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How to roll dice: "dice+2d6" without the quotes in the email field rolls 2d6. "dice+5d42+23" rolls 5d42+23. "noko+dice+2d6" rolls 2d6 without showing the roll in the email field.

In the rules department, you can look at http://www.4chan.org/rules - all global and board specific rules are in full effect. Apart from that, only two rules are important.


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Please post all quest threads on /qst/


Quest threads that are posted on /tg/ will be removed.

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>Google Drive

>Jumpchain IRC Chat

http://pastebin.com/Gqj3iKyn (embed)

>How to Jumpchain

>Last Thread
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No but I wish that they were. Cannons!
Petite to large
These "normal" ones are already pretty large. Works for me.

Anything beyond "large" is just grotesque tho.
Hey, if it makes you happy, I don't mind. Could be a helluva lot creepier.

I think someone mentioned trying out Dwarfs a week or two ago? No one should be doing Empires yet tho.

Mm, sure. Maybe you're just really talented or got some sort of time accelerated training instead. You won't have the experience or connections but you'll get the boosted perks.

It does.

Not physical training but it can indeed be used to master skills or knowledges, since you retain knowledge that way. You could probably train anything purely mental or spiritual that way too.
Unfortunately no, Cats is working on Kislev and Val is doing Amazons though.
Moar Warhammer jumps!

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What are the worst systems or tabletop games you've ever played?

Maybe there was one game that didn't seem to click mechanically for you. Maybe there's a system out there whose fluff is a complete mess according to you. Maybe the rules would start make sense if only you had a PhD in a pscific field... whatever the reason, share it here.

Personally, Age of Empires III: The Board Game was pretty bad: it was an attempt to mix Eurogame mechanics with Amerogame ones, but the end result was a game where the winner was whoever had the luck to draw tobacco first and place a missionary first.

[Pic, obviously, unrelated]
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Anon, it's so different from Cypher System you obviously have no actual knowledge of the game.
Tzol'kin is completely miserable and poorly balanced with fewer than four players, in my experience. I'd really like to try Keyflower but haven't had a chance yet.

Mushrooms + TRoS dick stabbing arena actually sounds like a hell of a time.
>LotFP is just dreadful. The art, mechanics and tone jumps all over the fucking place for the rules and modules. It felt like it wanted to be adnd, lovecraft, historical sim and lotr all in one and got stuck at the junction.

Yeah, this. Like I got the manual and I can see why people recommend the system for OSR but wow, jumping all over the place indeed. Also lol at being sold as "weird fantasy" and "pushing the boundaries" which always translate as "the same ol' gorn you had since you played Kult in the 90s." Like sure, if you enjoy it go for it, but stop calling it weird ffs, it's been done to dead.

Speaking of a game that was all over the place. I do have fond memories of playing Kult (1st ed). But being a game of the 90s had this awful thing that putting everything and the kitchen sink in it. Is a weird terror game where you can play martial artist that can do flying kicks. Yeah, it's about terror with gnosticism and they had a section for martial arts rules just because.

And I do, really do want to like Heavy Gears rules. But lol Dex being UberGod stat and why do you have skills that are basically a requirement for just staying alive (I'm looking at you, combat senses) and not give some default value to all characters.
So combat is like Dark Heresy? That's a good thing, there should always be more ways to not get hit
Which DH, 1 or 2? I'll agree with saying 1 is shit cause it is, but I enjoy 2 a fair amount

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Your character was sent with colonists to settle a new place but all the good spots to set up a colony are densely populated by nymph feyspeaker druids who refuse to let anyone else on the land and waters.

How does your character resolve this?
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Set up in one of the average spots? I'm not going to start a war with the fucking Fair Folk, least of all before we have a foothold in the new land. No, just make do and send word back to the King.

>ackshyually they don't want anyone on or near the mainland at all, and your mere arrival has sparked military action

The Fae got BTFOed by men with steel tools, they can get BTFOed now.
he has a sneezing fit, because fucking allergies
roll to seduce
>Last character was a fae-pact warlock with a wide "strike zone"
debauchery. Lots and lots of debauchery.

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Who had the better armor?

Last thread: >>58035443

Fantasy Flight Games’ X-Wing and Armada Miniatures Games
Fantasy Flight Games’ Star Wars RPG System (Edge of the Empire/Age of Rebellion/Force and Destiny)
Other FFG Star Wars Tabletop (Imperial Assault, Destiny and the LCG)
FFG Dice App (Works with X-Wing, Armada, the FFG RPG system and Imperial Assault)

Older Star Wars Tabletop (d6, d20/Saga, etc.)
>http://pastebin.com/wXP0LdyJ (embed)

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Actually walkers were said to be a response to the deficiencies of tanks, namely in the prevalence of anti- tank mines and their ability to scale structures.
It's an apples to oranges thing, really, since the walkers we see don't really fill the same niche as an MBT. A Saber, for instance, would be superior at close-quarters brawling and frontline combat than an AT-AT or AT-ST. The AT-AT lacks agility and close-range defenses and is most effective deleting rebs from afar while the AT-ST lacks the armor to take hits for the squishy meatbags behind it.
Couldn't those also have been solved by Hovercraft? And before you say Magnetic mines, magnetic mines could also target Walkers.
>scale structures
Can most walkers climb? I was under the impression that AT-TEs were the exception since they were relatively lower and wider compared to most other walkers
repulsortanks would not have been able to penetrate the theater shield would they

I thought that was one of the reasons walkers were common, they're immune to theater shields and less affected by ion weaponry

Has there been any fantasy fiction written in the swords & sorcery style in the past, say, 30 years? Stuff with action, violence, and treasure? Or is it all just ponderous Tolkienian epics?
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Came in to recommend Gemmell.
Nasty, brutish, but not short.
It's excellent.
What makes a work pulpy swords and sorcery vs dry "high" fantasy? I don't actually know the distinction.
Read Conan and you'll know.

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"Fuck your melee champion" edition.

Post your models, rulebooks, terrain, or whatever.
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WD list is confirmed. cards and dice, i have no idea.
I would assume the White Dwarf releases won't get new cards or dice.
Also, I really think it's shitty that Tech Override isn't a ZM only card. If you're playing 3d and drawing randomly, it's a dead card unless your opponent brings booby traps.
So do bounty hunters/hive scum come with their equipment included in the price or do you pay the base 30/80 credits for the model and then the equipment on top of that?
Because if it's the latter, why the fuck would I ever do that if I only get to use the guy for one game and pay 100-200 credits for it?
either way my group is going it's only the 30/80. The special characters fucking ridiculous for the price in a single game in a campaign. We are talking 100cred for them

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Welcome to /osrg/, the Old School Renaissance General! Here we discuss editions of Dungeons and Dragons from the TSR era, as well as retro-clones of those editions and other games and material compatible with them. We also shitpost vigorously

>Tools & Resources:
>Old School Blogs:
>Previous thread: >>58031728
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Yeah, 2e Psionics like Dark Sun are cool. OD&D and 1e Psionics are bit more unpalatable.

It's a joke based on the fact that almost no one used Chainmail with OD&D and even after Gygax bought the rights he still abandoned the rules to expand the alternate combat system.

Delightfully GURPSesque

Escape from New York
Mad Max
Judge Dredd (the comics, especially the Cursed Earth arc, and both movies)
Neither of those movies are similar to Gamma World.

Can't run DCC stuff with OSR systems, can't run OSR modules with DCC. Somebody a few threads back attempted to convert a DCC module to OSR standard by the seat of his pants and it was a nightmare.
It's a pretty terrible idea unless you significantly change the system. So let's take a starting character with a THAC0 of 19. Let's have that character strike at a guy in chain mail. That's 19 - AC 5 = 14 or over to hit, a 35% chance on a d20. On 3d6? 16.2%. Less than half as likely to hit.

But what happens if that guy has a shield? 30% chance on a d20, but only a 9.26% on 3d6. Less than one third as likely to hit.

Okay, now what if we're looking at a guy in plate mail with a shield? 20% chance on a d20, but only 1.85% on 3d6. Less than one tenth as likely to hit. And so your fighter becomes almost impervious to orcs and goblins.
Love the modules. The game seems fun, but I've no desire to run it. Would play in it if offered though.

The Only Redesign That Matters Edition

Previous Thread: >>58011325

A thread for discussing the 'Star Trek' franchise and its various tabletop adaptations.

Possible topics include Modiphius' new rpg 'Star Trek Adventures', WizKids miniatures game 'Star Trek: Attack Wing', and Gale Force Nine's board game 'Star Trek: Ascendancy', as well as the previous rpgs produced by FASA, Last Unicorn Games and Decipher, the Starfleet Battles Universe, and the Star Trek universe in general.

Game Resources

Star Trek Adventures
-Official Modiphius Page (Rules, FAQ and Player Resources)
-PDF Collection

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Stay in the catgirl threads!
Is that what those are?
Fair enough, glad I've been talked out of it.
And I am so, so ready to buy it.
Very safety-conscious hobos, and ones prone to losing their shuttles at that. The Delta Flyer is smaller than a runabout and I don't think those have escape pods.

The Dauntless is really tiny, but I guess the Defiant is too and it has its own shuttles. Still, while it needs some kind of non-transporter transportation, limiting it to some kind of ultra-space-saving version seems like a cool idea.

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>Warhammer TV Tip of the Day:

>FAQs, Errata, and Designer Commentary:

>Main Mega:

>Other Megas:

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Your distance between enemy after deep strike is supposed to be more than 9" so like 9.1".
However for a successful charge you need to be in 1" of the enemy, that's why you need to roll only 9 on the charge instead of 10.
Cool, thanks!
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I want this. kinda
>Hey Alpharius, do you think Alpharius actually knows the way?
>Dunno Alpharius, he told me the stick knows the true ways
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Working on some Carcharodons as always. Shitty pic of the basecoat stage, as always.

What are you guys working on?

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I've been absent from Magic for 12 years and just decided to check up on it now, what happened to the game I used to love? It looks like yet another pillar of nerd culture that's being dumbed down for the cool kids, just like what's happened Marvel, Lord of the Rings, Star Trek, and Star Wars.

Gameplay of MTG seems super dumbed down; as Planeswalker cards now just do all the work for you after turn 4. The game itself no longer even seems to be the top priority; now it's about wannabe entrepreneurs; the frat boys don't play or own a game store, but just look at Magic as a get-rich quick scheme. And this new logo symbolizes everything Magic has become; another once-great pillar of nerd culture that has been sold out to normies. Next thing you know; you'll be seeing shitty pop culture icons like Taylor Swift and Justin Beiber talking about Magic. This happened to Marvel, it happened to LoTR, it happened to Star Trek, and it happened to Star Wars. We don't need the football team to beat us up anymore; greedy corporations like Disney and Hasbro, as well as crony Hollywood directors like Peter Jackson and J.J. Abrams, are doing it for us now.
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Probably a plus-sized black trans woman LOL
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This is true because if you've ever heard him talk you'll hear it.
We had a tranny in Gatecrash didn't we? She was never played.
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But Jace is already a trans. She's Jaina (mage from Hearthstone) after her operation.

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oc ples
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I can't remember what this is supposed to be, can anyone help? All I can think of is Zatch Bell for some reason.
I think it's a reference to sonic.
Ah, thanks. It's been forever since I last touched SA2.
No problem anon.
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Traveller is a classic science fiction system first released in 1977. In its original release it was a general purpose SF system, but a setting was soon developed called The Third Imperium, based on classic space opera tropes of the 60s, 70s, and 80s, with a slight noir tint.
Though it can support a wide range of game types, the classic campaign involves a group of retired veterans tooling around in a spaceship, taking whatever jobs they can find in a desperate bid to stay in business, a la Firefly or Cowboy Bebop.

Library Data: Master Archive, snip DOT li /Traveller
Galactic Maps:

Traveller General Homebrew:

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>>Fair enough Anon.

I'm not saying I like it. I'm just saying I understand it.

>Is there a 'Simple Forces' equivalent of the GURPS Ground Forces rules, only to make Air Forces?

There's COACC for MT, but I haven't looked at iti n years so I don't know how simple the combat system is. Knowing how complex building anything in MT is - GDW used Striker as a model - I wouldn't bet on it being useful.

The GT:GF system was based in part on GURPS3e's mass combat system. Maybe those would be worth a look? IIRC, 3e's Compendium II has the mass combat system, including how to rate units, all in one place.

I don't know what the meme is, but the German third party robots book is much easier to use than the official Mongoose (or Classic) supplements.
(Classic's JTAS version of Robots is pretty good, though.)
>(Classic's JTAS version of Robots is pretty good, though.)

That's a good one too. Book 8 is too fiddly.
The only use I see is decorating a wall with the blueprints. I'll pass.
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Rate my deck(plan).

I'm starting a mini-campaign Tuesday with my podcast group. We're all new to the system except for one guy who's followed the game since Classic. I plan on the DMPC giving them a space jalopy with a jump-4 engine for deep space exploration reasons.

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"Fucking weird" edition

Previously: >>58018876

>Latest News:


>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 decks strategy and card choices.

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>blue and white
You might like Dragonlord Ojutai. He's a pretty straightforward commander that lots of people overlook. If you can find ways to give him vigilance or double strike, he's even better.
no, it's not as good as rude awakening. It's a 1/1 that has to tap and only affects forests. If you have to have this effect on a creature play Kamahl
Call me a pleb but I really like those shooting star promo basics that they reprinted in the last two waves of Commander precons.

Aside from those I like looking for basics that fit the theme of my deck or my commander. Like Innistrad and Shadows block lands in Edgar, or specifically Golgari and maybe Jund and Shadowmoor forest and swamps in pretty much any GB graveyard deck.
>want to build more with white as a support color
>realize I have barely any of the white staples
or you could just play early harvest/rude awakening/any mana doubler. All one card often with added utility instead of a combo just to get double your mana.

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