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File: rural centaur.png (322 KB, 868x933)
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>gameplay
For Centaurs, you should be able to use them as mounts when not in combat if they're lightly armed & armored. I think you could ride into battle with them and fight on their back without overburdening them, depending on your loadout. Squeezing into dungeons and caves might be a bit of a bitch, and your centaur companion may find themselves too cumbersome to accompany you in certain locations. If people in wheelchairs can make do, I'm sure a transmog potion or a shrinking potion might solve the problem.
>fantasy settings
They're more at home here for sure, like having a horse. Some taverns may give you a hard "no" for your centaur companion, but I'm sure regions that are steeped in centaur culture or adjacent ones have accommodations for their unique anatomy. If nothing else, they could help carry your camp supplies and other provisions.
>loadouts for fantasy
If you're not riding them, I think they can be pretty well armed and armored- think tower shield and a mace/flail. They also make good spearmen, so I think they'd be comfortable wielding a halbard and similar pike-style weapons. This would be with them wearing plate mail cuirass for the human portion and chainmail curtain over their horse hind quarters, or perhaps some specially fitted Gambeson. Other plate sections could be fitted to their horse body as needed. Archery and crossbows seem like they'd work for ranged options. I've not considered them using magic, but having a fairly mobile spellcaster seems cool as well.
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>>97280717
>I'd envisioned medical centaurs hauling a whole carriage of wounded or delivering supplies.
This. I fail to see why EVERY race has to be able to occupy EVERY role in the military. This reeks of woke inclusivity bullshit.
You don't want ork surgeons in the field hospital, unless they're dentists or something, maybe not even that.
You don't let elves lug around boulder-sized hammers no matter how much they whine, bitch and moan.
And you don't employ kobolds in heavily-armored shock troops.

Everyone should play to their racial strengths, centaurs shouldn't be an exception to that simple rule.
>>
>>97282271
>military conscription and putting unsuited personnel to a position that needs to be filled is woke
I can assure you that despite all the propaganda, the military is not a well oiled machine where everyone can be their best selves.
>>
>>97283238
Try as you might, you won't be able to make a halfling wear the giant's armor and be an effective combatant.
Throwing ill-equipped people at the enemy have never worked. You either outsmart or out-tech the opposition.
>but muh Soviets…
Were not fucking butchers, nor were they underequipped past the first couple of months.
Outsmarting and McGyvering shit on the spot was happening left and right.

If you don't have enough people to fill a certain role, you make do with replacement, i.e. using horses instead of centaurs where possible.
Or you switch tactics entirely, such as resorting to sending saboteurs, and ambush or trap warfare when you've lost your orks and only have goblins on hand.
You might get away by keeping a sizeable amount of people in reserve to even out the imbalances, but the expenses will add up quickly during a war.
Either way, it would be rather silly to not take the mixed nature of one's army into account and set up contingency plans.

This, by the way, highlights the difficulties associated with mixed race armies that rely on specific racial strengths.
A less rigid structure would instead have a range of roles for races, or group races based on a set of common traits.
It's gonna be a pain in the dick whatever you choose to do, but specialization has it's perks, namely higher potential of each specialized group.

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>>97283473
UUUH
you wouldnt lose so many orks if you didnt only send in the goblins once youd lost them all

there is ONLY hybrid warefare these days.
and yes a lot of soldiers die because a retarded overhead wont let them innovate and doesnt know what those guys need to be doing.
politics and fragile egos have allways been and allways will be the main driving force behind war.
>>
>>97283473
>Try as you might, you won't be able to make a halfling wear the giant's armor and be an effective combatant.
Militaries make equipment in different sizes and depending on the period, soldiers would have to equip themselves. Besides, if you don't have a giant and only halflings, you either use those halflings or surrender. History of warfare is full of cases where clerks and cooks with basic training are sent to the front lines. When there's a hole that needs plugging, you make do with what you got.
>Throwing ill-equipped people at the enemy have never worked.
Yet militaries keep doing it time and time again.
>You either outsmart or out-tech the opposition.
Or outproduce.
>but muh Soviets…
Project 100000, for example. People who did not meet the minimum requirements for enlisting were still taken in to keep recruitment numbers up. And while the idea was to use them for logistical support, a lot of them ended up in the front lines anyway.
>If you don't have enough people to fill a certain role, you make do with replacement, i.e. using horses instead of centaurs where possible.
Or centaurs instead of infantry.
>Or you switch tactics entirely
Depends on what type of military you are. Do you give field commanders freedom to do things how they see fit or do you dictate from above how things have to be done, no matter what? Plenty of men have died in pointless attacks because a general somewhere didn't feel like switching tactics.

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Wanted to talk about advice on GMing, settings you prefer, and styles or issues you as a GM have. I generally tend to prefer dark fantasy or sci-fi settings rather than trying something a little different.

I also tend to have a style, depends on the system though, where i have a combat heavy session or two and then a more intrigue/exploration focused session. I have been working on how to better balance games I run, but trying to tie that to timing a game session gets tricky at times.

Another issue I noticed is that puzzle solving or investigative games can be a lot harder for a player to get into the mindset for than the dm. It is easy to think everything you planned makes sense when you thought it out in your head but the players might not have the same line of thought.
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>>97218365
>Been a DM for 25+ years.
This is how you know you're going to read the absolute worst advice you've ever seen.
>>
>>97256638
>Now, am I gonna want to play your own personal little homebrew "system" that you just pulled out of your ass after six months of autism? No. There are tens of thousands of game systems and most of them all have far more professional design work and playtesting than your never-been-played-before bullshit. Be realistic and exercise some humility, some self-awareness. The odds are, your personal little toy is actually just D&D or GURPS or whatever with a few house rules, so be honest about that if it's true and you'll have more interest.

It's a full book that came together over the past three years. We've already done four rounds of playtesting so far and integrated player suggestions each time.

It's not a modded D&D. It's not even a D20 system.
>>
>>97218290
>Another issue I noticed is that puzzle solving or investigative games can be a lot harder for a player to get into the mindset for than the dm. It is easy to think everything you planned makes sense when you thought it out in your head but the players might not have the same line of thought.
Puzzles with specific solutions are stupid. Just put big-ass obstacles in the way of your players and roll with whatever zaney bullshit they invent to "solve" it. Don't even worry about having a solution planned. There's a giant impenetrable wall. See what they do. They'll go kidnap a griffon and fly, hire sappers to dig underneath, or raid an enemy army's camp to get a siege tower. Wind them up and let them go. You don't have to worry about "puzzles."
>>
puzzle solving breaks most D&D players
>>
>>97276278
My issue is that even with an open ended basic puzzle, you get two people at the minimum arguing about how ever idea is stupid and would not work despite the dm seeming thrilled someone finally thought of the solution.

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ITT: confess your /tg/sins and devilish antics

>be me, at FLGS
>see some grogs playing a historical looks like maybe Bolt Action
>approach and ask them where they got their Astra Militarum STL's.
>handwave their reply, tell them I've been in "the hobby" for a while, I started two editions ago in 8th so let me know if they need any pointers
>>
nice larp faggot
>>
>>97283585
Yeah obviously you triple nigger sorry for trying to make a fun thread instead of opening a fourth simultaneous /40kg/

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What are some of your experiences with BRP or mythras? Favorite stories, characters, or supplements?

I generally like running pulp or horror campaigns. Funniest story setup was how my players thwarted a small series of adventures I planned before it even started.
>Players role up an old priest, a journalist, and basically fred from scooby doo.
>Investigating a series of murders and disappearances.
>Get captured thesmelves and wind up in a rundown factory converted to sort of look likea victorian mansion.
>Meet an obvious vampire who uses them for basic company and conversation before planning to kill them.
>My players escape, the frail priest manages to full nelson the vampire, and the other players manage to use a stake to kill him.

It ended what I planned to be a multi session adventure in one night. It was a lot of lucky roles and ended up with being funny.
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>>
is there a notable difference between mythras and runequest glorantha outside of glorantha being tied to a world? as far as i understand it mythras is just runequest 6 and glorantha runequest 7?
how do both of them compare to BRP which OP posted?
>>
>>97280321
yeah, there are a lot of small differences between runequest glorantha and mythras. RQG ican only do glorantha. It is aheavily built upon oldschool runequest. Mythras developed differently based on the two mongoos editions. Brp i find to be slightly worse. I do like brp derived systems though. Magic world is great. It is probably the best d100 system for faux dnd style fantasy along with openquest if you are into lite games.
>>
>>97270691
So how do those cons compare to BRP?
>>
>>97280959
brp is more generic and tries to simulate a lot of different genres of games. Most people dont even use it for fantasy because there is magic world as mentioned before which is a fantasy hack of brp+stormbringer.
This mirrors my own personal experiences as well as i have played different stuff in brp but never a fantasy game with it
>>
>>97280959
>>97281060
The initiative and action economy stuff in mythras is also better. BRP really emphasizes dex as the best stat for almost anyone because of it. Myhtras uses a combo of dex and int to determine action points or you can use the alternative of giving every pc the same amount.

A lot of BRP supplements or spin offs can be hit or miss, especially form chaosium. The base game of magic world, but a lot of supplements are trying to fit stuff from other games int magic world with little alteration to make it work right.

Recent chaosium supplements are notorious for being the writers thinly veiled fetish or political shitflinging.

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Here is a thread to discuss trading card games other than the big three.
>Build Divide
>Force of Will
>Final Fantasy TCG
>DBZ CCG
>Wixoss
>Keyforge
>Gundam
>Legend of the 5 Rings (L5R)
>Digimon
>Flesh and Blood
>Gate Ruler
>Battle Spirits
>Ashes
>One Piece

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It's been 2 weeks since I started playing sorcery with 2 booster boxes. Here are my thoughts
> 1 booster box will give you 2 good decks and 1-2 mediocre at best
> 2 booster boxes still only gave us 2 even better decks and 1 ok deck with high value cards
> art is amazing. I'm feeling the same vibes when I played L5R ccg
> multiplayer format will probably replace commander for us but the map I printed is 3mm thick and unfit for transport, on top of being huge
> game has 2 flaws from being perfect
> needs sleeves as picking the cards up and tokens is tricky
>suffers from mid to late game card sandwich syndrome. Since all the cards need to be in a single space to bunker down yet they are in specific positions, they create an unwieldly card stack e.g.
Tapped submerged unit with a ward token
Untapped suberged unit with a stealth token
Site
Tapped avatar
Untapped frog token
untapped minion with a token
and so it goes. But any AoE spell in this stack results in game over so maybe its just our internal inexperienced meta that favours this late game tower of babel.

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https://strawpoll.com/PbZqbaoKNyN
Repostan the progression series poll.
Vote with your heart, win a drawing maybe
>>
>>97283315
A L B E R T A
L
B
E
R
T
A
>>
>>97283315
nigga sleeve your cards
>>
>>97283315
waiting for my arthurian boxes to arrive now. playing with precons and a bit of gothic was also surprisingly fun

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New Year Edition

>2024 PHB Scan
https://files.catbox.moe/g8oo9h.pdf

>Cropped and rotated, but more artifacty
MjAyNCBQSEIsIE5vIFRodW1icywgT0NSZWQsIEFub24ncyBCb29rbWFya3MgdHJhbnNmZXJyZWQgb3Zlci4gCgpodHRwczovL2Vhc3l1cGxvYWQuaW8vd2Fvcm9h

>2024 DMG
https://files.catbox.moe/fd04pq.pdf

>2024 Monster Manual
https://files.catbox.moe/atd38s.pdf (D&D beyond version)
https://pomf2.lain.la/f/1en5qwum.pdf (scan)


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>>97273101
Try taking Mark of Healing?
>>
>>97281814
>>97281841
>>97281853
>>97282654
My DM said he'll allow a Greatsword made out of Mithral to have finesse
>>
>>97282615
the bank is temporarily holding a large amount of funds that the target is planning to invest or buy something like a new villa with. or maybe they've just received a big shipment of gold/silver/etc from a mine he owns and its being temporarily stored there until it can be sold in parcels or whatever. something that puts a deadline on the heist too
>>
>>97282309
Thank you Anon, I was already looking at OotD and you’ve convinced me.
>>
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>let's give the alchemist 10 charges of a level 1, 2 or 3 spell.
>also we don't give the alchemist any offensive level 3 spells
Just to put into perspective how unreasonably gay this is, the alchemist's stop offensive spell level 3 or lower that costs an action with no material requirement is melf's garbage arrow which even with the DoT and alchemist feature is only 20 damage to a single target on a hit on average
the other subclasses have fireball/lightning bolt which is 28 damage on a failed save, AOE, hypnotic pattern and conjure barage which is 22.5 damage, aoe, on a failed save.
I guess the cartographer got fucked too

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Have you ever roleplayed a female character?
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>>
>>97262389
>borne of asexual dream alchemy
What an odd thing to say.
>>
>>97262389
>i am not her.
>I am her simp
>I am a simp to a woman i made up
Holy shit get ahold of yourself man do you not see what you're typing??
>>
>>97260218
>100% removed
Bruh if you made up the character its like 80% detached tops. If you rolled it, it's 100% until you name it.
>>
>>97258131
>It's fun to try and imagine yourself as all sorts of personalities and characters, across classes, ages, genders, species, and try and think on how they would act and react, given their personal history, abilities, and motivations
>... try GMing? Oh good heavens I would never!
>>
>>97257822
>They're a straight male who likes women (to the point it's their entire personality)
ftfy

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Why are wolves so common in TTRPGs as enemies?
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>>
https://www.youtube.com/watch?v=oJL-lCzEXgI
>>
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https://www.youtube.com/watch?v=Czj7SyPNRto
Should druids revere wolves?
>>
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>>97269790
Because they hunt in packs, obviously.
>>
>>97282012
>fuckee thread transforms into bumpfag thread
how joyous
>>
>>97276168
With no exaggeration, this would be a thousand times hotter if they were anthros instead.

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Welcome to Mecha Monday! Here we dedicate ourselves to mecha RPGs, wargames, and boardgames alike. Here we start games, tell campaign stories, share resources & assets, and seek advice for our games and homebrew.

Assorted Mecha Goodness:
https://pastebin.com/E2wi55AZ
Embryo Machine Translation:
https://drive.google.com/drive/folders/1r_cjOLuUp3HussVRhbQYU3G0zK6hwy1r
Lancehounds Homebrew:
M3g4 folder/eMEBUbCL#kj2FRrlqTa-02U16XpnVRg

Previous Thread:
>>97092391

Question of the Thread:
Should mecha have hands? Should the hands be humanlike? If they shouldn't have hands, what should they have? If no hands, why even have arms?


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>>97279155
>Don't think so, but you might be able to just build Roadstrikers from scratch.
Easily!
>Or maybe use the ATs from the Votoms Fuzion book.
ATs, Gears... whazzadiffrence?
>I think Old SilCore is similar enough to Mektons Interlock that you could just consider using HG 2e.
Now that's an idea I've never heard before!
>>
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ヘビーギア
>>
>>97234923
It does, but admittedly just taking infantry weapons and making them big does look slightly silly. But then again if you have a giant metal man, why purposefully reinvent the wheel in terms of the weapons? Ultimately I think aesthetics edge it out for me in this regard. The giant SPAS-12 in AC6 looks weird to me.
>>
>>97228530
I have a soft spot for it. Stuff like MechWarrior and Earthsiege were my first taste of mecha. Even if 'mechs are more mobile than they are depicted in MechWarrior. I still have the itch to put weapon arms on reverse joint, quad, and tank leg ACs sometimes. (I.E. when I'm not getting my ass kicked by other ravens)
>>
>>97262919
half of all mecha content is pve video games, whats your point?

>In the game Werewolf: The Apocalypse, the Garou (werewolves) were made to defend the earth from the cosmic forces that threaten to tear it apart. The Garou fight against the Wyrm, the destroyer. It is a struggle against nearly insurmountable odds, especially considering the rivalry between many tribes. These rivalries make it almost impossible for the werewolves to present a unified front against a cosmic force that pervades reality.
>From this morass of hatred and mutual betrayal, there is little hope that the Garou can emerge triumphant against a foe so well armed as the Wyrm. The Wyrm promises money, power, sex, and whatever else the heart desires to its followers while the Garou receive no reward for their striving. It drives them deeper and deeper into despair, or into betrayal so deep that they choose to serve the Wyrm instead.

Main Rulebooks:
>Werewolf: The Apocalypse Rulebook
https://whitewolf.fandom.com/wiki/Werewolf:_The_Apocalypse_Rulebook
>Werewolf: The Apocalypse Second Edition
https://whitewolf.fandom.com/wiki/Werewolf:_The_Apocalypse_Second_Edition
>Werewolf: The Apocalypse Revised Edition
https://whitewolf.fandom.com/wiki/Werewolf:_The_Apocalypse_Revised_Edition
>Werewolf: The Apocalypse 20th Anniversary Edition
https://whitewolf.fandom.com/wiki/Werewolf:_The_Apocalypse_20th_Anniversary_Edition
>Werewolf: The Apocalypse 5th Edition Corebook
https://whitewolf.fandom.com/wiki/Werewolf:_The_Apocalypse_5th_Edition_Corebook


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It is surprising that this thread lasted so long.

>>97276645
To you too
>>
>>97044676
magefag here, my garou fren is disappointed that my healing rites do not leave "battle scars". i have considered mixing entropic energies to imitate the process of imperfect healing, however i know that anything wyrm-related will upset him. what should i do?
>>
>>97276645
You as well anon.
>>97282237
It's been on and off discussion and some art poasting until we get sent to the shadow realm. I'd rather let it die at this point, though I certainly don't mind.
>>97282442
The RP thread has been dead a while anon . Maybe tell him your healing rite would leave scars if he genuinely earned them, that'll get him to shut up.
>>
>>97276450
The CoG are the only Garou capable of winning the war because they're not so stupid as to think "all we need to do is kill entropy durrr". Get are #1 most likely to fall to the Wyrm repeating exactly what the Wyrm Howlers did.
>>
>>97282237
It didnt, Its just one guy who keeps bumping

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Giant edition

>Bans
https://magic.wizards.com/en/news/announcements/banned-and-restricted-november-10-2025

>News
The 2025 Magic Con and Pro Tour Schedule:
https://www.magic.gg/news/the-2025-magiccon-and-pro-tour-schedule

>Metagame Mentor: The Winners and Losers from Standard's 2025 Rotation
https://www.magic.gg/news/metagame-mentor-the-winners-and-losers-from-standards-2025-rotation

>Spoilers
http://www.magicspoiler.com/
https://mythicspoiler.com/

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So, why doesn't Lorwyn get a spoiler season?
Do they want to trick Lorwyn fans inot buying a Strixhaven set?
>>
>>97283594
>TQ
This guy's pretty big.

>>97283601
>So, why doesn't Lorwyn get a spoiler season?
They keep saying "People NEVER give a shit whenever we post spoilers during the holiday season, and yet we wanted the set to come out right at the start of January, so we're just gonna throw everything out there the first full week of January," which I find hard to believe, but they seem to stand by it.
>Do they want to trick Lorwyn fans inot buying a Strixhaven set?
I'm convinced they don't give a shit at all about SoS. The way they're ignoring it at every possible opportunity suggests they either wanna keep it really secret for some reason or they just don't think anyone will care about it, regardless of how much effort they put into marketing it, and the latter seems more believable to me.
>>
>>97283634
>I'm convinced they don't give a shit at all
This was really all you had to say.

They released a Harry Potter set like 10 years after the last movie came out that was missing all the shit grown-up shit Harry Potter fans would have wanted and was just stupid shitty Harry Potter plane. And now it's like 5 years later and it's another Harry Potter set except the entire fucking Internet condemns it and there is nobody under the age of 20 playing this game. I bet there's fucking vehicles in the set. Mario Kart Harry Potter - how could we go wrong?
>>
>>97283664
I want to add that Wizards has clearly always been fucking lying about sets having 2-3 years lead time. Whatever is the actual lead time JK Rowling has been a shitter for the better part of like 5 years and the morons in Wizards still decided to push forward with going back to Strixhaven and not just that but pollute Lorwyn with their stupid field trip nonsense.

The way they wrote Dina and voiced her in Lorwyn made me want to fucking die.
>>
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>>97283634
>they either wanna keep it really secret for some reason
It's going to contain external franchise characters appearing in Lorwyn; Universes Beyond in a normal, lore friendly set.

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Welcome to the Old School Renaissance General, the thread dedicated to first-decade, Gygaxian D&D, its faithful modern clones, and content created for use with them. Later editions (2e and newer) should be discussed elsewhere. And as we enter this happiest and newest of years, remember: 2e was never an old-school game, bait is for reporting, and fish is for smoking! Happy new year, grogs!

Broadly, OSR games encourage a tonal and mechanical fidelity to Dungeons & Dragons played as intended by its creators from 1974 to 1983 — less emphasis on linear adventures and overarching metaplots and a greater emphasis on player agency.

If you are new to the OSR, welcome! Ask us whatever you're curious about: we'll be happy to help you get started. We also have two excellent beginner guides created by Anons with feedback from the thread that you can check for help:

>n00b DM's Guide
https://pastebin.com/EVvt6P0B
>n00b Player's Handbook
https://pastebin.com/XALkXkV0

>Troves, Resources, Blogs, etc:
http://pastebin.com/9fzM6128

>Need a starter dungeon? Here's a curated collection:

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>>97280181
TL;DR: No. The DMG has unarmed combat rules that are way more extensive than they ought to be, but they're not as detailed as what you seem to want.
>>
>>97280830
>Lone Colossus of the Akolouthos Sink by Gus L
Now that's a name I've not heard in a long time. His Red Demon in the Vile Fens is in that level range although on the lower end.
>>
>>97282325
Oh yeah, that one's good too. Kind of the same concept though, isn't it.
>>
>>97280365
>command line utility
>it's c++ for what is essentially just some random numbers
>it's over 500 lines
>naturally everything is hardcoded
>"released" as source code on fucking pastebin
I love DIY attitude in TTRPGs and I love people sharing their work for the community even more but this is just fucking grim

PS
>that pass user
Hello Argent!
>>
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Started playing D&D right as 3rd ed came out and have played each iteration of D&D ever since. I love the Dolemnwood setting, which naturally lead me to get the collection of Basic/Advanced OSE books. I had some questions, but am confused as fuck where I am supposed to post them as there are 3 potential OSR threads up on the board presently.
Anyway, my question is this: I want to create a completely player-driven hexcrawl using a homebrew setting. What I have read seems to suggest that I come up with a basic introductory dungeon first to learn how to create adventures using 'old-skool' methodology - what is the most streamlined way to prepare a hexmap for my group of Pathfinder players to get a few sessions of play out of, before deciding if we will keep going or just switch back to 3.5e/PF.

Trench Raiding With The Lads 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 not
TC 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/


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>>97270790
God bless you filespreader
You made me feel like I'm in 2002's internet again, for a brief moment
2 seconds of a moment to be exact
(Because I downloaded the files at 300MB/sec)
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>>97261550
I was wondering what was going on when his video popped up in my feed. I didn't watch it, so I was wondering if there was anything actually happening. Lame that they're using the dumb copyright striker. That kind of tech can keep creators away because no one wants three strikes.
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>>97282111
You don't want to give the Sapper the Satchel Charge as they're Heavy so they won't be able to move and shoot with it.
You could give it to your Faris as they're Strong, but then you'll probably want to change one of your secrets to Cartography & Geometry to give them Infiltrate.
But then overall aside from the Satchel Charge which is once per game, you've got jack shit that's good into hard targets.
My personal picks for HoW battlekit steals are the heavy flamer on either a Faris or Strong Homunculus, and an auto-pistol on a CQC focused Philosophy Alchemist.
Said Alchemist can stack up to 8 blood markers in one activation over 4 attacks, so the chances of getting a Down even vs -3 armour is reasonably likely. So getting a bloodbath with extra dice is definitely on the cards. Plus the have two shots and a charge so they can mop up chaff decently as well.

Jabirean Alchemist
• Cost: 110 Ducats | 0 Glory
Upgrades & Choices:
Cartography and Geography
• Equipment: Sniper Rifle

Jabirean Alchemist
• Cost: 151 Ducats | 0 Glory

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>>97282167
The Beast concept art has some tit monsters and women being eviscerated thoughalbeit
The Black Grail pregnancy monster is also fucked up
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Late game campaigns need some improvement. Past the halfway point unless you’ve monumentally fucked up you have very little areas for list building because you’re capped up on everything but basic troops

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It's Da PDF Share Thread!

Get ready to stuff your hard drive like Santa's Magic Sack!

STEP 0:
<----- That image is not a PDF, it's an image, at least for now. Check the 4plebs link below to find the PDF.
PLEASE READ DA FAQ BEFORE REQUESTING OR SHARING.
It will answer 99% of your questions about this thread. If you haven't read it, we will know.

STEP 1:
Please exhibit good manners. Threads start sliding off the board after a certain number of posts. More posts wasted on being rude means fewer posts available for sharing.

STEP 2:
Request, share, stay awesome!


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>>97279663
Would anyone happen to have 40k 8th edition Harlequin codex? Please and thank you.
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>>97283487
gf /d/6rchyK
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>>97279663
owlnon, it is a new year. how are your trove updates going?
also, does /kingconan still work or is there an equivalent?
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>>97283231
Thx a lot
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Happy new year lads.
Kindly requesting One Page Rules Age of Fantasy - Vampiric Undead Faction Book. TYIA.

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Sharing useful wisdom that has helped me run more satisfying games. Trying to share some less common advice. These are my opinions and techniques that have helped me. I’d love to hear what has worked for other /tg/ DMs.

1. Time pressure- adding time pressure through use of "clocks" including real life clocks is incredibly helpful to add pressure and tension to a scenario. Giving players choices but not enough time to make every choice adds meaning to those choices. Time pressure in combat is a contentious, but powerful tool to discuss with your players. Forcing a decision in seconds makes combat stressful and - when players are on board- fun (in anticipation of the common objection: if the players don’t make a choice in combat, I usually come back to them before round end, I never have them “just stand there”. Remember to assume character competency).

2- The GM-ing engine- It's okay to front load content and prepare a few different rail-roady hooks in the first few sessions. Being a GM is like starting one of those old prop engines with a winch. It takes a while for the pistons (players) to kick into gear. Once they do, after a few sessions, all you need to do is apply gas. Solve the tavern problem by figuring out how characters know each other prior to the first session.

3- Immersion means impact- After a session, reflect on how the player choices affected the world (for good or ill), try to let the ripple of that effect emerge in the next session. Players that feel like they change the world around them invest in it.
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>>97281895
Railroading is using GM fiat to force a certain outcome. It's always a bad thing. Using the term railroading the way op does up there dilutes the meaning. You can have linearity in a scenario design without it being a railroad. You can have a five room dungeon, where each room leads into the next room, and there is a boss and a treasure in the last room. It is linear, but it's not a railroad unless the GM is using fiat to force specific outcomes in each room, for example making it so no matter how well you stealth roll is you always have to fight, there is no room for interesting strategy, whatever the case may be.

I think that he was trying to say is a variation on what I believe for early in the campaign scenarios and one-shots, which is to start late. Don't start them in the tavern meeting the old man who gives them the map to the dungeon, start at the door to the dungeon saying "you're at the front door to the dungeon that the map you got from the old man in the tavern led to." Don't start in the briefing, start in the plane about to halo-drop into the hot zone. If possible, start in media res. This is a perfectly sensible way to start a campaign, and isn't "railroading."
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I don't think there's anything wrong with your world having the internal consistency of a video game i.e. you only draw what the players need to see and make up shit from whole cloth when the unexpected happens (or you run out of prepped material). When I started out I thought statting up all the Shit That Nobody Cares About behind the scenes was important for consistency, but nobody cares about 90's style encounter tables where you roll a d100 and 80% of results are some boring mundane thing that bores people to tears. Players want to be entertained so break out the SUDDENLY if they start looking bored
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OP has some good GM advice
I'm pretty sure it's a pasta or condensed into text GM advice video by some actually competent TTRPGtuber like Seth
maybe a compilation of several different videos
>>97282194
this post is bad GM advice
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Solid advice.
> 1.- Clocking actions during combat
I use a 1 min hourglass, works like a charm.
> 2.- DM engine
Yes, after the first dungeon/adventure your players know where they want to go, if not, "suddenly a dragon", or ninjas or whatever the hell makes them move.

> 4 Calendar
Yes, I have an artificer and a wizard that make sure have enough time to craft scrolls, potions and ammo before a BIG event, they love when a scroll or well placed arrow turns a possible TPK in a steamroll; they even use hirelings for minor errands to not distract their characters

> 13 Solving obstacles
Yes, you should reward creativity, even when they find a way to just talk their way out of a combat encounter or tunnel around your trap infested corridor.
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>>97278789
>I hate “Insight” rolls- I feel like whenever a player asks, “can I roll insight/investigation?” to get an answer, I’ve failed to immerse them in the experience.
You are telling them this shit ahead of time, right, so they don't waste skill points buying skills you aren't going to let them use?


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