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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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New trial board added: /qst/ - Quests


Read the sticky and the rules, have an open mind, and have fun!

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>Official /5eg/ Mega Trove v3:

>Community DMs Guild trove
>Submit to 5eg.mega.anon@gmail.com, cleaning available!

>Pastebin with resources and so on:

>/5eg/ Discord server

>July 2016 Unearthed Arcana

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There's a weather table in the DMG but it's not that great or useful.

Mostly I just wing it though, when I remember about weather at all. It's something I wish I focused on more and have been incorporating a bit more into descriptions.
I recently DMed a Session of Lost Mines of Phandelver. The party was in the mine and was coming up to the Forge of Spells that was being guarded by a Spectator summoned hundreds of years ago by the Wizards who ran the mine to guard the Forge and all the magical treasure in the room. Originally I was just gonna play him as a boring NPC that warned the players not to come into the room or he would attack. But I fucked up his voice as I was practicing before hand and instead of the deep, ghastly, demonic type voice I was going for it came across as pic related.
I ran with it and turned this scary, do not fuck with me monster I envisioned to this awkward bureaucratic guard that told the party they needed to fill out the proper paper work in order to enter.

We all had a lot of fun with it.
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I'm DMing for the first time and things are going well, considering it's a group of three people pretty new to the game

But I feel like they're not roleplaying or getting too into things
To be fair, it's pretty much only been dungeon crawl so far, but they haven't been too inquisitive with the NPCs presented thus far, not even literal ghosts

How do I facilitate more conversation and get characters to think aloud a bit more?
Maybe have the NPCs be a little more proactive, or ask how a character reacts to shocking things?
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Forgot pic
Put neat things into a dungeon for players to meet and talk to. Not necessarily hostile creatures but something unique enough to get the players to always remember the encounter. Like maybe a crazy old hermit that lives in the cave they are exploring and can give them some clues on surviving it if they give him enough incentive (or maybe he sends them to danger just so he could loot their bodies after.) Something I do if they party is moving slowly is have the opponents talk to one another. This could be info on some plot stuff or just normal chit chat.

>What is Exalted?
An epic high-flying role-playing game about reborn god-heroes in a world that turned on them.
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 the basics of combat, read this tutorial. It'll get you familiar with most of the mechanics.

>How do I find a group?
Roll20 and the Game Finder General here on /tg/. With the new edition, though, chances are more games will crop up.

Resources for Third Edition:

>Final 3E Core Release:

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89 keks
>-Exalted 'natural' lifespan is much shorter, around 200 to 300 years for Terrestrials and 300 to 400 for Celestials.
>No Half Caste. Ever. Period. They are a stupid concept which cheapen the Exaltation.
Lel. We already discussed this. Half caste strengthen the idea of Exaltation as an all-encompassing enlightenment, as opposed as Exaltation as an external magical reactor forcefully put into you. Congrats. You like the most boring, cheapest interpretation of the Exaltation.
>The elemental poles are Earth in the Center, Air to the North and Wood to the west which remain unchanged from canon.
Well, shitty player has shitty ideas I guess.
Their elemental pole thing makes zero sense, yes.
But I don't see why you're so confident half-castes enrich the setting.
Dragonblooded are already the hereditary exalt type, Lunars breed animal-human hybrids, but don't pass on their power. Having an exalt's power pass down to their children allows that child to gain a fraction of essence-filled might, without having earned it like all other exalts.
Having x-blooded shit just causes too many snowflakes on top of the already rare snowflake chances of exaltation, it's like your party being all quarter orc, half-drow, halflingkin or some shit.
>We already discussed this.

You may have said your opinions at people but I hardly recall a unanimous dick sucking of your ideas. Please Anon, keeps your opinions clear as just opinions and don't try and pawn them off as facts.
My opinion are fact, I wrote it on wiccapedia.

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>Women in Bretonnia

>Women in Bretonnia are second-class citizens, and many Careers are only open to them if they pretend to be men. This is not a feature of Bretonnian society of which the author or Games Workshop approves, but women pretending to be men make interesting
characters in a roleplaying game. If the sexism of Bretonnia makes you or your players uncomfortable, feel free to ignore it.

>The author and Black Industries also do not approve of the arbitrary execution of peasants, fighting local wars over an insult, or worshipping the Ruinous Powers, all activities depicted herein. Just so we’re clear.

- Knights of the Grail. Warhammer Fantasy Role Play Second Edition.

What did they mean by this?
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>muh social construct
jesus christ could you white knight any harder
I'm pretty sure most of the whfb beast-men rapes are done of captured male soldiers.
We are talking about Bretonnia, home of knighthood and chivalry? It's only on topic.
>haven't been a serious concern for societal decision since well before the middle ages.
Kek. Do you really believe this or are you simply trolling?

Every society that has put its women well being first and foremost has thrived, while every society that had not put its women well being first and foremost disappeared quickly, or where in small, high resource, low danger environment (usually small islands in the middle of nowhere). There is a reason why only Hawaii or Tahiti were really egalitarian before the 17th century. Not because they were magically better than everyone. But because they could afford to have a free sex egalitarian society.

One woman in the army is not an issue. There is several instances of women going into the army or helping the army through all the history of the world.

Many women in the armies was and is still seen as stupidity. If half the woman population of your village is killed in a war, the village will probably never recover.

This is the truth that is both enforced by the genes and the upbringing, because it works and is sound from a preservation of the specie standpoint.

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What if all human children born in the Imperium started to gain ogryn-levels of physical strength as they grew up, but without any of the associated mental issues? What would the galaxy look like in 20-30 years after this occurred?
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Heta Ubër Gamma Echo.

Titan alpha prime

Liftus Maxim
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>Liftus Maxim
Planet Scoop Cmon of Subsector quad
I thought they were fleet based, all in one giant ship, as suggested by >>48468536

Ship could be known as The Galactus Yeildless Maximus, or just The Gym for short.

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An Actual Edition

>Rules databases


>40k 7th edition quick reference sheet(s)

>Forgeworld Book index

>White Dwarves

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How are the Ahriman novels? And do any other novels focus on the Thousand Sons?

Also I should probably just as in HH general but does anyone know if they have rules in 30k yet?

True, but how often does this occur? When I play, not very often. Rules are not defined by their exceptions.
Thinking of nabbing this and turning it into an inquisitor.
Are gunslinger inquisitors any good?
double needle pistol aint bad at all
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How does this look for a first army in 40k?

Lysander will roll with the cataphractii

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>Dafuq is this sheet!?
Something, something, tactical wargame with robawts:

Twitter: https://twitter.com/CognisQM

Fluffy Crunch:

And now the mission you've all been waiting for! All assigned pilots please report in:


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Rolled 18, 4, 4, 10, 18, 9 = 63 (6d20)

"That's the plan, Bits. I'll be in range in just a couple of more seconds."

>Jump 1,1,1,1,1,6 to top of wall.
>Fire Twin Linked Mech Pistol at nearest vat: +3 to hit, using HESH
>Loud speaker directed at mob at gate "You hear that sound, Guye Co? That's the sound of your precious defenseless beer wetting the company grounds! It would be a shame if the other vats started having problems. Haha! I bet your bosses are going to be pretty fucking piiissed..!"


Pilot: "Tragedy"

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They hit me on my front arc, did the blast shield do any damage?
I'm afraid not. The bears have a DR 2.
I forgot a small detail:
>Overwatch pop smoke between Tragedy and attackers if they appear within 12 hexes
Rolled 16, 12 = 28 (2d20)



>Mace the Batman in the face (+2 Processor, +2 Advanced Warfare)
>Harpoon the Wimp

"And you're /next/"

=The Regulator=
-Composite Armour-
HP: 20/24

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>new player makes an edgelord Mary Sue
>I begin a running gag where all of their feats get attributed to random NPCs, passersby or other party members
>Player gets bored with the character and rolls something palatable

Did I do good, /tg/?

Does anyone have stories where the GM subverts a rogue players intentions?
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Please tell us more about this edgelord mary-sue and how his shit gets attributed to other people.
I once gave my players an animated rope with minor sentience.

They just used it to do everything.
Door bell ringing?
Animate rope answer it, then drag the guy in.
Got an itch?
Animate rope.
Animate rope and a detect thoughts spell.
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Surprised this hasn't been posted
I remember when some people I knew had a plan to run dragonborn Dethklok, the frontman was a commander who fluffed his breath attack to do sonic damage, I don't remember the rest of the plans because this was like eight years ago but we planned to go on a fucked up acid trip through the 80s with metal and fantasy shit, playing as dragons.

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Creature Abilities Edition

Link to last thread: >>48470998


>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 deck’s strategy and card choices.

>Another resource for commander discussion; they have an entire forum dedicated to discussing decks. People often make primers, which go into detail about how they built and play their deck.

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Run the Infinite Defenders, that shouldn't be too hard. Problem is finding the combo card to set it off

Can /edhg/ help me cut some cards?

Any tech I missed out on?
actually only really goten into magic last year around fall.
I'm a student though I work on the side 4 days a month for about 400 eurobucks and if I can work overtime I can easily make above 1k.
not investing in expensive lands though and usually don't buy cards above 25 bucks, the most expensive cards I own are Kaalia and Dack Fayden.
I find you want to capitalize on high cmc, low power creatures. My faves are Master of Cruelties, Herald of Leshrac, Ignition Gang, and as a new addition, Tree of Perdition.

Both are fun

I think Alesha is more preferable to me because of the low mana cost comparatively

In casting and in using their recursion abilities

But both are great, grixis is fantastic always and mardu is best used as a recursion deck in my opinion

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Lands edition!

To make cards, download MSE for free from here

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

>Read this before you post your shitty card!

>Q: Can there be a sixth color?
A: http://pastebin.com/kNAgwj7i

>Q: What's the difference between multicolor and hybrid?

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It's oh-so-wrong.
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The flavor is massive. The sacrifice potential is huge. I love it.

I haven't made anything as of late, so have some old stuff that you may or may not remember.
I mean, it's better than Drake Umbra on multiple axes. The recursion should at least cost a lot more.
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Transform cards lend themselves to some pretty fun flavor, I think.

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So how do you track time in your game? Do you do it at all? Do you just convert distance traveled to some average time spent? Do you use calendar? Do you have a custom one?
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Okay, but when a journey takes hundreds of miles? Or when dungeon delving without generally much information on how time passes? Or if there is a monthly income, for example?
In that instance, break the traveling up with towns, random encounters on the road. Use an entire session to get you to the location, AND build up suspense and tension
But how to track time for all of this?
I think there might be some kind of misunderstanding between us. My bad - not a native English speaker.
What I mean is - how do you track in game time for your characters?
Keep notes on the progression of the quest from hour one, where it begins, to the hour it ends. Start a new hourly counter for each new part of major progression
Say you start a quest at a town, that begins the first hour. Traveling to the cave or castle on the outskirts of the town's farmland takes an hour, so you make note of that. Clearing the dungeon takes an assumed few hours of careful navigation, and when you exit it's late, you decide to set up camp for the night. Take note of how long the rest is, head back to town, collect reward, start new counter if you go to another town or quest

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Previous Thread

>Trove -- https://mega.nz/#F!3FcAQaTZ!BkCA0bzsQGmA2GNRUZlxzg!jJtCmTLA
>Useful Shit -- http://pastebin.com/FQJx2wsC

The first issue of Troll Gods was released and given a home on blogger.
> http://trollgods.blogspot.co.nz/

>How big should the hexes be?
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So, you've taken a look at Torchbearer, right?
Am I the only person who likes HP as flesh points?

Let your players get hacked to bits. With the magic in the setting they cam avoid the worst of infection and wounds healing wrong. It also gives more stock to unnerving or weapons that don't miss, which messes up the fluff otherwise.
Just keep refreshing, happened a few times for me
Hasnt helped, yet other mega links work fine
I was able to fix it by registering and logging into an account.

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"A gamemaster who hates meta-currency (such as "Fate points", "action points", "bennies", and the like) is simply opposed to player agency and player control of the narrative. Such gamemasters are overly controlling, addicted to railroading, and in general are opposed to the players enjoying any part of the game besides the narrow corridor he forces them down. In other words, such Gamemasters do not want to roleplay, they want to write novels, and terrible ones at that."
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I'm in favor of severely limiting them, at least depending on how they're used and how often they're given out. I'd probably cap at 3-5, with the higher number being the maximum possible, and they'd be hard to earn or at least very limited in that that's all you get at the start of the session.

Mophidius's 2d20 system does have two kinds of meta-currency, one for the GM and one for the player, and players and GMs can barter with them in order to grease the wheels of the game. Players having those tokens can help them smooth along action, avoiding hard consequences until their tokens run out, and GMs can use theirs to make life difficult for the players, even building up a stock and unleashing them all at once on the PCs.

Perhaps my favorite bit is that they can actually help a GM lead players down the rails a little easier. GM wants everybody captured without rolls in order to get people down the rails? Well, everybody gets a token as compensation, so you're not straight out resources by getting caught, you get a little plot power in return. Then if you have crafty players they can use their newfound tokens to help them get out of their situation. The druid can befriend a rat in his cell, the rogue can scrounge up a bit of wire to undo his bindings, and the wizard can find a few spell components from the floor of his cell or the hallway or something.

Huh, I guess that contradicts the assertion in >>48494451, then; a GM doesn't have to be completely opposed to player agency to hate meta-currency, and meta-currency does nothing to abolish the railroad, it can just serve as grease for interaction when used in an ideal situation.
It's pasta

Some GMs take issue with the attitude behind a player's actions

If you want someone to do something, but they're upset about it and only do it because they just want this shit to be over already, you likely aren't going to be pleased even though you got exactly what you wanted out of them.

To some GMs, rollplaying is something to be "cured" or at the very least filtered out of the group. They don't want to suffer having one even if they are provided a carrot to get them to roleplay more.
Wouldn't it make more sense to call it "System Currency" since they're enforced by the system? When you said "meta currency" I thought you meant like, paying the GM real money for him to do something.
Mutants and Masterminds had something similar called "Hero Points." They gave a player the option to do different things, like allow the reroll of a failed roll of any sort at a crucial moment, including Toughness saves to avoid damage. You could use it to avoid fatigue. There was still a chance of failure, though slim. No one ever had more than one Hero Point at a time.

We liked the rule, and saved them for critical moments when everything was on the line. If I were GM, I wouldn't have a problem with using them.
>handing out artificial rewards to bribe your players for playing the game

You're on the wrong board. MMOs belong on >>>/v/

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I was in a Greyhawk campaign playing as a Cleric worshiping Pelor. We found a group of goblins, who we killed. One of the other characters, a Paladin, said we should have given them a chance to surrender. This sparked a debate between him and I about whether or not goblins in Greyhawk were inherently evil, and -thus- if their genocide was morally justifiable. My character believed that it was.

I had two main arguments, one was spiritual and the other genetic.

From a spiritual standpoint, there are no good goblin gods in Greyhawk. This meant to my character that spiritually, goblins -as a race- were evil. They had no moral campus to guild them that didn't point in the wrong direction. While individual goblins might turn to other races gods, the goblin race as a whole was irredeemable. In short, their souls were inherently evil as represented by their pantheon.

From a genetic stand point, human morals evolved from our particular pack mentality. Our capacity for altruism (and other actions we consider 'moral') come directly from our evolution as a social animal. If goblins had a different evolutionary path (as my character believed) their morals would not be coherent with ours. The actions of goblins showed their societal instincts weren't -in anyway- "moral." They were -genetically- an "evil" race, as the system the DnD characters find themselves in defined such terms as 'good' and 'evil.'

Since the DnD system has defined 'good' and 'evil,' within that system one can see goblins are inherently "evil." Thus, the wholesale slaughter of their races is not only morally justifiable, but a moral imperative.

Is genocide morally justifiable in these circumstances?
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>That card

oy vey, another shoah!
Why does the world hate us so?
>moral justification
you don't need a moral justification for genocide.
you just need a societal one, like
>muslims are incompatible with western culture
>goblins are inherently evil and seek to destroy or enslave humans
Boy, D&D alignments are fucking stupid.
You got that right!
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You do not need to "justify" killing goblins any more than you need to justify killing pit vipers.

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