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>Game Master
Yep someone that's head of the game and runs it, makes sense
>dungeon master
Has a spooky feeling to it, if they are playing against the players a little that's fine. It's nice and fluffy.
This isn't a sport, this is retarded.

Having a nice flavourful name associated with the player running the game is fun.
Giving them a name associated with someone who has the final say on rulings makes sense, but it's just so fucking gay and feels detached from 99% of RPGs.
I could see it in let's say, a Bloodbowl RPG but if I'm playing something else completely removed from sport it just sounds dumb.

Stop calling the GM a Referee
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It is in single player games.
The full title is "Keeper of Arcane Lore" which is even cooler.
Stop replying to the retard and just report him for trolling outside of /b/ jfc.
I wonder how the bra stays on.
>This isn't a sport, this is retarded.
The Referee is an impartial arbiter of how the game world and its denizen react to the players actions and what their own action might be beyond the players.
GMs and DMs just shuffle around braindead action setpieces and storyfag "scenes".

Spoken like a true Dungeon Minstrel. Dance, nigger, dance!

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What killed it?
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I can’t imagine playing.anything but skirmish games from GW. Kill Team and Warcry are the only rule sets worth a shit from GW. Hoping for a TOWcry home brew
Kek, no one plays aos round here. Haven't seen a non 40k round base since TOW dropped, aside from people using the converter movment trays
>t. Lives in Nottingham
>No lizardmen or VC
Hard pass
But there are Lizardmen and VC in TOW? Or do you need GW to constantly tease and supply you with a fresh range of overpriced CAD minis?
>I just liked dueling, ok?

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If one were to construct a list of canon for fantasy literature, especially as it relates to tabletop gaming, what might it look like?

>Core literature
the Hobbit & Lord of the Rings
Conan the Barbarian

Aside from the above which most would consider to serve as the foundation of modern fantasy, what works might be seen to be keystones of the genre, particularly certain aspects of it? e.g.

>Magic Systems
The Dying Earth - Vancian Magic
The Earthsea Quartet - true name based magic

Dragonriders of Pern - popularized the concept of dragon riders and

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not /thread.
>bumfuck flyover nowhere
The great lakes are the most beautiful part of America, faggot.
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Not even fucking close
i like how you didn't even try to dispute that my description of it is correct lol
>missing so much

How to go about this?

I don't want to ruin the sense of exploration, plus if they can get to places really quick then I can't get all the materials ready while they slowly crawl from a place to another.
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flying isn't instant, it doesn't magically grant you knowledge about the surrounding area so you still have to explore, each different kind of flying mount has its own personality and maintenance requirements, flight is in high demand and accordingly expensive, if you don't want to pay someone to fly you along established routes you need to find someone willing to train you, and you need the time and money to put in to get good enough to not kill yourself, they can't cover every use case as they can't carry nearly as much stuff as a ground caravan and they aren't as capable of fine maneuvering, they're extremely exposed easy targets and they give away your position and direction of travel, it's much more difficult to search for particular, small scale landmarks from the altitude and high speed of a flying creature
also most flying creature are poorly equipped for long distance travel over the sea, even if the animal can make the trip, the riders are going to need food, water, sleep, and shelter from the elements at a bare minimum
I have all kinds of stuff going on when overworld traveling, like food, water, and battles. Flying is limited to only being able to be paid to do so, only to major provinces, and only when the weather is calm.
Depends on the system like the second poster said.
I don't care, harpies are a core race in my settings and they have a fly speed, they just don't get medium/heavy armor. I build puzzles around it or including flying enemies or enemies that have the ability to leap high to snap at their ankles. It's not about ruining the sense of exploration, it's about adding areas that you can only access with flight. As for prep, prep as much as you can ahead of time or be open with your players that you need time to prep. Generally, I like to know what my players want to do enough to fill 3-4 sessions at a time.
>Digimon Digital Adventures
Flight is a quality any digimon can take for 2 DP (1 DP for Champion and higher, DP is the character creation point currency for digimon) so it's fairly common beyond Rookie/Child and plenty of enemy digimon can have it. Jumper is an alternative that's free, and nothing is more fun that jumping up with the move action then Clashing a flying digimon to drag them out of the sky for fall damage and immobility.
>Fallout system (Mine, homebrew)
Flight isn't really an option outside of travel.
>Transformers system (mine)
Flying alt modes are an option, again see 5e. It's more about using other enemies with flight or building the world to work with flight.
>Dragonball System (mine)
Flight is free in the game I run cause most of the PCs are aliens of some variety and in space in DB flight is common. Again, it becomes more about "Hey, enemies can fly too" and tactical positioning. As for exploration, you can't well fly in space and you can do what the Android Saga did and make it part of searching.
What system has flying mounts/ships mechanics?

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Why do (You) still play full scale games in 2024? More and more companies are moving towards smaller skirmish style games and the market is reacting quite well. What’s stopping you from making the move?
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Just move along he's been spamming /hwg too with his scale autism
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Are you genuinely fucking stupid?
The decision to cut Kislev and Grand Cathay was taken years ago.
Do you have any fucking object permanence? Just because you were informed of something last week doesn't mean that's when the event took place.
Prodound mental retardation, tbqh.
I like large scale battles.
>15mm Historical
>6mm modern
>6mm epic
>Just curious, I didn’t make the OP inflammatory so I can get more reasonable responses.
What responses did you expect retard? We like big battles. Nothing more, nothing less.
Mostly because I'm a friendless, shut-in virgin and staring over a wall of plastic at other hairy, middle aged guys is me cutting loose for the weekend.

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Pic related
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Good city books give quality hooks, both those unique to an urban setting and those found elsewhere with a change to their context to make it work better.
Bad city books tend to drop boring statistics about the city's exports and imports, some gay vague political intrigue, and stat blocks for a dozen or so major NPCs
Good ones make the city an amusement park of sorts — here's this list of 50 cool rumors that may lead to grand adventure; this set of streets belongs to a horrid gang of dwarves who have gotten extremely territorial; that neighborhood has a haunted house whose spirits will attack any passerby after midnight; here's an orphanage where the kids will feed you useful info for a fee; here's a fight club or cult, etc.
Quality hooks for a load of interesting/unique and mundane locations, as well as the information to use them w/o hook.
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>"Dooooood, I'm a kirin, not a unicorn. Don't raaaaycist."
In contention as one of the overall best supplements for the whole nWoD. Usable not just for Vampire, but frankly any city-bound game.

Excellent taste anon.

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Given that Savage Worlds is much more SJW than Palladium and kept "Crazies" as a character class I doubt they'll remove Mental Damage & Trauma aside from the changes already made with 2nd edition.

I personally lost interest when they stated they weren't reprinting the After the Bomb books though. Would have loved for a 2nd edition version of AtB and Road Hogs.
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Never found Savage Worlds to be anything like that. Recall it being Mega Based, with a forward by Ash himself.
4e doesn't really capture the feel of TMNT
How were they riding around in the desert, wearing 2-3 layers, and not ducking dying in the heat. I need shorts and a cold shower in the low 70s!

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What is your preferred dice rolling system besides d100 and d20?

I don't like d20 because almost everything has above 10 to hit or succeed, effectively making at least half of the die useless in most situations and thus turning into a coinflip.
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Maybe you should take that ribbed dildo out of your ass and realize clarity of speech is important to effective communication.
Maybe you shouldn't misinterpret people on purpose for the sake of starting arguments on an imageboard.
I usually waive away tests where most of the party has >50% chance of success. At least when there's no hurry or a reasonable consequence for fucking up. From the outside it looks like inflated DCs, but it cuts down pointless derailments and rolls for rolls' sake hard.

Alternative mechanics:
2d6, like in Traveller.
Dice pools, like in WoD or Shadowrun are good too.
The one in Deadlands is pretty fun, too, but doesn't hold candle to a humble d100 roll-under.
Why nobody talk about diceless systems?
they suck

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Chaos Sisters Edition

>Dark Angels Combat Patrol

>Kroot lizard rider

>Cummunity links:

>3rd Party Models Pastebin:


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Thank you anon.
GSC started coming out in 7th which seemed to be a transitional period for GW where they were embracing CAD and their earliest attempts at tooling sprues was pretty dodgy, leading to a lot of pieces being oddly positioned which lead to mold lines in annoying places.
How do you possibly fuck up so bad as an autarch, let alone farseer, that you end up in CQC with Khorne daemons with no heavy support? This is why Iyanden is going extinct kek
>t. Biel-Tanned Gigachad with 7" penis
>actually made Fagadon look cool
Fukken nice
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>Tell us your idea for a centerpiece model for a faction currently existing or not.
Kroot Dragons.
I want my fire breathing reptiles with 6 limbs and wings into 40k.
40k is fantasy in space damn it, dragons are a corner stone of fantasy.

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Previously: >>92028493

>OFFICIAL Commander website, where you can learn the rules, see the current banlist, and read the format philosophy, laid down by the rules committee:

>Statistically see what everyone else puts in their commander decks based on what is posted to the internet.

>Find out what lands you can add to your deck, sorted by category, based on a chosen color identity.

>Deck List Sites: You can search for decks that other people have made. Authors often have comments that explain their deck strategy and card choices.

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>gf got a roaming throne and growing rites of itlamoc in the same pack
Meanwhile I keep getting commons :(
I’d argue that trample is better than vigilance and reach and when you’re running a creature with power based on one count that getting lands isn’t an issue so the mill if the bear is kinda redundant
Damn I cracked like 8 of these I didn't know they were worth that much
It's a second but slightly worse chaos warp
I use it on my commander

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One of the things I judge a new RPG I'm reading by is the size of the skill list. Personally, any more than about 40 and I start reaching for the red pen.

What's your ideal number of skills?
0 is a valid answer
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I enjoy games without skills, but it can take some work to get people to switch in to the mindset that they can just do whatever their character's career or archetype should be able to do without asking to roll for it.
I'm not opposed to skills systems, but I don't often see one I like.
When you out a list of skills on a character sheet you are giving the players (including the GM) a list of verbs for their story. They should be verbs that come up in the particular genre of the game you are intending it to be. A detective game probably benefits from a skill list having things like "interrogate", "blend in" and "bureaucracy" as skills, but your magical girl game probably doesn't need those bloating the character sheet. Putting points in a skill that could have gone to something else is flagging the GM that you would actually like to be able to do that verb during the game and have it be something your character is good at and does under pressure in situations that are relevant to the story that is constantly taking shape during a role playing game session, so taking points in a skill is, in theory, a way of telling the GM what kind of game you want to be playing. This doesn't often work in practice for poorly designed games that don't have a clear intended genre.
If your game is going to be about killing goblins that should be clear from the options character sheet. If the game is going to be about competitive flower arranging the skills available to characters should reflect that.
At Scatomancy it was still between FATAL and SotDL?

>when some guy posted a "FATAL 2" earlier this month, but still.
Under that name? Any gems or coproliths inside it?
this, Barbarians of Lemuria (and Honor + Intrigue, which is based off the same system but just imo more preferable) finally solved the INT / WIS / Skills problem by using careers. it's unbelievable how much more intuitive and better it is.
this is another example where the BoL or the H+I career system works better, it's principally what you're describing just without having big lists of skills.
As time goes on I'm really starting to prefer 0. Nothing wrong with skills, but I like when systems tell you to describe your character's history/skillset and use that to determine what you get bonuses to. Barring that, I can't recall the number off the top of my head by WWN/SWN have pretty good skill lists from what I recall. They cover a lot without getting too excessive.

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>The least played paper format of the game right now
how did it go so wrong Hasbro sisters?
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They lose so much money on royalties. I don't get why they're doubling down on Universe Beyond.
Standard is played exclusively on Arena right now. It probably has more players than Pioneer, Legacy, Vintage, Standard combined on MTGO. Actually, probably all of MTGO.
What do you mean?
Anyways, Crew my tardis with optimus prime and attach the walkind dead bat to it, swing at your minsc&boo and hadouken your godzilla
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It already *IS* the funkopop of cards.
Here's what the standard experience is like on Arena. I played one game today

>I play turn 3 door matzaballnazi -> turn 4 combo with conspiracy unraveler
>opponent repeatedly spams "YOUR GO" about 50 times and puts on full control and ropes down to 1 second until they pass at every priority
>I mill out their entire deck and kill them that turn with both lethal hasty damage and no cards in their library
>glance over their graveyard and see wandering emperors, farewells, sunfalls, depopulate, lockdown, get lost, jace, etc

Why would I ever want to play standard again?

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Palladium Games and Rifts

The world is a broken, post-apocalyptic wasteland destroyed by the eruption of inter-dimensional portals, rifts in the fabric of space-time and ley lines which crisscross the world. Demon & alien invaders have poured out of the rifts to destroy human civilization and claim the Earth. Now the wasteland has had 300 years to partially recover, and civilization has returned to the world; but not just human civilization: alien empires, monster kingdoms, lost time travellers, lands of mutants, demonic overlords and wizards have arisen from the ashes, all trying to rebuild the world in their own image!

Talk about:
>Heroes Unlimited
>Palladium Fantasy
>Beyond the Supernatural
>Dead Reign
>Robotech (lol)
>TMNT & Other Strangeness + After the Bomb
>Savage Rifts

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>Extended legs
>Reinforced headcrest
>>Upper body mod:insect legs
>Combat tail

The tail mods are very under appreciated in Splicers. I wanted to make a biotic that was basically like those inflatable dino suits just to show players the power of the combat tail.
That sounds hilarious.
But I feel like the power level being so extreme in Splicers makes it hard for people in general to wrap their heads around it.
Have you not heard of the Minion War? The CS is spearheading the defense in North America & everyone is working with the CS to fight back. Even if there were no demons the squids of Atlantis would justify their actions. If not the squids, vampires, if not vampires, there are countless evils, literal evils btw, that would validate the CS. The Megaverse is huge & spilling out on Earth & until humanity reclaims its indigenous home there shouldn't be an expectation for humanity to be nice to the invaders
It’s a tad annoying that CS-wank has to keep inventing new threats for them to strive valiantly against, otherwise their flaws start outweighing their small virtues.
Have they retconned the CS promoting illiteracy in its own population to control them better yet?
Kind of.
Manhunters has Coalition schools that aren't as bad as they were originally.
Now only the dogboys are purposely kept illiterate.

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What am I in for?
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Thanks for the honest replies. I'm gonna give it shot since I already made the impulse purchase. Maybe my group can dress it up with some RP and writing our own quests. We're all LOTR turbospergs so it may work. No biggie if it flops.
>he bought an app-driven game

I like it. But yes I haven’t been able to finish a campaign.
>I already made the impulse purchase.
oh no no no no no
It's fun but the repalayability is a bit low. The amount scenarios per campaign is high, but there's only 6 campaigns with all the expansions and paid dlc. What saves it for me is the amount of characters and classes you can combine.

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Ante Edition

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

>Stitch cards together with

>Hi-Res MSE Templates

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That's definitely OP
Did you really need to design a slightly worse version of Haunt?
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Totallly. I think I just straight forgot to change the mana cost when I was iterating on that thing.
That said, I'd also like to try a wizard with an activated ability, rather than a passive one.
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Some people have called Myth a "fixed" Haunt, since it consistently repeats the effect of the spell rather than each one doing a thing (which meant that cards like Benediction of Moons, Cry of Constrition & Seize the Soul had to repeat themselves). It's just cleaner and more straightforward and easier to grasp

Power wise, both Haunt (on noncreature spells) & Myth plays similarly. Yeah, Haunt cards can Haunt any creature (not just yours), while Myth has its own advantages: when it triggers again it counts a cast (for Prowess or anything else that cares about casting spells), and it goes back to graveyard (so anything that gets cards from graveyard work really well with it)

Call of the Oroboros is one of my favorite cards to draft on this set, though most of these are VERY solid because they provide a lot of value

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