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File: daggerheart.jpg (96 KB, 659x582)
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Now that the dust has settled, is it the D&D killer it was hyped up to be?
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>>97824302
It really is inspired by dnd!
>>
>>97820448
My one curiosity about this game;

Can someone explain to me why it's bad?
Every review Ive tried to look up has boiled down to
>Its bad
>Its good
But nobody gets into stuff like mechanics or how the game is played or why someone would prefer Daggerheart over something different, or what it does better or worse than 5e or other systems.
>>
>>97824851
Daggerheart sold itself as character and narrative-focused, but is actually just combat focused. The damage system is more restrictive than you'd expect with a clunky damage threshold system. Nearly all abilities and cards characters have are focused on combat and combat alone. The arbitrary restrictions placed on what cards people can have, because you're not allowed to have two characters with the same domains, even though you can print more, just introduces completely arbitrary game-y-ness to the logic of the game. So instead of being narrative-first, it's mechanics-only in ways that are often baffling because many actions and rational extrapolations of what kinds of abilities and features your character has are tied to the cards they are allowed to hold. And since combat is the only thing that really matters or offers any kind of threat to players, you're incentivized to run combat-heavy card loadouts with the highest chance for broken combos that trivialize battles anyways.

And then there's the hope and fear system, which is just a totally arbitrary meta-currency that controls when or if you are allowed to use many cards. The GM can't really do shit unless you build up some fear, but the loose initiative system usually means the players just do whatever they want, killing everything in sight, until they accidentally roll enough fear for the GM to retaliate. And if you're not rolling fear, that means you've got tons of hope to activate and trigger tons of abilities and synergies on each other's turns, allowing you to snowball harder. Because Initiative order is whatever THE PLAYERS want it to be, they can freely set up the most effective combos.

As for the parts that are seemingly roleplay or character focused, most of them aren't much deeper than D&D's backgrounds, except it's up to the players to make up whatever they want and then choose when they get to give themselves a bonus or when a connection with another PC matters.
>>
>>97824951
IME, the hope/fear dice isn't actually nearly so one sided, unless the entire party is rolling hot nonstop.
It can lead to some curbstomping situations, but as a GM, I am actually fine with the players having a glorious victory every so often.
>>
>>97824851
>Can someone explain to me why it's bad?
No, because it's pretty good. The mechanics are pretty superfluous. You have hope and fear metacurrency that players and dm get. You succeed and fail with hope and fear, and you're obligated to describe some "yes or no and" on the spot. Nobody is an actor with lots of experience so most tables will just ignore that core conceit of the system. When you ignore that stuff, you think why aren't we just playing D&D.

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>What is /awg/?
A thread to talk about minis and games which fall between the cracks, or peoples' homebrew wargames.

The >>>/tg/hwg thread doesn't entertain fantasy (for good reason) and the other threads are locked to more specific games.
This thread isn't tied to a game, a publisher, or a genre, let's just talk about fun wargames. Any scale, any company, any miniatures.

>Examples of games that qualify.
A Song of Ice and Fire, Argatoria, Batman Miniature Game, Carnevale, Conquest: The Last Argument of Kings,
Deadzone, Dragon Rampant, Dropfleet and Dropzone Commander, Freebooter's Fate, Frostgrave, Gaslands, HeroClix,
Kings of War, Maelstrom's Edge, Malifaux, Marvel Crisis Protocol, Masters of the Universe: Battleground, Moonstone,
Oathmark, OnePageRules, Open Combat, RelicBlade, Rumbleslam, SAGA, StarCraft, Stargrave, Sludge, Urban War, Void,
Warcaster, Warmachine, Xenos Rampant, Xenotactics...
...and anything else that doesn't necessarily have a dedicated thread.

>Examples of companies providing rules and/or miniatures for alternative wargames.

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>>97822449
Context?
What happened
>>
>>97824255
They kinda worked for 3-5e, guns were smaller but they were equivalent in size to metal guard.
>>
>>97824352
Metal Trenchers are basically impossible to get these days.
>>
>>97824778
Didnt know they also were metal, only knew about them when they were sold as plastic in large bags.
>>
>>97824778
I've got a full box of Trenchers, untouched by paint or primer. I'm often tempted to ask Prince August if he would cast them for me.

Welcome to TODD!

This thread is for OPEN discussion of TSR-era D&D (up to and including 2e), TSR-era settings, and related games, such as retroclones, OSR, and OSR-adjacent games. Free discussion of house rules is encouraged.

>Games
Including but not limited to: OD&D, B/X, BECMI, AD&D 1e, AD&D 2e, For Gold & Glory, Hackmaster, Myth and Magic, Shadowdark, Into the Odd, Mausritter, Cairn, Mörk Borg, DCC, Mothership, Knave, Troika!, White Hack, Black Hack.

>What is this thread NOT for?
Meta discussions and drama related to game creators and other /tg/ threads. We come in peace.

>Resources
2e fan wiki:
https://adnd2e.fandom.com/wiki/Advanced_Dungeons_%26_Dragons_2nd_Edition_Wiki

2e archive:

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I mentioned this in another thread but the Mothership Warden's Operations Manuel is pretty cool. Not a single rule in it, just 60 pages of advice on how to take notes, prep, and run a good session. Most of it isn't even really system specific, though it's definitely sci-fi and horror focused. I wish I had a book like this 15 years ago when I was a new DM. Though at the same time if I WAS a new DM I'm not sure how effectively I would be able to use all this information.
>>
>>97824955
mothership isnt /todd/ its /nusr/
>>
>>97824973
Gentleman, gentleman, please, this is supposed to be a happy thread.
Let's not bicker and argue about /todd/ vs /nusr/ vs /2eg/
All 3 of them are being folded into this thread at this point.
>>
>>97824955
Mothership looks cool, but a bit too hopeless and incompetent seeming characters for some people. It's got hella good vibes though
>>
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>>97825040
Yeah it's definitely supposed to be about playing characters in a horror movie who are going to die. It does emphasize the importance of not rolling unless absolutely necessary though, and suggests succeeding but with consequences even when you fail.

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I always hear about the stir this caused, and recently about how bad or redeemable it is. I'm not certain about it myself because I dabbled with 3e and then got into 5e, never paid much attention to the scene during that entire era. What does /tg/ think of the system?
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>>97819390

You are welcome.

>>97819423

I am unfamiliar with this build, and I have seen my share of absolutely wacky paragon-tier builds. What is it?
>>
>>97819387
It was almost impossible to actually just bullshit things together in 4e unless you had a good understanding of what worked and why it worked. You couldn't, say, forget how bloody it worked or just fudge grabbing because it was incredibly important how those actually functioned. The vast majority of tables running other editions basically only remember a handful of core mechanics, and that's okay because the game is basically barely designed past that. and
Not only that, it's really hard to Homebrew for 4e. If you want to make a new bullshit class in other versions, you probably can and nobody will notice too much if it's really good or really bad unless they are good at the game. In 4th edition, it will be incredibly obvious that you don't get how the game works if you just slap dash things that sound good together.
>>
>>97821944
This is not the same thing as being hard to DM.
>>
>>97820725
Then why are wilderness rules non-existent?
>>
>>97824276
What would you need them for that would be so important for the game?

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I win the argument.
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>>97820934
You don't seem to understand how your argument doesn't hold weight or is consistent
>>
>>97823593
>say "D&D says to use a sandbox"
>post excerpt saying to use a sandbox
???
>>
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>>97793336
>>
>>97824260
Including the part where it says you need some sort of control, which is too much railroading for you?
>>
y r u gae?

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Recently I found some Humanity Fuck Yeah YouTube videos that use AI voice narration on my feed. After using them as background noise while cleaning my apartment I found that that most of them are more or less the same. Humans are the only ones who know how to fight/love sex/survive/etc. How can we save the genre or reinvent it so it isn't so stale?
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>>97824964
It's fiction with the sole purpose of self fellation/self worship. Like someone saw humans in fiction as underdogs and decided there needs to be humans as even bigger plot armored Mary Sues than they already tend to be because things were too subtle.
>>
>>97824964
Yes. And?
Let me put it this way, there are people out there who'd be more upset about a dog dying than you, not because they know you, but because you're a human and the dog is a dog.
They'd shrug at you undergoing horrific torment, but be in tears over a heckin' puppersnootboops.
And if given the choice they'd choose the dog.
Every damn day.

Now don't get me wrong, I like dogs. But if it was a choice between some human I didn't know and some dog I didn't know I'd have to choose you.
I'd feel unhappy about the choice, guilty even, but you are, in my eyes, more valuable than a dog.

Or is that too nuanced for your wee baby brain and you're going to rave about third worlders again without prompting?
>>
why are you online friends with third world mutts???
>>
>post got deleted
Lel, looks like I hit a little too close to home for the jannies
>>
>>97825037
White man's burden

So what are you working on?

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

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

>Resources for the aspiring developer
>https://anydice.com/ (A fantastic resource for checking probabilities)
>https://miro.com/ (A online whiteboard with tools to help organize yourself)
>https://www.notion.so/ (Similar to the above, but in a bit cleaner format for those who work in larger teams)
>https://rolz.org/ (Impromptu playtesting at its finest)
>https://www.youtube.com/user/georgephillies/playlists (Game Design Lectures)
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>>97824968
>Retard can't read
Many such cases! If your system doesn't have a setting, or at least a genre or tone, then you won't know what mechanics to put into the game. You cannot have one without the other, and retards like (you) fail to comprehend this and it's why you are incapable of creating, only gobbling up the slop corporations dump into your trough.
>>
>>97824423
It depends on how successful you want the players to be and how the other mechanics interact with the dice.
>1d20
You want modifiers to matter more than the die, because you have a 5% chance of hitting anything from 1 to 20. Otherwise, you want high randomness and low reliability in the outcomes.
>2d6/3d6/2d10
You want a system that leans towards averages with both the best and worst results being exceptionally rare. It's easier to balance the game around these because you can use the average for the Average Difficulty of checks.
>Roll-under
Mainly with d100s or 2d6, the idea is that you want to emulate a percentage system where instead of adding to the roll modifiers increase odds of success. For example, for a fallout system, 1d100 roll under vs your Skill on a check would work out, and you can add a Complication system to prevent auto-success in all cases at 100 in a skill if you like.
>Pools
These are IMO generally best for combat, but for core checks you can add granularity to your checks. For example, using d10s like Exalted where a 10 is 2 successes instead of 1, and totaling your successes to see if you succeed, critically succeed, fail, or fumble.Of note, it's best not to have d6s for core rolls in pools as they lack the granularity to gain benefit of this type of core roll.

I favor a mix of 2d10 + Modifier, 3d6 + Modifier/D6 pool, and in a couple of odd cases 2d8 + Modifier and d8 pool check options. The fallout example is right out of my currently being reworked Fallout RPG, where it's being changed to be roll-under d100.
>>
>>97824985
Elitist gamechud!
>>
>>97824404
Stop responding to such lazy bait. At least make them work a little.
>>
>>97824985
Uhm actually reading systems is really consumist so no you should not do anything you say and also you are being a chud when you tell people to read because tg cant read so stop being worldbuilderphobic

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Do you prefer a ton of detail fleshing out an adventure module, or do you prefer only the most note worthy and explicit features required to run the adventure? there's two competing schools of thought on how one creates more work for the DM than the other. However they might be overlooking the effort that goes into summing and paraphrasing down a lot of fluff into actionable material to execute at the table, and how flexible the canvas is to do whatever it is you wish with the more straightforward template.
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>97824039
Not trolling at all, ACKS is a good game, and the 1e DMG is required reading regardless of system used.
>>
>97824074
>the 1e DMG is required reading regardless of system used.
No. The scant chapters on how to GM *might* be required reading if you are dealing with extremely shitty players. Most of the DMG is explanations of how its systems actually work. Since Gary thought the real rules of the game needed to be hidden from the players. There's very little to actually glean as a generalized gamemaster, and what is there is hidden amongst tedium. The Judge's Journal on the other hand, has all the game master advice front loaded. So even if you have no interest in running ACKS, you can still get the advice without reading the whole thing.
>>
>97824758
Yes, and you being an unfortunate ESL nogames will not avail you.
>>
>>97815182
Honestly 90 percent of the time I just want a well made, legible map with a concise key. Map making is the shit I like doing the least.
>>
>>97815182
>>97825049
Oh, and no boxed text. I fucking hate boxed text, it's always bad. One of my players is running a game right now and he's utilizing a lot of boxed text he wrote himself and it just takes me right out of the game.

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Why did the Star Wars RPGs never quite take off for the nuQuels
You'd think there would be a whole new flood of content, but there's just nothing after the sequels.
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>>97814166
Do you have ANY idea how much of licensing drama was going with anything Star Wars since '97?
And how much prior of it?
This franchise is in perpetual state of drama, loicense bullshit, copyright infringement and petty assholes pushing their luck since at least Empire Strikes Back
>>
>>97814854
Dark Rey has surprisingly high amount of high quality porn. Which is probably the best thing that happened via Disney sequels
>>
>>97814854
>dark side rey
Makes more sense than anything else with that attitude and that much potential.
>>
>>97817934
If they wanted to just do a remake of the original trilogy (plucky band of rebels against an evil empire) they should have set it farther in the future. You could have all the same shit and have the legacy characters show up as fucking halocrons or in recordings. One would have thought that Indiana Jones and the Crystal skull would have taught these idiots that we don't want to actually see the heroes of our youths as oldsters.
>>
>>97818606
Making such a smug girlboss does have the pleasing benefit of making porn where she gets the smug fucked out of her that much more satisfying.

>>97814854
Though i don't believe event the power of the Dark Side could give that shapeless creature those tits.

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Easter Approaching Edition

>Previously, in the Mortal Realms
>>97815444

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

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

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

>Anvil of Apotheosis hero creator:

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>>97824991
That's true, stormcast are the most susceptible to unit changes because there's like 3 or 4 options for roughly the same role at all times. Like aren't vindictors absolute garbage despite being the basic dominion guys? Although that may be intentional on gw's part to get you to buy the new shit.
Reminds me how it's the exact opposite for some armies, namarti have always been shit and eels have always been great, for 4 battletomes in a row.
Oh by the way we introduced a new character, the lore is that she hates akhelians and wishes for namarti to take over, wanna know what her abilities are? Boosts eels lmao.
>>
>>97825023
>namarti have always been shit and eels have always been great

This type of shit has annoyed me forever, this is literally what happened with Glaivewraiths. Were shitty from launch and were eventually just hotfixed out of the game. They pulled this exact same shit with underworlds where despite completely having the opportunity to redo the entire cast of warbands and all the garbage ones, GW seemingly thinks it's part of the identity of some things to just be worthless.
>>
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>>97825023
SCE are the most susceptible to change, because they are literally corpo garbage, artifical and alien to the setting faction invented by people who didn't give a single fuck about the setting, just were dreaming about space marine players buying another sigmarine army. Now they are desperately trying to figure out their role in the setting without squatting them. I have my doubts if they can be fixed. I mean, can you even invent lore of the army of demigods without sounding like a bad fanfiction?
>>
>>97822460
we are sigmar kirk
>>
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>>97824953
Amazing intro to liggers and easy 2x buy since you can build scar vet on carnosaur as skink oracle on troglodon, can have warriors with spears or clubs and normal krox or warspawned. Cosmetic and functional (sans weapons) variety

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>they didn't add alternate activation
>again
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>>97810820
Archon Studio is actually pretty cool. Also Blizz is not licensing SC to Archon for money lol, it's a chump change for Blizz.
>>
>>97822786
Bruh Blizz of today is not the same Blizz. Microsoft's gaming division has been bleeding money for over a decade now, and Blizzard is no exception.
>>
>>97822786
Don't care. Blizz needs to stay out of MY hobby
>>
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>>97804525
Damn it must be very much alive then :) such a good game and all
>>
>>97823672
Sopranos is also a dead show

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I really love hex tile games so I made one where cities are dice (to represent the size) and you draw tiles from a random bag like Carcassonne and place them according to rules (like you have to contribute to existing forests or mountain ranges on the edge until they're a certain size, before you can start a new one).

The game was very visually and tactilely satisfying to me, which is important since it's being played in the physical realm. But the girls, as you can see, are a bit small. So I bought new ones.

I haven't painted them yet but I am hoping to add some numbers to them, almost like Catan has.

So therein lies my question (and I know I'm leaving a lot of details out, this game is very different from Catan, but it's basically a 4x tabletop hex tile game). My question being:

Do people actually like rolling dice in Catan? I think in Catan it's a very elegant way of adding depth to the game.

Currently in my game, you roll 1d6 per population of a city, and for each 5 you roll you can get a resource of the tile your city's on, and for each 6 you can get that or an adjacent resource. But that leads to a lot of dice rolling. By the end game you might be rolling 10 pools of dice each with 6 dice, and making decisions along the way.

So obviously I want to simplify it.

But the question is, do people even like the dice rolling in Catan? Or would they rather the randomness be removed from it?
>>
>>97824776
Yeah I have sex so I like rolling dice in catan.
>>
>>97824776
... where is any game in this?
Or you had a stroke when posting and thus the rules and gameplay were never posted?
>>
>>97825007
Catan.

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What races exist in your setting, or at least are races that you like, be it in science fiction or fantasy settings, and wish were seen more often? For me, I wish Warforged were in more D&D settings naturally.
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>>97708119
what are the criteria for good?
>>
>>97814990
>what are the criteria for good?
BTA, but how about races that are good either add something to the setting and/or would be interesting to play?
>>
>>97819041
Beast-folk are always cool.
>>
>>97733226
>all these fantasy amateurs creating fake ass "original" races
he even stole bretons from elder scrolls
>>
>>97703135
not really, they just act like evil humans.

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does anyone have a torrent link / resource for the big shitload of scans and almost full catalogue of scanned games workshop models for 40k etc?
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>>97808601
kek literal jeet scam talk from this one.
>>
>>97807875
You can just play a different game
>>
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I just want great knarloc scans but everyone is too busy scanning space marines with slightly different hats.
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>>97820910
It's not popular because seeding can get you sued in many countries, while uploading stuff on telegram might get your stuff deleted there, but nothing else.
>>
>>97824430
>seeding can get you sued in many countries
I find this so strange. The only way they could know that is if they are spying and many countries have laws against that.

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Here’s your magic card bro
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>>97822181
If that's pure evil then what's this?
>>
>>97822189
An artist who knew he was being tasked with doing evil, but wanted to make his money and take the piss at the same time.
>>
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It’s 2026 and demographics are changing. Long gone are the days when magic was relegated to pasty yT pinkies with Cheeto fingers and neck beards. Magic is for everyone
>>
>>97822181
I don't think you know what evil is.
>>
>>97823680
Oh I believe I do.


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