might suffer a moral failure, but they aren't going to mindlessly predate on other Guard units. >On the macro scale, the Hive Mind doesn't necessarily think and feel the way you're suggesting. Each individual Tyranid isn't an extra set of eyes and ears, but rather a nerve ending. The Hive Mind experiences the body of Tyranids as a body, and it moves through the galaxy like a blind man stumbling about using his fingers to find his way. When it suffers a wound, it scratches at the wound until it stops hurting. This can actually be used against it by attacking it and creating sore spots that force it to redirect resources towards dealing with that...and directing it away from vital targets, or into traps (like tricking a hive fleet into a head-on-head confrontation with a waaugh). Also, the Hive Mind is...dumb. It's not a tactical genius of any sort. It responds to every threat the same way, it learns VERY slowly, and it wears its motivations on its sleeve.
You're right that the Tyranids have insane advantages in the areas you mention, but you're forgetting that it suffers from two major weaknesses. It's too simple-minded and lacking in guile to ever effectively maximize its own advantages. Humans, for all their weaknesses, are infinitely more creative and guileful than the Nid fleets, and can turn those advantages into weaknesses.
>>79909130 >Then we come back to Morale again. This is how battles are actually won. morale is the biggest meme known to man
battles are won by ending in a better position than the enemy its why its called battle of maneuver, not battle of scaring the enemy this is the real reason casualties dont exceed a certain threshold, most forces simply withdraw or surrender after its clear they can no longer hold an advantageous position over the enemy the second reason is that once a unit becomes less effective the lower its strength is, theres no reason to keep fighting after youve taken casualties because you wont inflict enough damage on the enemy regardless of zeal
morale is ultimately a total non-factor in the outcome of a war the only thing that matters is how fast you can make an operational breakthrough, how quickly you can exploit it, and how much of the enemy you can catch in the encirclement no amount of zeal or high esprit de corp will stop you from losing when the enemy circles you
/acg/ - Alternative Card Games General #152Anonymous06/18/21(Fri)00:10:32No.79859844[Reply]
For The Common People Edition
Here is a thread to discuss trading card games other than the big three. >Force of Will >Final Fantasy TCG >DBZ CCG >Wixoss >Keyforge >Gundam >Legend of the 5 Rings (L5R) >Digimon >Flesh and Blood >Gate Ruler >Battle Spirits >Ashes
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>>79909244 I honestly think it comes down to a deckbuilding problem for Wizard and Legion. Not enough decks load up on 0 cost *creatures* to fill up the board and get around Apprentice's inherent advantage. IIRC I remember seeing a single Legion list that got 1st or 2nd that was just Atlas/Volnar healbot and I think it would actually work better as Wizard since you can just set a billion things then go off on their turn. https://gaterealize.com/search?name=&faction=&type=&reveal_date=&atts=&effect=heal&illustrator=&order=reveal_date
>>79897441 >>79898111 I've played a little bit of it, and while there's some neat ideas, the balance seems like an absolute mess. Not just with the individual cards being under or overpowered, but the combined attack mechanic as a whole is so terrible that there is basically no reason to ever use it, which is a shame because it is a very cool thematic idea.