Why did 5.5e drop the ball so hard? Everyone I know who likes 5e is staying with 5.0e. And more than a few of them have moved to 3.5, OSR, or other games entirely.Is WOTC just stupid?
>>97221132>"Yeah this thing fucking sucks, throw it out and replace it entirely"You've failed to prove that was the case at all. 3.5 had such a strong presence that it permanently changed the way people design RPGs (not necessarily for the better) and birthed multiple successful competitors whose primary sales pitch was that their game was built on the OGL or that it was like 3.5 in some way. The shift away from 3.5 caused years of drama and eventually killed 4e, and the reverence for 3.5 led WotC to jump back to it, sand off any sharp edges, and repackage the bulk of its content as D&D 5e.And as someone who worked in a book store that carried every new 3.5 book when it came out, those things always sold on release day, but were a long-term problem that they overcorrected for with 5e, because splat-bloat eventually led to loyal customers who wanted to keep buying books, but didn't because they couldn't afford another book every few months.
>>97221115>To be clear, you believe that Cook knew the exact date that 3.5 was supposed to launch To a degree, and based on earlier editions' sales trends, yes.>This is not substantiated.Mike Mearls literally said this.>because you assume 3.0 sold so poorly,No. 3.0 had a great first year and dropped like a stone. It sold much more than 3.5 did.>Up even further, we have the claims That is not me.
>>97221166So in that orderYou don't know shit and you're making something up again.Mearls doesn't know shit and he could be blowing completely baseless smoke up your ass, largely because he was doing promotional rounds for his new gameAnd you don't have sales figures for 3.0 that back up this supposed drop, nor it's supposed greater than 3.5 sales.May as well be you because it's all the same arguments that amount to>sales figures that I don't have say that things I can't prove happened, but trust me bro, I googled it.
>>97221165>You've failed to prove that was the case at allDoes 4e exist?Yes?Then that was the case. Cope.
>>97221179>Resorting to pretending to be retardedconcession accepted, I guess.
ITT overrated cards in MTG
>>97218494Do you? Because you definitely haven't shown that that's the case.
>>97218488>If you take control of the creature, it becomes a liability.that's a huge assumption you retard. Its almost always better to stop your opponent's from recasting your commander
>>97218459If there was a 1 cost instant that traded your creature for an opponent's creature without a time limit, it would be banned in commander Swords and Gilded Drake are both powerful, but Gilded Drake's effect is more debilitating in commander.
>>97220714>>97220028>>97220017>>97219945What you're not understanding about why Gilded Drake should really be a common or uncommon card is that someone can do something with what it targets. I've drawn a diagram for you.
>cost effective And that’s why you are objectively Bad at the game. This isn’t a resource management game. It’s about Dominating your opponent with Power and Skill
What is it about? Why is it interesting? Should I care about it?
>>97213386Thanks for the recommend, Anon.
>>97134425it's a spiritual tranny, that's why it types like that.
In 3e, Warduke from the animated show was integrated into Greyhawk as one the heirarchs of the Horned Society.Back when this kind of thing was cool and not cringe like how they've turned the portagonists of the show into iconic premade characters.
>>97220919They did a decent job of hightlighting him as part of the League of Malevolence in 5E in the Witchlight adventure. He's a toy figure that never gained any popularity in the 1980s, how much can you expect of him? >cool Horned Society reference though
>>97221007>3e Warduke is CR20>5e Warduke is CR5Warduke bros, what happened?
I would like to talk about the Chronicles of Darkness game line Deviant: The Renegades, or more specifically, one major upcoming supplement. Deviant was released in late 2021, and has had three additional sourcebooks since then. A new supplement, Black Vans, has been in playtesting for a while, and is currently being previewed.I am not being paid or sponsored to promote this book in any way. I am just very fascinated by it, and indeed, I already ran a mini-campaign using the playtest material.Deviant is, by default, a game about playing angsty, scarred superheroes who either fight world-manipulating conspiracies or work for them. Black Vans is a toolkit full of variant rules, quick NPC creation, variant character types, and variant genres. These variants range from the minor to the dramatic, completely overhauling what were once non-negotiable, foundational themes and mechanics. Maybe your character is not angsty or scarred at all, perhaps they are a """""regular human""""" like John Wick or Batman, or the campaign might have nothing to do with world-manipulating conspiracies.These variant genres include cyberpunk, high fantasy, post-apocalypse, space opera, and superhero emergence.This is a beefy supplement. For example, one chapter alone dedicates 38,000+ words to playing other monsters of the Chronicles of Darkness: Beasts, changelings, demons, Sin-Eaters, hunters (entirely separate from the variant rules for """natural""" superpowers), mages, mummies, Prometheans, vampires, and werewolves. No additional supplements beyond Deviant are necessary; the rules are self-contained, allowing the group to play a monster mash of an urban fantasy setting without needing a daunting 7+ books. And yes, they are supposed to be balanced against one another, so a vampire in the same group as a full-fledged mage is probably some older Kindred.(Continued.)
>>97220958From both a mechanical perspective and a thematic perspective, Deviant has the largest customization out of any of the Chronicles of Darkness games, by far.Clades do not matter too much for power selection, so you can build virtually anything. The Shallow Graves supplement expands this significantly.You can build a """"mundane""""" action hero, an elemental mage, a psychic mind-bender, a cyborg who can nanotechnologically produce an arsenal of weapons, some Baki-style Mutant: basically anything.Even the exact same character build can be flavored in multiple ways. An Invasive could be a cyborg stuffed with implants, someone bound to a cursed weapon, a person with a magical jewel embedded in their chest: anything works, really.Conspiracies can be virtually anything, too. I have listed some examples here >>97217964 and here >>97217974. Standing 1 conspiracies are small fry, and they rapidly escalate towards cosmic-level by Standing 9 and 10.Black Vans highlights just how much Deviant can be tinkered with to produce all different sorts of character types and genres. The fact that Deviant can be used to run a high fantasy setting without much issue speaks volumes to its flexibility.
>>97220958Oh, Deviant, by contrast is fucking great. It's an excellent capstone to ChroD as an IP. The heart of the gameline is its very well-implemented core power system based primarily on Variations (the powers) and how it ties them to Scars (an inherent drawback). Your options are extraordinarily broad, customizable in terms of specifics and lore, and really fun. Think of any given super hero or urban fantasy character you fancy, and you can almost certainly approximate their powerset given the variety of options at your disposal. This is especially with the STV content published by Zawadzki (the very dedicated lead dev) later, which expands your options even further, allowing for things like summoned entities that fight for you/stands. You can pretty much make anything you want. The gameline also provides a lot of nobs to customize the sort of game experience and scale you're going for. Black Vans, which OP mentioned, is going to provide options for drastically different setting milieus.Because the circumstances of a Remade's creation and its results are so variable and its mechanical customization so versatile, DTR altogether makes for the strongest "miscellaneous" gameline which covers any bases its predecessors fail to while being able to meld with and reflect their ideas as well if desired (it's easy to imagine Remade that come about as a result of the machinations of other splats or their antagonists). Thematically, it's big on themes like struggling with alienation from regular people and your former life, acting clandestinely to fall beneath the notice of something that wants to claim you, and the conspiracy and mystery cult angles that are common throughout ChroD as a setting.
>>97221065>Thematically, it's big onI can't believe I forgot this, but perhaps the biggest core theme of all is -revenge- and through it, perhaps justice. Fighting the conspiracies whose cruelty made you what you are and took everything from you, preventing them from doing it to anyone ever again. This drive to avenge themselves and the single-minded warpath it instills in Renegade Remade is the purpose and focus which keeps them grounded and prevent them from unraveling - whether physically, mentally, or spiritually - even as it's what makes them dangerous. I say "perhaps" because, if they are not entrenched in this conviction, they can instead be Devoted, having found a purpose to commit themselves to beyond their hatred. Unfortunately, this is usually to one of the conspiracies they would otherwise be fighting.
>>97221065>Black Vans, which OP mentioned, is going to provide options for drastically different setting milieus.>Thematically, it's big on themes like struggling with alienation from regular people and your former life, acting clandestinely to fall beneath the notice of something that wants to claim you, and the conspiracy and mystery cult angles that are common throughout ChroD as a setting.I will add that Black Vans specifically sets out to present variant rules and genres that let the GM adjust the tone and theme to whatever they want.Maybe the GM just wants some goofy, high-powered urban fantasy game with only a modicum of alienation and persecution. Black Vans can do that.A cyberpunk game about juggling a network of patrons and sponsors? A high fantasy game about heroic ideals and the interference of godlike beings? A post-apocalyptic game about hope and despair, and rebuilding a shattered world? A space opera game about toppling interstellar empires? A superhero emergence game about managing PR and worldwide sentiment towards all superheroes? A genre-bending game mixing several of these? Black Vans has this covered.
>>97221120I will add that even this has nuance.For one, while it is true that "go Renegade against the conspiracy that made you" is a recommended starting point, it is far from the only one. You might have Diverged thanks to an entirely different conspiracy, due to a freak accident, or because of your own wacky self-experimentation.For two, most conspiracies of the Web of Pain are indeed super-duper evil. Thus, Renegades fighting against them are "good guys" by default, while Devoted are positioned as "bad guys." But many Devoted are coerced or outright enslaved into service.Further complicating matters, some conspiracies are more neutral-ish, and a rare handful are morally and ethically upstanding. The Standing 5 Chinkon Collective and its Devoted are earnestly, genuinely trying to keep all of Japan safe from otherworldly threats. It is theoretically possible to play someone who goes Renegade against the Chinkon Collective, but if so, such a Renegade would absolutely not be fighting the good fight.
The /btg/ is dead! Long live the /btg/!Can't show POV of being taken bondsman by a Clan Jade Falcon Aerospace Phenotype on this board.Previous Thread: >>97195724================================>BattleTech Introductory Guide & PDFshttps://bg.battletech.com/?page_id=400>Overview of the Major Factionshttps://bg.battletech.com/universe/great-houseshttps://bg.battletech.com/universe/the-clanshttps://bg.battletech.com/universe/other-powersComment too long. Click here to view the full text.
>>97220893Weren't they relatively cheap and available shitmechs or something?
Can onmimechs run and/or jump while carrying the elementals?
>>97221002Yes. Elemental claws are made of metal, and metal is strong
When the sword is affected by TSM does the +1 damage apply before or after?
>>97221002Run yes, jump no.
Another Infernals edition edition>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 mechanics of the old edition, play this tutorial:http://mengtzu.github.io/exalted/sakuya.htmlIt’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/. good luck>Resources for Third Edition>3E Core and SplatsComment too long. Click here to view the full text.
>>97220650Negative IQ post. Each one comes with a detailed description, and the books have art showcasing them as well.
>>97220661>The fuck does one of those deca things look like?You mean a decanthrope? It's a body snatcher. It itself just looks like a little strip of serrated green flesh, kind of like a caterpillar, that jumps really fast between people when it needs to move.
>>97221078From where the decan part of the name came from?
>>97221113it has ten bodies at a timeanon literally just go look it upit's in ghosts and demons and games of divinity
Gold Faction Sidereal manipulating a bunch of Outcaste Terrestrial women into becoming my own person harem
Surprise Edition>2024 PHB Scanhttps://files.catbox.moe/g8oo9h.pdf>Cropped and rotated, but more artifactyMjAyNCBQSEIsIE5vIFRodW1icywgT0NSZWQsIEFub24ncyBCb29rbWFya3MgdHJhbnNmZXJyZWQgb3Zlci4gCgpodHRwczovL2Vhc3l1cGxvYWQuaW8vd2Fvcm9h>2024 DMGhttps://files.catbox.moe/fd04pq.pdf>2024 Monster Manualhttps://files.catbox.moe/atd38s.pdf (D&D beyond version)https://pomf2.lain.la/f/1en5qwum.pdf (scan)Comment too long. Click here to view the full text.
>>97220608Post the stat block of George Droyd. I want to use him in my dungeon.
>>97220991Okay but keep in mind I'm not fully finished, feel free to give me suggestions on how to tweak him. The CR is primarily to match my party's current levels but it's ubject ot change depending on how long it takes to encounter.George DroydType: Medium Construct (with human remnants)Alignment: Neutral EvilLevel/CR: CR 6 (balanced for 6 level 6 PCs)StatsAC: 16 (natural armor + light plating)HP: 110 (13d10+39)Speed: 30 ftSTR 16 (+3) | DEX 14 (+2) | CON 16 (+3) | INT 10 (+0) | WIS 12 (+1) | CHA 6 (-2)Comment too long. Click here to view the full text.
>>97220865>Of course why wouldn’t they? There’s no reason not to.So give them reasons not to. Someone or something to care about other than kill monster, get XP, get loot.
>>97220865If people want to level up in my game they need to spend a week somewhere safe. Here is how I worded it, you can easily edit it if you use XP. So far I've found it pretty good, it means people engage with the local towns etc during that week. The party cleric spends a lot of his time scribing scrolls during that week.>When you accomplish significant campaign or personal goals the party gains the ability to level up. To level up you must spend 1 uninterrupted week training, studying, or otherwise cementing the learning needed to acquire your new skills. During this time a wizard can spend money to learn as many new spells as they wish. You can also spend time interacting with NPCs etc in between training but cannot engage in anything strenuous or which would be considered adventuring.
>>97221130Hmm that's interesting. And it can also be introduced halfway in a campaign with a diegetic explanation of higher levels requiring more study
Thread #006 Dark Imperial Blood EditionWelcome to /schreck/ where you can rp your VTM character! For all questions concerning the World of Darkness, please consult the WoDg and CoDg thread>>97129837Previous Thread>>97024850Brief rules>We have no story teller, we are acephali>Threads are v20 based, although the night is long and full of whispers, lies, and half-truths. Decide your own canon but all will not believe you>all nicktuku will be diablerized on sight>all OOC discussion should be spoileredTHREAD QUESTIONComment too long. Click here to view the full text.
>>97219802A church-going elder Tzimisce? In this economy and age?
>>97218553>Blood-Bound herself to me for reasons I still don't fully grasp.How? Why? What type of freak would willingly take up the Fealty?
>>97219721>>97219802You sound like two of my ghouls beating their chests at one another. Have some bloody decorum.>>97220082All sorts of odd things these days. I'll take the Dragons venerating the Virgin Mary over the Shadow-Clan thinking they're welcome in Cammie lands.
>>97220471You can't understand if you never experienced the love-hate sexual Kiss, passion in its ultimate form
>>97220471It is... Something. I wouldn't call it any of those words normally. I would call it possession.Much as the concept is revolting to me, Mèo-Mèo at least is doing better. Or as good as she can be.>>97220471>How?Can't say. To my understanding a bond like this usually takes time and she jumped it.>Why?SOMEONE here egged her on. Although, I would be lying if I said that wasn't just the catalyst to a miserable situation where 'squatting in the dirt den of a Gang who lets you hug during panic attacks' is a world changing event.
Hey /tg/ I'm playtesting an initiative system that's been tried before in other systems and is detailed nicely on "Tabletop Curiosity Cabinet"The system uses Meyer (and Kieth Farrell's modern adaptation) of "Vor, Nach, Gleich, Indes" as steps in a fight.Basically, the player with the initiative chooses an action ("Vor"). The enemy chooses a reponse ("Nach"). The dice are rolled to determine an outcome ("Gleich") and the movement into the next state ("Indes").Practically it looks like: Player A chooses a bind. Player B chooses to parry. Both players resolve a dice roll. The resolution will determine who has initiative for the next system.Very fencing-like, and makes initiative more of a "push-pull" based on success rather than a "you-go, I-go" traditional style.I believe systems like TRoS and their derivatives (like Song of Swords) use a similar sort of initiative style.My questions for the thread:1. While this system works pretty well for individual combats, it struggles when there are multiple combatants. It also falls into the same trap of "you go, I go" which is; in a real fight, you're probably waiting for an opening (e.g. an enemy attacking an ally) to take advantage of in order to strike. I wonder if anyone has creative solutions to this problem?2. Are there initiative systems that you find work well? Anyone forego initiative entirely in favor of fully narrative initiative (e.g. Daggerheart)?
I have nothing to contribute, but I don’t wanna see this die
>>97216174>Silvers SystemGeorge Silver was around in the 16th to 17th century after Longsword had its Heyday. He wrote “The Paradox of defense” dude was a bit of a cunt, hated everything Italian or Spanish and went to great lengths to claim he was a master of all weapons and his method was superior. Then didn’t really Duel a lot of people to back it up, nor taught fencing…Probably shouldn’t have used the word “System” he did come up with some good comments on timing. But the short of it was what I mentioned about >time of the Hands being quicker than >time of the body being quicker than >time of the foot.Against multiple attackers, your fighter would be playing for space because distance equals time, working battlefield objects or each opponent infront of each other to get in their way so you have the time to move against the others blow, I think would be the way to go. Which you could do with tabletop minis but that’s gonna get tricky to do purely in theatre of the mind.And crunchy depending on how many things you wanna work into it.
>>97197145Bag building iniative.You got different poker chips. Let's say red for party, blue for enemy, green for extra (third party involved, active environmental hazard, etc).Toss in a chip for each member of either side. Draw one, a member from that side acts (up to the party who goes if red, GM decides who goes if blue, and what happens if green).Players can manipulate what goes into the bag via skills (improved iniative style skill? Get an extra red chip in the bag), narrative elements (got the drop on some of them, so only half the amount of blue chips for first draw).After all chips are drawn. Replenish the bag removing chips for defeated characters, adding chips for new arrivals, and adding more chips for a growing environmental effect (fire spreading, boat sinking faster, etc).Done. No need for math. Stats fresh from start to end. Easily cobbled together from shit laying around in most people's homes.
>>97220564I think Bolt action uses an initiative system like that. Chips also help track who has gone, as well (placing the chip in front of them).I like it, doesn't have the "back and forth" of the initiative idea I had but is sure a hell of a lot easier to manage.>>97220320Oh, I see what you mean. I've sort of solved the distance problem for my game. In my system I use a series of "range and reach" bands. In order there's Volley range (very abstract, maximum range), Bow-range, Javelin-range. Then, if close enough you enter spear-reach, sword-reach, and dagger-reach. Some weapons (like large two-handed swords) can fight at "spear reach" and some spears (like pikes) are treated as having a reach advantage. Unless stated otherwise, closing to engagement in a fight results in the two combatants closing to the longest reach. Changing reach requires some amount of success.One system I think does it well is Song of Swords. You might already know about it, but in the event you don't, players declare an orientation (aggressive, cautious, defensive) allowing for a choice of maneuvers and determining initiative order (when both players choose the same orientation, a roll off occurs that includes weapon reach and "adroitness" [wits+dexterity or something]). What's interesting about it is that each fight gets to do "two things" per bout and the player with "initiative" switches between who won the roll-off.
I'm also thinking about action declaration, as well. As it stands there are several ways for "maneuvers" (beyond "strike" or "parry") to be resolved.1. Player A vs Player B. Player A declares a maneuver and rolls against a static defense. Outcome depends on roll. (5E and similar derivatives) 2. Player A vs Player B. Player A rolls to attack, player B rolls to defend and a successful attack may also allow for additional "special effects" (such as choosing the hit location, bypassing armor, disarming an opponent, etc) (e.g. Mythras)3. Player A and Player B declare an offensive "maneuver" and defensive "maneuver" respectively. Result of the maneuver is based on the opposed roll (e.g. Song of Swords)4. Player A rolls against a static defense (similar to 5E) but also may perform "mighty deeds" based on the result of that die (specifically DCC).Lots of folks like Mythras for all of the choices, but I find it leads to a lot of analysis paralysis. Same as any system that includes a long list of maneuvers. Mighty deeds is sort of elegant in that if you roll the mighty deed die high enough you get to do the cool thing. Very cinematic. I wonder if there's some middle ground where you can take a roll-off system (offensive roll vs defensive roll), allow the players to narrate what they *intend to do* without referring to some list of maneuvers, compare the different successes (I'm a big fan of roll and compare successes) and, based on the number of bonus successes you roll, have a way to determine the effect of the outcome.
Wacky Races edition>Previously in the Mortal Realms:>>97206969>Official AoS website:https://www.ageofsigmar.com>Downloads, Rules Errata, Sharty on the 'log and FAQs:https://www.warhammer-community.com/warhammer-age-of-sigmar-downloads/>Toolshttps://runebrush.pa-sy.com/warscroll/>Anvil of Apotheosis hero creator:Comment too long. Click here to view the full text.
>>97221049the new tome does have an absurd amount of debuffs and control manipulation, so i think the strategy is just going to be to stall out the opponent with -1 to hit, -1 to wound, -1 damage, -1 ward, halve movement, strikes last, -1 control, -5 control. -2 to charge rolls, -1d6 from charge rolls, -1 to run and charge rollsthese guys have every debuff in the game available on multiple sources each, as well as multiple sources of hefty control swings like +5 control to you, -5 control on the enemyso i think you're just meant to turtle up on objectives, debuff the shit out of the opponent until they cant move or fight, and then just score them to death
>>97221072Honestly dude? Pretty based.
>>97221084i've also seen a few people saying festus seems kinda bad, and i dont think those people have internalized yet that he can eat a whole aggraddon lancer or varanguard or rockgut troggoth pretty much guaranteed every turn he's in combat, at faster than strikes first speed
>>97221103Wrong thread...?
Thread failed its save overnight huh Edition▶Previous thread:>>97021561▶News:Reminder that next box is Sisters vs Raptors:https://www.warhammer-community.com/en-gb/articles/zrjpzrms/adepta-sororitas-battle-chaos-space-marines-over-a-long-forgotten-tomb-in-kill-team-shadowhunt/▶Official Key Downloads, FAQs and Erratahttps://www.warhammer-community.com/en-gb/downloads/kill-team/▶Rules Scanshttps://gofile.io/d/AinK04▶Boxed Set Rules Scanshttps://gofile.io/d/NWRByw (deprecated)Comment too long. Click here to view the full text.
>>97218754coughing baby vs hydrogen bomb
>>97219615Would be cool if you already own them, they're definitely getting updated within the year though
>>97220052I don't want the new ones
>>97220226Don't see why not thenThere's still the question of the jump lord and possibly the two handed melees and mutant guy
>>97218754law: kinda obviousgameplay: promblems with multiple core game mechanics, no mapplay, no objective play, no conceal, activation problems, weapon scaling (looking at something and jst deleting it is not a good mechanic if yor remember D weapons in bighammer befor damagenumbers over 10 was a thing)
Previous thread: >>97111514GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.A nearly complete archive of GURPS books can be found by using the image. Never post direct links to the archive anywhere in plain text.If you're wondering where to start:- The Basic Set covers everything, including a lot of optional rules you probably won't use.- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.- How To Be a GURPS GM is a good read even for players.- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.Thread question: How often do you use an official GURPS setting? Which are your favorites?
>>97215703I've played exactly one game of Banestorm. Its a fun setting, though I didn't love what our GM did with it. I would play it again.
Just finished my second GURPS campaign! It was very fun.It was a total party kill, with the players being devoured by crocodiles while exploring a lost jungle temple inhabited by lizardfolk.
>>97220693Water hazard or killed by crocs on land?
>>97220849Flooded temple so crocs on water
>>97220693 >>97220905Congrats! Cool encounter and game.What do you have planned next?
What are your experiences with in-game moral and ethical dilemmas and players saying, "At the climax of our journey, we turn around and leave"?I feel as though a lot of GMs' attempts at in-game moral and ethical dilemmas are unwittingly sabotaged by adventure inertia and players' desire to avoid saying, "At the climax of our journey, we turn around and leave."The way I usually see it structured, a bunch of antagonists stir up trouble. The PCs agree to help the locals. The party investigates some dangerous place or situation. Then, at the very end of the adventure, the PCs see that the antagonists have some vaguely justifiable reason for causing trouble.The above structure is perfectly fine (and indeed, I have used it many times myself as a GM), but where things get janky is when the antagonists sincerely plea for the PCs to just turn around and leave, and the GM earnestly expects this to be an option that should be seriously taken into consideration.I have never, ever seen this happen, for understandable reasons. Very, very few players want to say, "At the climax of our journey, we turn around and leave." It is much more common for the players and their PCs either work out a compromise with major concessions from the antagonists, beat up the antagonists, or both (i.e. beat up, restrain, work out compromise and major concessions from position of power).(Continued.)
>>97200968Nope, got it in one.
>>97212362Basically this. OP and his example are just shitty moral dilemmas, flat out. The dilemma shouldn’t be between “do what we came to do” and “leave without doing anything”. It’s much more fun for the players, and reasonable for the DM to expect a debate, if the dilemma is between “ignore the new facts that have come to light and do what we came to do” or “change our course due to the new information”. Expecting your players to give up and go home because your BBEG made le epic infallible argument is downright silly. You gotta be pretty autistic to be unable to see that, it’s very obvious. Especially obviously silly that the module is expressly telling the DM to shut down creative play. That’s anathema to roleplaying games as a whole.
>>97216389Kek>>97212579/thread
>>97218216We've been on hiatus for various reasons for over a year now, so I really haven't recently.
>>97217010I imagine that gnome would get fucked up like the printer from Office Space.
Moloch's Fun Park Edition>What is Trench Crusade?An alternate weird history 28mm/32mm tabletop skirmish game still in a pre-release playtesting phase but with the full release slated for this year. Based on the art and lore of Mike Franchina, whose illustrations you may have seen floating around on /tg/ for a several years now, and designed by Tuomas Pirinen, one of the original creators of Mordheim. It's grimdark, it's visceral, it's awesome, and it's very Blanchitsu.>What Trench Crusade is notTC not an excuse for you to discuss IRL religion, history that didn't occur in the game, culture war shit, or discord bullshit on /tg/. Keep it on topic.>What's the QRD on the background?The Knights Templar turned heretic and opened the Gates of Hell when they took Jerusalem during the First Crusade. Over 800 years later the war is still ongoing as technology has developed to a pseudo diesel-punk WW1 standard and a third of Humanity has sided with the Infernal Princes.>How do I get started?All the files are free online:https://www.trenchcrusade.com/rules/Comment too long. Click here to view the full text.
>>97211166Russians are ice demons in this setting.
>>97219544>Russians are ice demons in this setting.But enough about the real world, this is a trench crusade thread>captcha can't tri-forceIt really is a newfag
>>97219544They are not. That area of the world has no permanently established heretic presence.
>>97220374I think they misread that the demons that show up *in* russia (from the northern hellgate) are ice demons.
>>97221144I don't think they've read anything, they're just trying to derail the thread with /pol/ shit about the war.
Diabolic X editionPrevious >>97182768>Basics Pastebinhttps://pastebin.com/GWjTU9Uv>Anon's Locals Survival Guidehttps://pastebin.com/xXp5jShL>Fanmade PC simhttps://pastebin.com/u6aKrBSg>Official Mobile sim (Release Date TBA)https://www.digimon-alysion.com/en/Comment too long. Click here to view the full text.
>>97219849How does it feel to only have good and correct opinions?
>>97218956Onlyfans debut when?
>>97217309>>97219849>>97221055I prefer post-timeskip Hiroko more.Not sure why, but I like her outfit a LOT more
>>97219849>>97221077Teen Hiroko is for rough anal.Adult Hiroko is for extremely passionate lovemaking with the express intent of procreation and family-formation
>>97221109I hope we get a card with her 26(?) year old outfit