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I'm tickled by the idea of NPCs in a fantasy setting having the equivalent of Asian Parents

ITT: Asian Parenting in your fantasy or sci-fi setting

>"You Wizard yet? No? Don't talk to me until you Wizard!"

>"Bard?" *scoff* "Honey come over here! Little Jimmy want to be Bard! Jimmy, Bard never earn good money! You better at least be Cleric, worst case can still Create Food and Water!"

>"When I was your age, I already can cast 6 level spell! Now you still playing with Magic Missile! Stoopid!"

>"Your cousin Timmy already casting Acid Spray! He's 9!"
>"Dad, Timmy's a Sorcerer, he's got dragon blood-"
>"You still cannot even cast level 2 spell! Stoopid!"
>>
What would a sci-fi setting even look like?
I've been seeing and hearing this term thrown around for almost 40 years, but I've never seen any distinction between it and fantasy.
I've really only ever seen people insisting it's different either to make money or to grandstand about how they're better than the uncultured fantasy enjoyers.
If it's actually different from the faculty or activity of imagining the impossible or improbable, then what is it?
>>
>when ur asian friend low rolls in the skirmish wargame and he becomes his own asian parent
poor guy
>>
>>96508387
post scarcity world with 3-d printing and fabricators can really change the shape of a world

I have played and GMed a lot of grid-based tactical RPGs: D&D 4e, Path/Starfinder 2e, Draw Steel, Tom Abbadon's ICON, level2janitor's Tactiquest, Tacticians of Ahm, and Tailfeathers/Kazzam, for example.

One scenario that I consistently find unsatisfying is when the optimal play for either the PCs or the enemies is to skirmish or turtle in such a way that the other side simply cannot attack back. This can happen in various ways, usually involving some combination of high speed, flight, and long-ranged attacks. I dislike this because it drags out combat, and rewards long and drawn-out defensive plays over more aggressive action. (I have been on both the delivering end of this and the receiving end within just the past few days, playing Draw Steel. This game has too many high-speed flyers with long-ranged attacks, even at low levels.)

There are some band-aid fixes that the GM could apply, such as making the combat area small, giving the combat area a low ceiling, or removing walls or other obstructions that could be used for cover. However, these feel clumsy to me.

Some grid-based tactical RPGs, like ICON, based on Lancer, offer a solution: "capture zone" scenarios. The specifics vary depending on the system, but the idea is that the map contains several special areas situated on the ground. PCs and their enemies fight over these capture zones, and gain points at the end of each round based on the number of conscious PCs or enemies occupying the capture zones. (There might be "weights" to enemies, so weaker enemies count for less, while stronger enemies count for more.) Key to this are round-based reinforcements, round limits, or both. The PCs cannot just kill all the enemies, and have to actually occupy the capture zones.

(Continued.)
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>>96506518
yeah ICON is quite good.

Strike is very mid
>>
>>96506518
Where can I read Tactiquest? A quick google is turning up nothin
>>
>>96507679

https://level2janitor.itch.io/tactiquest
>>
>>96507691
the only thing that isn't maximum kino so far is the race list. Fully fledged Valkyrie class is not something I've seen since 90s Squaresoft
>>
>>96508151
I guess its just a paladin reskin, still, the class section of this game is rather nice. Its good to see people treating gold as a core part of character progression again. The scoundrel should have more abilities for carrying stolen gear

If you were transplanted into an age of high adventure, based on your skills, talents and experience what would you do?
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>>96500953
So you'd be the setting's BBEG?
>>
So any modern person has a bunch of skills from modern education, whatever shit you half remember is pretty useful, and you have skill in basic mathematics which practically makes you a chartered accountant in that era. Assuming that my literacy and languages translate and I'm not just killed/starve in whatever village I land in as a rambling outsider hobo no one can understand. I could probably carve out a fairly comfortable existence as an advisor to whoever the local lord is. Aside from that I'm definitely taller and healthier than most medieval peasants so that's a nice boost too. Anything further would depend on the magic system, but I enjoy occultism in our non-magical world, I like to think I'd do okay as some kind of caster, probably a cleric of some kind, the existence of an obviously immediate god would be a great comfort.
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>>96498216
I'm overweight, cowardly and don't know the first thing about fighting, but I do know how to do paperwork and accounting. Assuming I didn't simply end up working in a field or tavern somewhere, I'd probably become a clerk/scribe/accountant in a guild or join a local temple as an acoltye.
>>
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I know what I'm qualified for
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>>96505741
>One doctor in the world washing their hands means the status quo will be challenged!
Not how that works. The medical establishment (if it even exists in this world) isn't going to notice you unless you write a book, very publicly denounce accepted practices, or really go against ethical norms (frequently exhuming bodies for dissection).

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Back from the dead edition

>What is Shadow of the Demon Lord?:
Shadow of the Demon Lord is a horror-fantasy tabletop adventure game that presents a world standing on the brink of annihilation. In this game, you and your friends play characters charged with fighting back against the spreading evil, whether that involves tracking down potent relics, exploring ancient faerie ruins, journeying into Hell to bargain with the Devil, or battling demons and the cultists who summon them. The system is setting agnostic and has a wide variety of possible details for your own world.

>What is PunkApocalyptic: the RPG?:
Another game using the Demon Lord Engine. Text trimmed for text length constraints.

>What is Shadow of the Weird Wizard?:
It's a high fantasy game running on the Demon Lord Engine. It's similar to SotDL, but without the horror elements and the power levels are higher.

>Trove Link:
r3br@nd <dot> ly /SDL

>Reference Table:

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>>96504147
Introduce anti magic or spell resistant enemies.
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>>96505403
The DM manual is unfortunately very stingy on those. If you have recommendations I'd be delighted to hear them.
>>
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Demon Lord might be the best system for pushing a Bloodborne type setting I've seen. The game really does give you just about any possible option to mix action and horror together as you see fit.
>>
>>96505409
Just look up enemies with, "Protection from Magic." Hell, every single tier of Demon has it.
>>
Is there a trove for the blackstar stuff?

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>years ago when I first got into 40k (around 5th edition)
>gold standard and goal of playing 40k (as presented to new players) was narrative campaigns and games, exemplified by the standard set by Imperial Armour
>pickup games were just what you had to settle for most of the time because most people have busy schedules
>tournament play was kind of niche and competitive players were looked down upon as unfun waacfags by most of the community
>now
>gold standard and goal of playing 40k (as presented to new players) is playing in tournaments
>pickup games are the norm because they're either a break from tournaments or preparation for tournaments
>narrative play is niche and narrative players are looked down upon as autistic retards by most of the community
>but the primary draw of the game is still the setting

What the fuck changed? WHAT HAPPENED???
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>>96504255
>>96504179
That's barely yourdudes, as the others said that's just copied official schemes and lore with a bit of extrapolation.
This is yourdudes:
>Sororitas convent on the dark side of the great rift (nulore but it helps the rest work)
>Corrupted by taint, though they do not realise it
>Worship, devotion, and zeal, turned into the worst of excesses
>convent used political ties and infiltration to gain control of a small Imperial navy detachment, breaking the decree passive
>Expanded to control multiple worlds across several systems
>Reign of terror, the sisters take hedonistic pleasure in purging "traitors" and "heretics"
>Nuns placed in every political office to keep them in line
>Nuns placed in the militias and pdfs yo keep them in line (act as commissars)
>Kill your nun? Entire platoon and their families purged
>Rumours of debauchery and cannibalism
>"Saint" is actually a powerful rogue psyker with great combat skill

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>>96503407
I hate every ape I see, from chimpan-a to chimpanzee
>>
>>96506174
Wholesome.
>>
>>96502852
I started playing in 4th edition, and even then tournaments were common. Back when I was playing actively (up to 8th edition) me and my friends would always go together to the biggest local tournament. Once I even got to 3rd place, but mostly it was to have fun and meet other players. I've only played a handful of narrative campaigns, because those are a lot of work to set up compared to just having a pickup game with your friends.
I think the thing that's changed isn't that tournaments exist, but that people have started taking them a lot more seriously. One of the reasons me and my friends ended up quitting going to them was because it was becoming less about spending a weekend hanging out with other players and seeing some cool paint jobs and conversions, and more cutthroat with everybody running flavor of the month meta lists with minimal painting to meet the requirements of not having unpainted models. At the same time pickup games increasingly became less about having fun and more about testing lists for the next tournament (Warmahordes infamously had a similar issue: even if you never intended to play at tournament level, the playerbase as a whole was so dominated by competitive waac players that even supposedly casual pickup games had the tourney-standard cardboard circle terrain and optimized meta lists that would crush any new player)
Doesn't help that around the time GW started adding rules specific to one Chapter/Craftworld/Kabal/etc., which discouraged creating custom paint jobs in favor of just painting your models as whatever has the best bonuses.
>>
>>96502852
Disregard all other posts regarding the selling of models.

This is a player decision. Every time anyone has ever tried to run a narrative campaign in my area, it has failed utterly due to the lack of effort from the gamerunner and players.

Nobody actually wants to commit to running a narrative campaign or a. Creating a cohesive story. At least with a competitive game I can enjoy it from the pure experience of playing a game. A narrative game requires cooperation between players and teamwork in creating that story; something most modern gamers just can't fucking do.

Autism edition

>Community Links:
https://www.warhammer-community.com/warhammer-40000-downloads/
https://www.unitcrunch.com
https://www.newrecruit.eu
https://wahapedia.ru

>3rd Party Models Pastebin:
https://pastebin.com/Q33bkBUh

>Pre 10th Torrent:
Info hash: d91d8b9daa9c5dc9105fc0ec09812cbc17a752b5

>10th Edition Rules:

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>>96510753
When are they coming out with Warhammer 40k: Classic Edition and its just funny shaped firstborn with maybe 1 vehicle.
>>
>>96510784
Soon since supposedly GW is working on Warhammer: The Scouring starring the second founding chapters.
>>
>>96510794
that rumor is fake

t. I was the one who made it up
>>
>>96510784
never, no one likes power squatting
>>
>>96510932
wow, how dastardly of you

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Previous Thread >>>>96341983

The thread to talk about Super Heroes/Villains/Spies/Agents/Rogues be it in spandex or not.

Popular Choices for Games:

>Mutants & Masterminds
Currently the most played one, uses a d20 resolution for everything, has powers building and rules for tactical combat.

>Marvel TSR/ FASERIP
Classic Supers game from the 80s, still has a lot of fans and various retro-clones. Uses a d100 with an universal resolution table to decide the degree of success, has random character generation and abstract rules for powers and combat.

>Masks (PbtA)
Rules light game with focus on narrative. Less rules reading more making stuff up on the moment. Game is built on the concept of playing as young heroes but you can use it for more mature settings.


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>>
No, it's already viable as is.
>>
>>96500056
It was just an off the top of my head example. Still, this has gone on for a while, what are some powers that might have trouble dealing with foes in the big leagues?
>>
>>96505332
None. Every power is only limited by the trait cap, which applies equally to all powers.
>>
bump
>>
bump

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Why are elf wizards so lame and gay?
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>>96497081
Who gives a fuck about some dumb human, just shoot the human and it shuts up.
>>
>>96488111
>Gangs of Clowns that reveals the hidden miracles of the Universe
You're way off.
>>
Mankar Cameron instilled into me that Elf Wizards make kino villains though
>>
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>>96500491
>tfw have to fight the juggelves while they are blasting insane harlequin posse
>>
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The most powerful wizard is a weird, creepy amoral hobo wandering the countryside with no apparent goal, mumbling weird stuff to himself and occasionnally unleashing uncomprehensible eldritch horrors upon the random group of bandits that tries to ambush him.
Nobody knows he's the most powerful wizard of course, everyone has their eyes on Leoganarion the Wise, Headmaster of the Arcanic Academy of the Kukurian kingdom, triple archwizard, hero of the smallfolk, personal advisor to King Godomir and veteran of the ancient elven wars that shook the world 500 years ago. But if the super hobo and Leoganarion were to meet and fight, the hobo would turn Leoganarion into a sentient pile of screaming flesh with a snap of his fingers.

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How comfy do you like your fantasy?
>>
In the games I run, I usually give elves animal ears and animal tails, and reserve the traditional pointy-eared look for half-elves.

Elves already have nature-themed associations, so I do not find this to be too great a stretch.
>>
>>96507339
The Dark Eye art?
>>
>>96507347
I really like giving elves antlers or horns, especially wood elves.
>>
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>>96507762
based

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Which game is currently in a worse state?
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>>96493566
eventually you either run out of potential markets to shift to, or you fail in your reorienting and collapse. systematically abandoning your current consumers in favour of new ones will always fail in the long run.
>>
This entire thread is just seething over black people
>>
>>96507489
You didn’t read the thread, the primary gripe levied is that Magic has become Saturn devouring his children to survive.
>>
>>96507522
>As well as seething about black people
>>
>>96507613
So what? I’m not throwing the baby out with the bath water.

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First time posting on here, so excuse the clumsy nature of this thread.

I've been pretty unsatisfied with how bare bones and downright vacant the Elemental Planes are in traditional Dungeons and Dragons. So I started writing my own additions, which has slowly ballooned out into a much bigger project. Adding not only new locations, but also biomes, creatures, cultures, and ways of life.

In short, aside from showing off what I have so far, I need help. I've pretty much exhausted my pool of knowledge and inspiration and I'm far from done. So I'm throwing my net into this ocean hoping to get new perspectives and ideas that I wouldn't have on my own. I don't just want to make something up just for the hell of it, I want to make something that feels cohesive and plausible given the fantastical elements. Math, Science, History, Obscure Mechanics, One Off Ideas - I want it all.

If any of this sounds interesting, please take a look. Over 40k works split over the Planes of Fire, Air, and Water.
https://docs.google.com/spreadsheets/d/1HqK-6In4kTF6I0n2vgdNhe6YlUiezjFKpkFyNQWaFYw/edit?usp=sharing

You can contact me on Discord: loregenesis
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>>
>>
>>
>>96477325
Much obliged. Hope you guys keep the art coming too!
>>
>>96502488
Here:
>https://randomencountersai.com/elemental-plane-of-air/
>>

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rhgpm
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>>96505997
>>
>>96453478
Collab soon, brother.
>>
>>96507303
>trannymoon
Ew, no thanks

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When it comes to resolving skill tests, attacks, and other "general" dive rolls, which dice combination and/or mechanics do you prefer? Under or over a target number? Feel free to differentiate between your favorite as a GM and favorite as a player.

>d%
>3d6
>2d6
>d10 with dice pools
>1d20
>funky dice (d14, d16, d24, ect.)

For me I am sort of tied between 3d6 and d%. 3d6 because I like the bell curve and it keeps the numbers small, I also see less "cursed" d6s. d% because I've found running CoC and other games that either use or are heavily inspired by BRP are easier since you already know what you have to beat, and adjusting for difficulty is much easier. The biggest flaw to me is when you go beyond 100 in a skill/stat which makes things kind of fucky.
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>>96499114
You will never be a jannie.
>>
>>96495488
D6 dice pools. It feels good, you don't have to do a lot of math outside of assembling your dice pool, which you can often do beforehand, and depending on the specifics of execution of the mechanic, you can also tell if you rolled good or not at a glance, while the specifics of if you succeeded can be really tense since every success may make or break your roll.
its not the easiest to balance or the prettiest math wise (calculating dice probability for dice pools is a nightmare) but it makes up for it in game feel in fucking spades.
D6 specifically are the best for their simplicity. Everyone knows them, everyone has a bunch of them already, and you can buy them in bulk thanks to war gamers needing them for their warhams and stuff.
Its just the best.
>>
D100% is the most ergonomic for players. I had a few great games of Deathwatch using that system and it helps inform the players of their best options.
>>
>>96500123
Genesys dice.
You have positive dice (blue, green, yellow) that represent your characters skills, stats, and beneficial circumstances and negative dice (black, purple, red) that stand for difficulty, the opposing characters skills, and disadvantages.
The positive dice have zero, one or two success symbols on each side and the others have failures. Both symbols cancel each other out. If you have one or more remaining successes you pass your check.
The dice also have threat, and advantage symbols that work the same way, but add positive or negative side effects to your success or failure.
Red/yellow dice each have one despair/triumph symbol which can't be cancelled out, which triggers something like a critical failure or success.
>>
>>96495488
>The biggest flaw to me is when you go beyond 100 in a skill/stat which makes things kind of fucky.
I can't speak for all the other d100 games but for CoC that's completely fine. A monster with, say, 150 in intelligence is just going to make a regular int check 100% of the time, a hard one 75% of the time and an extreme one 30% of the time. Nothing fucky with that imo.

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Every single 10th edition player deserves to have their flesh flensed from their bones while they seethe at the sight of people happily playing older editions in front of them.
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>>96504705
More than the three elf threads.
>>
>>96499744
troon hands typed this
>>
>>96506008
compfag hands typed this
>>
>>96499744
You would have a bad time if GW suddenly became interested in 2nd or 3rd edition OP.
>>
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>You NEED to follow canon
>Anyway if you question anything related to a popular head canon theory most online take as fact you are wrong
>>
This is what happens when you don’t subscribe to the Blood Ravens are thousand sons shit
>>
>>96502019
>fandom tropes you hate
Caring more about lore than the game.
>>
>>96502019
Space Marine wank (especially for Ultra Marines) when they're the most boring fucking faction in both the tabletop game and the lore. I'm sorry, but generic robotic "badass" supersoldiers will never not be boring to me. They're so shallow that they might as well be robots, but that feels unfair to say when the Necrons exist and manage to be light-years more interesting than Ultra Marines somehow.


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