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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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ITT: Games ONLY you played
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I have similar stories to yours with several card games that never took off and are now lost and forgotten.
The most notable one for me was Star Quest, a space-themed one from '95. I had a bunch of cards for it when I was a kid and thought they were cool as hell. I doubt that I ever played it properly though.

Similarly, the Wheel of Time card game which came later and involved a bunch of blank dice you had to put stickers on.
Oh hey, I remember that! Wasn't there a catgirl expansion?
No idea. I only had two of the characters. Apparently they made an iOS version
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I am the czar of old shit dead games.

GI Joe game. iirc, it was similar to a turtles game, that was basically glorified War.

This game was trash.

You're invited to my birthday party. We'll play spycraft and battletech.

If you haven't seen the MTG themed relaunch, it's pretty decent.

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>If you haven't seen the MTG themed relaunch, it's pretty decent.
The who the what now?

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It's been far too long without a good read, /tg/, so let's get some greentext stories going
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Whoops, shouldn't drink and post.
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Seriously, what the fucking fuck is this.

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Discard edition!

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

>Hi-Res MSE Templates

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

>Read this before you post cards for the first time, or as a refresher for returning cardmakers

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Ideas for planeswalker removal / utility stuff.
I'm trying to make a card that grants an effect based on what color of mana was spent to activate an ability, but this shit is wordy and fuck and I can't figure out how to write it accurately and keep it short, if possible:

Whenever an activated ability of an artifact you control targets a creature, you may have that creature gain one of the following abilities until end of turn depending on what color of mana was spent; if W first strike, if U flying, if B deathtouch, if R haste, if G hexproof.
>So the idea is that evoking the card would just cause your opponent to reveal their hand? Does it work as worded?
Yes. It's a continuous ability so when the evoke-sac goes on the stack, players get priority and you get a chance to see their hand.

>Changed Overseer to a 1/3.
That still doesn't let it survive blocking a big thing, which is the only way deathtouch lets it enable itself. I don't want to repeat myself but I'd rather this have some ramp ability to enable pinnacle.

>Rot's Claim
"You gain life..."
>Primal Contest
"Target planeswalker deals damage equal to the number of loyalty counters on it to target creature. That creature deals damage equal to its power to that planeswalker."

"Whenever a creature you control becomes the target of an activated ability of an artifact, if you spent white mana to pay for the activations costs, that creature gains first strike until end of turn. The same is true for blue mana and flying, black mana and deathtouch, red mana and haste and green mana and hexproof."

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>That's the best I can do.
Seems good to me.
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I realize that this being modal means it's got the standard utility which makes it "fine" at common (read: not a dead pick against a PW-less deck) but I can't see WotC printing PW removal at anything but rare in the foreseeable future. At least, I'm looking at Gatherer here and not seeing it, and I had to double check because I dunno about either of the two newest sets. I know their general mechanics but not every card, so I had to be sure. Still, it's a good idea, same with the cards they have going now such as Hero's Downfall and all that.

I feel like the U one should be W, given Arrest and whatnot being a thing. B seems fine, and G is really cool, wording aside, which has already been corrected prior.

I take it the indestructible thing is to represent the "doctor" part? It costs the same as the one on my card here, but is obviously more powerful. He''s simple and self-synergizes softly enough in a way that's nice. Also appreciating that you've gone cheaper on your last couple of submissions.

Hm. I mean, for casting instants in your draw phase, or to turn draw spells into ramp, sure, I suppose, though a card in hand is almost always worth more than mana in UR since it usually runs pretty cheap. Still, it's pretty neat I guess, but there are going to be many times where it's not really a good option because you don't have anything you can abuse it with. I guess that's why he's 3/2. He'd be really neat if you had Cycling in your set.

Okay the Mechsuit's ability is cool, but envisioning a suit that makes you smarter and scales off how smart you are is... okay it's fucking silly but it's also comics so I can't even hate. It's also the kind of thing Mr. Nygma would probably somehow manage to fabricate.

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Wez wuz muckin about outside when a whole bunch of new Orkz came outta da ground. We fink itz just sum normal stuff. But dem wuz not boyz...

Boss. Wez got Gurlz.
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yes contained in the same plant,
they would still look the exact same since there would be no need for features we regard as feminin.
But this "plant life" doesn't contain male and female. That's the point.

"What if"-scenarios are fun to think about, but don't act like they ought to be canon just because.
There's no reason why fungal humanoids should look hyper-masculine and adhere to hyper-masculine stereotypes either.

It's a ridiculous scenario already, it isn't made any more ridiculous by having some of the orks have tits.
The traits you consider masculine are a necessity of their lifestyle. They must be strong, they must be tough, so being biped humanoids it makes perfect sensse that they resemble strong human men. Remember, the Orks are a genetically engineered sentient bioweapon made by the Old Ones.
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>There's no reason why fungal humanoids should look hyper-masculine
There is, actually.

The masculine form is very functional and powerful.

They're brutes evolved for extreme violence. Of course they're going to resemble humanoid males rather than females.

>It's a ridiculous scenario already
Can't really disagree with that.
>it isn't made any more ridiculous by having some of the orks have tits
But I can disagree with that.

As much as I love brutish green amazon chicks, I'm not a fan of screwing with already-established lore.

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Last thread >>52838168

Archives and other resources: http://pastebin.com/vrqYhnpu
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Then make it.
>Fighting isn't something that I enjoy to begin with, much less an eternity of such things.
And yet you're playing a CYOA about getting a weapon... Where you going to scratch your back with it?
If you put half the effort you put into saying as much every thread, you'd have already finished making one.
Ehh, there are worse fates.

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Welcome to OSR General.

Daily reminder don't fall for the B/X meme. Know your facts.

Myth: 3d6, 2-for-1 Ability Score Adjustments
Fact: 4d6 Drop Lowest, Re-arrange

Myth: 18 STR
Fact: Exceptional 18/00 STR

Myth: 3 Alignments
Fact: 9 Alignments

Myth: Race as Class
Fact: Multiclassing

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well I posted an idea I had for such a thing up in >>52843760 although I'll admit I'd probably use a system besides LOTFP, as there isn't really much about it as a system that I particularly like over any of the ones I already own in physical format(ACKS, Fantastic Heroes & Witchery, or Microlite 74 all are much more likely systems)
I like it since it is fairly simple and quick to pick up (hell, quite a few of the adventure books are actually thicker than the core book). And I like the idea of using 'our' world since there is so much I can pull on with little effort really. And since LotFP is more 'weird' than anything else, if any of the players ask why the hell something is the way it is, I can fairly logically explain how the world has began to adapt to certain things (such as the rise of magical societies with hints of Illuminati, schisms in the church now encompassing the appearance of demihumans (Otherfolk in my version of the 1640s world) and more.
Running it now. It seems to be working fine. One Pc wants to try and steal the timecube. They have also attracted the attention of Uncle Ivanovich who is stalking them, waiting for them to fall into one of his traps. The Innkeeper low-key tries to work against them while putting up a smiling facade.
What would you guys say about having a special skill for clerics and magic-users when it comes to detect magic and detect evil instead of spells ?
Yes for "obvious" magic, no for hidden treasure.

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>tfw leakanon was telling the truth
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>Been into 40k lore for a while
>Just bought my first 40k miniatures, still in the mail
>Was considering buying space marines, decided I didn't want to be that SPEES MERINE newfag
>Bought SC Militarum Tempestus box instead because the vehicle and commissar looked cool
Guess I dodged a bullet on that one.
>Militarum Tempestus
Y-yes anon, you did
From what I looked into they're apparently shit, but it's still better than the lore and model rape that's being described ITT. I just wanted my cool-looking space soldiers to paint and try to start the hobby with, getting the big bad MUHREENS would be a waste if they're being relegated to second-tier manlets.
no. cuckstodes are manlets
>Except that's literally, unironically true which is why it's so popular and flying off the shelves

[Citation Needed]

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To anyone who's played Double Cross, is it any good? I'm thinking about running it for my group.
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So what are the differences supposed to be between the standard "Core" rules and the "Advanced" rules?
Not really. A prime example of failed game design compounded by incompetent translation.
You gonna tell us why or what? Nobody's gonna be convinced by some drive-by shitpost like that.
The mechanics definitely take some getting used to, that's for sure. I'm sure a dedicated min-maxer could break things very easily but the same is true with most systems.

It's a bit slow to get started but it ramps up quick. Plus it forces people to role play and not murderhobo everything because of Syndrome side effects.
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I had a load of fun with it. It was my group's go-to supers system until we found AMP. It's very very VERY anime, and it takes some real cooperation between players and GM, especially with loises and side effects and stuff.

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Iron Father edition

For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War.
Not the wargame, not Chapter Master, not Space Hulk.

>Why did FFG lose the 40k RPG License?
Because they were bought by Asmodee that caused some sort of licensing conflict.

>Will GW make their own 40k RPGs now?
Probably not. But if they do it will likely be worse than we can possibly imagine.

>Where did the Mandragora Apocrypha go?
The namefag working on it has fucked off to finish it in peace after our autists yelled at him over the unfinished version they found.

Book Repositories (If you're planning to download any Rogue Trader materials, read the .txt file in the RT directory)

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>What are your favorite alt ranks? Are there any you've homebrewed to represent stuff from tabletop, lore, or your particular subsectors' quirks?
I homebrewed a Death Korps Quartermaster class for 1e and Ascension that was a lot of fun. Since my group recently got into 2e, I've been writing a ton of custom Homeworlds and Backgrounds for our homebrew sector.
You would be correct.
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Try eBay.
Off-topic, do you know where I can get a collection of 40k comics? All I can find is Deff Skwadron and I want more.
>believing some retards lies

nigga the OP image has been around since before RT was in print much less BC

Updated OP edition.

> Resources (Crunch, Lore and Warhammer Fantasy Role-play)
WFB: http://www.pastebin.com/8rnyAa1S
WFRP: http://www.pastebin.com/0e6RuQux
Novels: https://mega.nz/#F!9Lw1WIRZ!eKxkOlAQwuZO3_8pHOK-EQ

> We're looking for these novels for the archive

> Alternative Warhammer Miniatures and Manufacturers
Tomb Kings Alternative: https://www.indiegogo.com/projects/tms-undying-dynasties-army-release#/

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>without some investment always looks REALLY shitty.
>pic related

I agree that pic related looks like shit.
Its 40k, there's a low ceiling for how good it can be in the first place.
indeed It's 40k.

*Fire multimelta in the WHFBgrognards*
Holy shit is it real it's even more awful than the actual mini. I can't stop laughing

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Hey, all.

Recently, I've been running a mecha game, with an unusual twist. The story's largely about a conflict between Earth and Mars, with both sides using Mobile Suit-esque giant robots in order to do battle.

The thing is, while the Martian side has a numerically greater force (i.e. they have Zaku-styled Mobile Suits), the Earth forces (the PCs) have extremely powerful machines that run on arcane scientific principles, allowing for abilities like gravity manipulation, vast plasma beams, personal teleportation, perfect invisibility and other 'weird' powers.

The concept is that the players are Apocalypse Knights - i.e. they're shock-troopers, with a small unit (up to 5 very distinct and unique machines) expect to take on and level entire cities by themselves.

I'm just wondering what could be done, game-wise, with this. I sort of aim for the fights to be equal parts curbstomping and tactical - the players are enormously powerful, but they have a really small force. (Their rules of engagement are simpler, since they're being dropped in to raze absolutely everything in their path.)

What could I do to keep this concept interesting? I'm going with the idea that the players are basically conducting massive-scale terrorist attacks, killing people in their thousands with highly destructive weapons (to break the spine of the resistance) before conventional forces flood in to finish the job.

Obviously, I'm going for a very dark, war-is-hell kind of mood here.
Is there any reason why they are still using mechs to fight mechs, when the technology they've developed is enough to kick Martian ass on its own?

What's stopping them from wiping out Mars with invisible warheads, teleporting bombs into strategic locations or the cockpits of Martian mech pilots and whatnot? You've listed a bunch of technologies without realizing that just about all of them making conventional warfare pointless and give the Earth forces a landslide victory without ever having to utilize mechs.
Space Geneva convention

The machines are basically irreplacable. They're running off a unique power source that basically warps the fabric of reality. Also, you need a psychic pilot to power the death-machine - all the PCs are Newtypes.

Also, they don't want to destroy the Martian ecosystem. They want to conquer Mars, not turn it into a disaster zone.

Each of the super-mechs are highly idiosyncratic. All of them only have one gimmick each, and the technology can't be reliably reproduced. They're psychic powers.

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>What is Exalted?
An epic high-flying role-playing game about reborn god-heroes in a world where pants are optional.
Start here: http://theonyxpath.com/category/worlds/exalted/

>That sounds cool, how can I get into it?
Read the 3e core book (link below). For mechanics of the old edition, play this tutorial: http://mengtzu.github.io/exalted/sakuya.html
. It’ll get you familiar with most of the mechanics.

>Gosh that was fun. How do I find a group?
Roll20 and the Game Finder General here on /tg/.

Resources for Third Edition
>3E Core and Splats

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For Earth, an unblockable attack that also gives the Smashing tag effect maybe ? Is there a particular narrative order to the elements ? is Fire the spotlight in it ?

Wood could be a kind of a dodge or parry supplemental or perhaps stealth if it isn't against theme.
This. They spent a ton of time testing and editing, but the devs had no idea how to competently handle the feedback they got, and all too often ended up taking any kind of constructive criticism or suggestions that something wasn't clear as a personal attack.

Hell, I remember when Holden actually defended the book having unclear rules, saying that different groups having their own house interpretations on various rules disagreements was a good thing and it was something he missed in tabletop gaming - that having unclear rules encouraged groups to create their own, which would in turn give them a personal investment in the game.

This was the philosophy of the developers behind 3rd edition. No amount of playtesting or editing would have helped.
>That charm called: Eat the heart of god.

What is this feeling I had almost forgotten? Is that what they call 'hype'?
That's because you are heavily influenced by 2e thinking, were warstriders were a dime a dozen, and mechanically it was a big piece of armor with a lot of bonuses. Not the most engaging way thematically: Exalted needs a lot of things, but gundams in my god-king setting isn't particularly needed.

3e warstriders are unique and priceless weapons that break reality simply by existing, forged in soulfire by binding the cries of nine millions demons, with a heart made of unfate and obliteration. Even seeing one in action can kill mortals in a large radius. They are unnatural, violent, mystical objects representing the epitomes, the apex of Solar destructive crafting. They are a big deal, and that's perfectly fine in my book: that's how it should be done.
What's funny was the absolute inability of that ST to understand that a parry 13 mortal can't exist in the setting, and by creating them wily nilly he was cheapening the system and the world a lot.

His arguments boiled down to 'I am the ST I do what I want', 'I needed to challenge my player', and 'I did nothing wrong: a parry 13 mortal can exist mechanically'. Any and all discussions about the sheer ridiculousness of a parry 13 mortal, how it is impossible in the system, how he should have used a DB or a Raksha or a Lunar or something else instead, and how disrespecting the setting cheapens everyone experience was met by an almost autistic hardheadedness.

Lot of fun we had those days.

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>you and your party encounter the final boss, pic related
>what do you do?
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Easier said than done when you suddenly find yourself a few inches off the ground and being hanged.
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Who says I grab him from the front? A smart hero is capable of finding a loophole in the villain's plan.
Regardless, it sounds like an unprofessional and tactically poor choice- one with considerable liability and would probably result in administrative leave from the SWAT team as well as administrative review and investigation.

I'd give him a good 80% chance of killing a baby just by flailing his legs about and crushing one. I'd give him another 40% chance to have the presence of mind to execute his hostage, one of the baby hostages, or shoot as his attacker/negotiator. I'd give him a 15% chance to have the presence of mind to shoot the rope, which entails a 30% chance he'll shoot the ninja, and a 5% chance he'll actually shoot the rope.

Given those odds, your plan is complete shit. At the very least you should negotiate until you can think of a better plan.

I think you'd be better off blowing his hand off with a high caliber rifle and hoping the windage doesn't implode a baby's face. Permanently deafening a baby is an acceptable outcome if it survives. You'd need somebody in melee proximity to physically subdue him once he's disarmed however. I'd recommend removing both arms and braining him if you have somebody in the room.
Barbarian would probably just cram a spear through his brain and let him dangle from it. He is strong enough to easily support a weight of a person from a spear.

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