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I had to see this, so you will too edition

>Previously, in the Mortal Realms
>>97652901

>Official AoS website:
https://www.ageofsigmar.com

>Downloads, Rules Errata, and FAQs:
https://www.warhammer-community.com/warhammer-age-of-sigmar-downloads/

>Tools
https://runebrush.pa-sy.com/warscroll/

>Anvil of Apotheosis hero creator:

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>>97681346
no, its the mortisans
>>
>>97681271
keyword bullshit
>>
>>97681235
Liches coming to aos would be neat
>inb4 they're not REALLY skeletons
Oh piss off
>>
>>97680915
>he wants to have his own little civilization he personally runs and just gives people free will to keep things less boring ?
That's what OBR are anon : the ideal Nagashian civilization
>>
>>97681235
>>97681529
gw having to do normal skeletons in parallel with ossiarchs because they fumbled the latter will never stop being infuriating

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The Night Watch Edition

>Resources:
WFB: https://pastebin.com/qVGrgwwh
WM: https://pastebin.com/EsDAgeba
WFRP: https://pastebin.com/inbyBsR6
Novels: https://pastebin.com/PFqPDr0H

>TOW:
https://gofile.io/d/fxFgXS
https://www.warhammer-community.com/downloads/warhammer-the-old-world/

>Warhammer Chronicles:
https://files (dot) catbox (dot) moe/0xt777 (dot) zip
>Time of Legends:

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>>97681559
Bit big for an arrow wound I feel.

>>97681562
Do you not know what a burka is? Theyre the beekeeper outfits. Not skintight spandex.
>>
>>97681523
No, they have folds sculpted on them
>>
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witch elves wearing clothes is retarded and gay
>>
>>97681662
they should be covered in blood, not clothes
>>
>>97681427
>How do you make "elite witch elves" stand out visually
As a quick example with five seconds of thought - play up the whole "brides of Khaine" angle. Give them ceremonial veils, skirts/loincloth, and sleeves, and pair it all with long strips of flowing fabric. Think of something between a bride, a priestess, and a belly dancer. The polearms can stay, but focus it's design on slashing over piercing.
Fluff-wise, all the extra, easy to grab, material is a way to showcase their skill. The better the witch elf is, the easier they can keep those strands of fabric away from their opponents, and the more the fight resembles a dance or religious ritual - which bloodletting and killing is for the witch elves.
Conversely, you could do something like I suggested, but also do a bit of the AoS route and play up the whole monster girl angle - as in the snake women or the (not)harpies.

I think the broader problem is that GW has a habit of not building on the cultures they have established, if they both to establish them at all. There's a lot you could do with witch elves, in theory, but GW just never bothers to flesh them out.

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Wanted to get a thread going about calendar megadungeons. Some blogger made a thing about it a couple years ago but it's existed for much longer.

The premise is simple: You write a dungeon room every day. Each month of rooms make up a floor of your dungeon. Never skip a day, but you can go back and edit as much as you want.

Why? Writing everyday is good for you. Helps you stay creative and exercise your brain. Also, this is deceptively challenging. If you've written a lot of dungeons or mega-dungeons before, you may find that this forces you to stretch some creative muscles you'd forgotten about.If you've never written a mega-dungeon before because you found it too daunting, this breaks it up into little bite sized chunks.

Some variations that people seem to like:

Each week's rooms are a cluster and directly tie into each other. Layout can be whatever you want.

Draw your rooms directly on a calendar so that the rooms vaguely fill the space (see pic).

Write a room 6 days a week and then use the 7th to design a unique monster, faction, or artifact that ties into the cluster or one of the rooms you wrote that week.
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>>97677775
>It's hard to write enough stuff to fill a dungeon this size
>writes 5 rooms in one

Retardation or power move?
>>
>>97660060
It helps me to have an end date. How long do people typically do this for?
>>
>>97678877
You can set your own end date, I am going for 6 months personally, a lot of older versions of this were 6, 8, or 12 months. The "dungeon23" thing from reddit that someone referenced upthread was 12 months.

>>97678786
I am definitely more retarded than powerful
>>
>>97678877
it can be whatever you want in a game of pretend anon
>>
>>97677775
gay, stupid, and you missed quads. God does not approve of your shitty contribution

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>What if my Tiefling/Half demon/Succubus was good?

lamest shit ever with no verisimilitude, should be banned from the table and games
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>>97675609
It was a tournament, and nobody died because it was semi-friendly. I think the biggest reaper related drama was somebody saw somebody's pantsu because somebody insisted on floating everywhere while wearing robes.
>>
>>97669990
Wait... wasn't this thread pruned already?
>>
>>97670616
There is an entire book series where he's the main character.
>>
>>97676199
Why would you expect the jannies here to ever do their jobs?
>>
>>97676199

This thread doesn't look that bad since it is about pointing out how subverting background expectations is older than dirt.

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Work in Progress, "Working for the Weekend" Edition

>Full-on /WIP/ OP Links Pastebin
https://pastebin.com/BE42AEcD

>WIP Tutorial Images Mega
https://mega.nz/#F!TvQFCaLb!w8WZKCcOsTRasxrI0JWezw

>Saint Duncan's "Six Things I Wish I Knew When I Started Painting"
https://www.youtube.com/watch?v=ufP8ka3KGno

>Saint Duncan also explains thinning your paints
https://www.youtube.com/watch?v=wxWgsqSf74s

>Paint thinning 102

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>>97680962
afaik, drying time depends on the oil paint composition assuming you are thining with white spirit

i have seen recomended somewhere to let the paint sit for a few hours on a piece of paper or cardboard so the actual oil gets sucked into the paper, less oil = less drying time
>>
>>97681044
>i have seen recomended somewhere
Yes, you should always do that with oil paints if you want to speed things up. ~2 hours on a piece of cardboard is generally enough. This is especially needed if you are using something like AK/Abteilung oil paints, since I've found they tend to be a bit heavy on linseed oil.
>>
>>97681044
>>97681069

Well, thanks for the suggestion, will do that then.
>>
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Sloppily painting some quad batteries. The actual turrets are gonna take a while
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>>97678753
I just remembered something.

Can mod Podge can a total replacement for PVA glue?
Like water it down for sand basing and water it down further as a seal to prevent sand from coming off?

And I learned of Mod Podge Ultra Matte and from my searching it only comes in spray bottles in Canada at least.
Since it says brushing on is an option, I'd rather replace the nozzle with a squeeze bottle nozzle.

Has anybody bought the alternative replacement nozzles for Pro Acryl's paint bottles? Will those work for the Ultra Matte Mod Podge spray bottle so I can just squeeze a little out and use that for basing?

Or like I said before is the mod podge matte like Ak Ultra Matte so it is unnecessary to worry about the difference between matte and ultra matte when it comes to mod podge?

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DLC-4-RT-CRPG Edition

>RPG Rulebooks
https://rentry.org/40kRPGLinks
>Homebrew Collection (Feb 2025)
https://rentry.org/40RPGHB
>WANG/Imperium Maledictum News
https://cubicle7games.com/blog/warhammer-40k
>Bestiary, armoury, weapon quality and NPC database
http://www.40krpgtools.com/
>Dark Heresy 2e Character Creator:
https://apps.ajott.io/dh2chargen/
>General 40kRPG Encyclopedia
https://www.scholaprogenium.com/
>Offline Combined Armory (v6.48.161023)

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>>97675651
Old lore? What passes for commerce is restricted to the wealthy and powerful. As a regular citizen, you don't have the time to engage in leisure nor the money to pay for it. The tithe comes first. You will be worked until you die or literally collapse from exhaustion, illness, and/or injury, and then you'll be converted to a servitor so that they can get some more work out of you. When you're finally dead or busted up beyond repair, someone else will replace you (maybe as a servitor with some of your old servitor hardware) and your organic remains will be recycled for nutrients. In most cases you'll endure this existence with a smile because in your mind you're doing it for the Emperor, and as bad as this is, it's far better than what He's protecting you from. As an individual, you're as valuable to your planet as a droplet of water is to a modern day household - you come in, you do your job, and another droplet follows right after you to take your place when you've been spilled, flushed away, or evaporated. This is the original "you will not be missed," from the original grimdark days.

In reality, a good chunk of your daily drudgery is supporting the comparatively opulent lifestyles of those above you in addition to keeping the Imperium going, but they're not going to tell you that because you're going to pay for their lifestyles one way or another and frankly, you'll be happier overall if you don't know why you're being made to do what you're doing.

All that having been said, Inquisitors are gonna inquisit. If you need your players to have time off, then they got time off. Who knows what sort of schemes an Inquisitor might be up to?
>>
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I put an update to Colonies into the MEGA.

Colonies Full v5 (Anarchy in the Galaxy Chapter 4)
https://mega.nz/folder/ouxCVIJD#ZdGQx36Dg4I3GfM7-kyoYw

Changelog:
-Added House of Korst'la Colonies in preparation for Project ND
-Piety now adjusts Calamitous and Fortuitous Events by half its value. It was too easy to maximize Piety before and get one's pick of Fortuitous Events. Now, building into Piety requires investment.
-Changed the Satrapy Special Representative Base Facility into the Satrap's Court. Instead of shifting stats around, which was annoying early game and useless late game, it improves Outposts now.
-Sector Monetary Fund and Servitor Reclamation Bay changed. They were previously failstate wonders before, and basically useless to everyone except, ironically, Orks. SMF now boosts Colony Profit Factor by 25%, and Servitor Reclamation Bay reduces production cost of all buildings and units by 2, in addition to their failstate effects.
-Drukhari colonies adjusted to take into account updated Drukhari classes in The Fringe is Yours
-Added the Assault Ramps mass combat technology, a new Tier 3 technology allowing infantry mass combat units to perform actions the round they embark or disembark from a transport vehicle.

As time goes on, I intend to remove the "example units" and point to a Mass Combat Index I am working on for my games. It's not in a finished state yet. It will have all factions' units as a quickref guide for mass combats. Currently Necrons, T'au/Kroot, Drukhari, House, Squat/Votann, and Old Slann units are in there. The Adeptus Astartes Fortress Monastery special base facility / wonder is going to get an update once mareens are added to the index, and there will likely be a few new special facilities / wonders added as my players test new stuff out.


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>>97678536
The Saturine I actually have the most justification for because I specifically note they found it in one of the Arks of Omen when it was close by, all the others are author fiat disguised as lucky finds. If forge worlds still make contemptors I can fudge that.

>>97678557
There’s about seven forge worlds in their jurisdiction and they prioritize heavy industry since due to their purpose as a chapter, if that effects anything
>>
>>97678897
>The Saturine I actually have the most justification for because I specifically note they found it in one of the Arks of Omen when it was close by, all the others are author fiat disguised as lucky finds. If forge worlds still make contemptors I can fudge that.
I suppose... that could work. Though it may be hard to justify making it. My point still stands with all the other dreadnoughts. Unless you want your chapter to act a bit marines malevolent-y or minotaurs-y and steal it from other chapters.
>>
>>97678905
So far all the other ones are fortunate finds from nondescript legion caches or obtained through rogue trader elements in the area that get them from “places”, although I did have a big epic war between them and the iron warriors a thousand some odd years ago, and if anyone would have viable salvage it’d be them

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FATHER OF TOXIC GAS AND CHEMICAL WARFARE
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>>97669444
Great War was solid but they havnt been good since The Last Stand album. That music video of some napoleonic miniatures game was really cool though. Art of War was their best album and they will never ever top it though. Shoutout to anybody that was at the House of Blues in Boston show in 2018.
>>
>>97667592
actually i just wanted to make the sabaton joke
resin printers are cool and good
>>
>>97676717
Yeah, do it in your shed or set up a grow tent on your veranda/patio or something.

Inhaling a little is probably not terrible, but running that shit right next to you in the office or the spare room and breathing it in for months on end can't be fucking good.
>>
>>97677170
Running in a spare room or office is only a problem if you don't do the grow tent or set up an extraction fan that pulls directly from the hood out the window, which is what they expect people to do anyways and why so many newer printers now ship with a panel that can be removed so an exhaust hose/fan combo can be attached.

Definitely don't run it next to your bed with the hood off, running a huge print overnight in a sealed room, but you don't have to treat a resin printer like a toxic waste dump site if you're taking all the proper safety and cleanliness precautions
>>
Not only do I run my printer in the same room as my pc, with a bathroom exhaust fan as the only ventilation, but i also periodically re distill the methanol i use to wash prints with and just leave the sludge outside in a bucket

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>change paint name
>keep the same shitty pots

Fuck you get fucking droppers.
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>>97674997
>but from personal experience they're shit for cloth and flat textures and any larger part of the miniature where the staining might show up noticeable. They will not replace traditional acrylics.
This is true if you paint with them in the same way as traditional acrylics, but if you learn to paint with them in the way they're suited for with specific brush and application techniques you can see results equivalent to a good-but-not-amazing base/shade/highlight/specular highlight paintjob and only need to do the specular stage in addition, with significant time savings.

Whether that's worth doing if you already have a perfectly sound grasp of painting with traditional acrylics is up to the individual - I have noticed that a lot of the younger lads at one of my local clubs who started with Contrast and started following "quick ink" tutorials when they started trying to improve beyond the "slap it on" stage we all begin at seem to have a much easier time making their stuff look good than the old gits in my age group, since we have to essentially unlearn most of our habits and assumptions before learning how to do it properly.
>>
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>name the paints after warhammer to ride the coattails of warhammers popularity
lol
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>>97671336
Paint pots can have genuine advantages over droppers when they are designed properly.
The key words are "designed properly" here.

GW's paint pots are far from a properly designed paint pot. And they're also arguably the most popular brand of acrylic paints in the wargaming market so them being the first makes most wargamers assume that paint pots suck when in reality it is just GW's design of paint pots giving paint pots in general a bad reputation.

Pic related is a Tamiya paint pot. In my opinion the best designed paint pot. Because I don't know of any other company making models and their own acrylic paints to go with them in paint pots.

It looks better designed than GW's paint pots and has a screw cap lid that most likely eliminates the problem of acrylic paint gumming up the back of the paint pot that GW's paint pots have which prevents a proper seal.
Granted I've never used Tamiya's paint pots so I don't know any disadvantages of them other than them being made of glass so maybe dropping them means broken glass to clean up.
>>
>>97678868
The downside with screwtops is that they're really best suited for pouring paint out. Ideal for Tamiya et al, where you're pouring it into a mixing cup to thin down for airbrushing, but if you just want to get a little glob of it to put on your palette, a fliptop lid is a lot more convenient (or better yet, a dropper bottle!). There's a good reason why the Citadel screwtops didn't last more than, what, 3 years? And the only other mini company I know of who used screwtops for their paints was Target Games
>other than them being made of glass so maybe dropping them means broken glass to clean up.
It's pretty thick glass, especially at the bottom, you'd really have to go out of your way to smash it even against hardwood or whatever

What are your thoughts on the comfy fantasy starter village trope?
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>>
https://www.youtube.com/watch?v=Yfq0Zwasiv8
This is great comfy music
>>
>>97678334
Also this: https://www.youtube.com/watch?v=gkE5KQsK56k
>>
>>97530523
>>97541399
Do you remember where you found this map? I'm trying to look around for a version without a red line. I checked the world anvil link and the map in that is different to the one posted in the image.
>>
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>>97530523
>>97541399
>>97678581
To add onto my previous post, I think I found the original image without the annoying red squiggle if you or anyone else would like it.
>>
>>97678675
Nice!

The last thread hit bump limit. Let's make this a good one. So what are you working on?

>Why should I homebrew?
/tg/ products are fairly unique in that it's actually pretty simple to make them these days, with a plethora of products to assist in making and playtesting your game. Making your own games helps understand why games are made the way they are, as well as being fun to do.

>What you should post
Ideas for games, games you're currently making, updates to your own games in broad strokes, and any homebrewing for existing products that don't get much attention. Discussion about the above is welcome. Post good, be good, and look over others products, they care if someone looks more than anything.
Had to remake the thread

>Resources for the aspiring developer
>https://anydice.com/ (A fantastic resource for checking probabilities)
>https://miro.com/ (A online whiteboard with tools to help organize yourself)
>https://www.notion.so/ (Similar to the above, but in a bit cleaner format for those who work in larger teams)
>https://rolz.org/ (Impromptu playtesting at its finest)
>https://www.youtube.com/user/georgephillies/playlists (Game Design Lectures)
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>>97677282
I suppose the general "Do the rules make sense?" question apply.

But with Zoids, looking at just the combat as a miniatures war game, does it seem enjoyable?
>>
how do I make a game when I'm burned out
>>
>>97678699
take a break. go eat some ice cream. go on a walk. do something else for a while
>>
>>97678716
it's been two years at this point. It's not something that just happened
>>
>>97634074
>>97606155
You might start by writing up all the different rooms or encounters you want to throw at the players and then map them out visually. Once you have a physical layout it should be easier to chain together progressive rooms and how each one might lead to the next. If the whole tower block's security system is going haywire, you don't necessarily need a rigid key+lock system since (for instance) fire might make one area inaccessible from a specific direction but approaching from another direction is possible because the fire's already burned down or taken out a wall. This way you could have stuff like "find some explosives" to get through a locked door instead of "you need the blue keycard to access Level 2 security doors".

Another approach would be to design the scenario your players are going to be in from the perspective of a normal day. Build out the apartments/barracks, armory, common spaces, security offices, etc. as how they looked before things went crazy and then decide how to block movement from one area to another. This allows you to design a regular keycard access system that functions logically and then as you design the things you go wrong, you can "break" that logical system as you see fit.

What are the gods and goddesses like in your settings, and what advice do you have for designing deities for one's own original settings? And what about other settings who you feel do a great job with their gods? I want to make my first original pantheon instead of just sticking with picrel or copying an existing one like the Olympians, and I have no clue where to begin.
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>>97666781
All of them, anon. Go google it if you're interested.

Here's the hebrew: https://biblehub.com/text/psalms/96-5.htm
In Hebrew, the word is Elilim.

You can find the Septuigant's Koine Greek here:
https://www.studylight.org/interlinear-study-bible/greek/psalms/96-5.html
The word has been rendered into Greek as "daimonia."

Elilim does not translate to daimonia. That's a really bad translation that's made because of the dogmatic convictions of whoever authored that part of the Septuigant. Elilim does not mean anything close to "demons." Go look at whatever reputabale biblical hebrew dictionary you please. Elilim means "worthlessness" or "idols" at the very-closest. It absolutely does not mean "demons." You will find zero reputable sources--flatly none--sources that trasnslate it as "demons." Not a single scholarly source, anywhere, ever, will translate elilim to "devils" or "demons." None of them.
>>
>>97666781
>>97666917
By the way; If you wanna move the goal posts and pretend you weren't defending the really bad translation of the psalm as being about "devils," and were only talking about the fact that the pentetuch isn't monotheistic? That's fine but it's a much longer conversation. I'd suggest you start by educating yourself. I already posted a really great source for that: Smith's "Early History of God." But spoiler alert? If you're under the impression that Yahwhistic religions are and always have been monotheistic? You're in for a world of disappointment. Monotheism was invented in the 17th century to distinguish Christianity from Judaism and Islam. It's not what you think, and it's absolutely not what early Jews and Christians believed.
>>
>>97666992
Oh and by the way: the author of that isn't some "atheist tard." He's a Catholic with degrees from Yale, Harvard Divinity School, John Hopkins and the Catholic University of America. He's taught at Princeton Theological Seminary.

These aren't conspiracies and they have nothing to do with "gnosticism." It's just what happened on planet Earth in the past.
>>
>>
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Frenopolis is a gamified tetragrammaton clothed in the memetic zeitgeist.

https://www.youtube.com/watch?v=ekU3T9M3E9I

- 3 new ~45 card demo decks
- playmat condensed
- card/effect weights rebalanced
- card templates redesigned
- effect syntax symbols made in custom font
- win condition replaced and simplified
- new card effects
- dedicated story card type removed
- memes now use the old story symbol
- swingyness/volatility of gameplay greatly reduced
- overall gameplay significantly simplified and streamlined

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>4 of each of these
3 of each
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basically, you just want to remove the other player's cards via combat, or even better, attack them directly, while preventing them from doing so to you.

there is a back an forth of this until a player builds enough momentum to overcome the other player.
>>
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>>97678689

the most basic way to play this is to play only using the combat system:
(print 3 of each of these per deck)
>>97667986
>>97667997

then you'd only need the playmat and picrel rules.

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How terrifying is an orc for your average peasant farmer?
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In my system, an Orc can barely be scratched by regular weapons. So very much
>>
>>97674229
You mean like Comanches?
>>
>>97670669
I, like many DMs, tend to balance EVERY encounter to the level of the players, just like many computer games do. So, the orc (PC or NPC) is ALWAYS the same level/power/ability of the peasant farmer (PC or NPC). Both could be level one or level 20, it doesnt matter, they ALWAYS match. If one levels up, so does everything else. You may point out that this means leveling up is useless, but, it's how most RPGs work.
>>
>>97674883
It's how Elder Scrolls IV: Oblivion works
>>
>>97674883
Hello fellow RPG DM, what do you do when the players notice this and ask why the Dragon is a threat to the villagers when they noticed none of the villagers were hurt in the Dragon attack because obviously like most RPGs the villagers were equal in power level to the Dragon. How do I cause damage to the villagers enough that they see that it is very important that they go on a quest as a group for RPG fun.

Why do my genasis never get any love? I feel like these guys are made to be tumblr tier OC bullshit that would at least get me something cool in 5e.
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>>97669276
Please post more of it then!
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>>97674656
Fuck off, LL
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>>97669276
>>97674656
>>97665794
Do you ever get tired of replying to yourself?
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>>97674930
He hasn't for the past 6+ years
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A friend wants to teach me Magic: The Gathering in a few days, but the catch is I want to mess with him. I want to know enough to know how to unexpectedly beat him while he thinks he is merely teaching me. I know nothing about the game beyond very basic ideas of what each color does. My friend tends to gravitate towards blue and knows the game very well in general like a walking dictionary. He said he wants me to play a black and white build of his. However, I may be able to change it up because I might be able to convince him to let me look at his cards and pick a different deck of his.

My questions are:
>How can I learn the game well in a short time
>How can I surprise him by winning?
>If I can change the color(s) of the deck, what should I change it to?
>Is there any particular cards/builds/strategies that you use to beat very knowledgeable players?
3 replies omitted. Click here to view.
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>>97673769
First off, the game is easy. The basic strategy is to attack your opponent with creatures to bring them to zero life. Their job is to prevent you from killing them, via blocking your attacks with their own creatures, using removal cards, or having better creatures and killing you first.

Each color has access to specific abilities. You'll learn that blue can draw cards, white exiles cards, black destroys, red burns, green generates mana, etc.

The pro way to play is to have a game plan, a concrete strategy for how you will win. Not just hoping for the best but knowing what will possibly happen.
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>>97673769
mtg is database mgmt, that's about it.
Things you need are
>card draw
>damage
.economy aka mana
>stopping other players card draw, damage and economy
Have enough card draw and economy to do the other two things. Don't get caught up in elaborate plans or combos. Kill the other guy. The best way to do this is to prevent them from being able to play their cards at all. Whenever you can trade at a ratio that is favourable to you, do that. If it takes 2 cards to remove 1, who wins?
>how surprise
You probably won't. A lot of it is based on memorization of card abilities and then recognizing those equivalents with new art every few months. Its just a time sink so nerds can feel good about themselves for basic memorization.
>change colours of a deck
Not really how it works. Learn how to play the game first. RTFM.
>how beat knowledgeable players
$$$ and time memorizing. Magic has been pay to win for ages.
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>>97673769
I am dissappointed in other anons for not even asking which format you'll be playing to begin with.
So that's my first question.
Other than that, getting the decklists would be ideal but might give away your intention and make your surprise victory less savory.
The color alone won't be enough to gauge his strategy. What you need is the archetype and maybe possible winconditions he's going for.
Perhaps he dropped something like that before? Maybe ask him what his favorite/best/most useful card is. We might be able to infer something from that.
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>>97676589
The format will be kitchentable (standard but with old and new decks)
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>>97676589
>dissappointed
disappointed


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