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What are some good ideas and mechanics for punishing players for fucking up without killing their characters?
I will be running a oneshot scenario and I don't want players to be out of the game for half of the evening if they screw up, but still want opponents and obstacles to feel real and meaningful. The final encounter will be life-or-death with no mercy, before that I want to find some other way to keep them on their toes.

Obvious solutions are critical, permanent injuries reducing their stats or losing important gear, but I want to know if you have other ideas, possibly without introducing lameness feedback loop (they suck so they lose and then they suck even more).
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It's a Blackleaf situation.
Even motherfucking DnD, the old editions, had this explained in thick, bold letters, you never-game faggot spammer.
Kill them if the situation calls for it. Fake danger for the sake of drama is no danger at all, and thus only make believe drama. That said not all threats need to present themselves with the aim of slaughter, giving the foes your players face other motives will give them reason to do things other than murder, but a fight is a fight, and when weapons are drawn the situation gets hairy, don't shy away from that. Be wary of dismemberment. Playing a cripple could be worse than the PC dying.
Cut their cars brake lines.
Take away their stuff
Threaten or kill their favorite NPCs
That's really it.

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What is a good guesstimate for how many skill checks happen in an average TTRPG session? I realize it depends on the GM and the system, but you can state which one you play if you think it's relevant. I never play online so I can't check roll history or anything like that.
Obviously, session length plays a role. My group tends to play AT LEAST 4 hours but sometimes go all night when we do play since we usually have nothing else planned during game days. I have no idea how long is normal for a group.
The reason I ask is because I am deciding between 3d8 or 3d6 for my system. The curves for both are nice, but maybe the edge-cases of 3d8 (1 in 512, though it would be halved if considering both positive and negative) are too rare. I plan to do something special with those due to arcane background radiation in the universe. I don't want them to almost never happen, but I also don't want the novelty to wear off. I am aware GURPS uses 3-4 for automatic success and 17-18 for failure, but I do want it to be narrower than that and restricted to a single value each.
3d6 has the benefit of using regular dice and making it easier to compare balancing with existing systems (AGE and GURPS), while 3d8 would give me a broader range to work with, more variability in middling values, and would make the system more unique.
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NTA, but if I made a game I'd make it around a number generator in software, and if d8s gave a good distribution / granularity for whatever I needed, I would use it.
it's two d4s stuck together
I played for four hours this week and during that time i made two checks to sneak, made one check to identify something and tried to pick four locks.

As for attacks i made about 12, and in the process of that i forced one enemy to make a save, and i was forced to make one save.

The point of a curve is to change how much a +1 affects the outcome. If i have +1 on 3d6 my odds of success go up as much as 12% for the mid values but make very little difference to very easy or very hard tests. A larger dice flattens that out a lot, 3d8 only gives a max of 9% across a wider mid range, and id expect stats to go to about +21 instead of +15
I would say it makes a lot of difference towards the tail ends if you compare the relative likelihoods of getting certain values. I always think of it as moving the curve forward 1 step if it's+1. It also changes how much extra points are worth in the long run. Meanwhile, flat chances are always worth the same.
+15 and 21? That's a lot of modifiers, but breaking a game can be fun too sometimes.
>it makes a lot of difference towards the tail ends
It doesnt. Being 5x as likely still isnt worth risking if its still only a 5% chance to pass the check. Its not wise to invest in perks that will only come up once in a few weeks or less. In D8s id need a +6 to turn a 1% chance into a 25% chance, which is the minimum i would consider consistent enough to justify, even for reactive abilities. For active stuff id want at least 75%, so that 1% chance needs a +11.

For midranges i can take a 50% chance up to a useable level with just a +3

The range on a 3d8 is 21, so if you want a max level character to be able to always pass an impossible roll for an amateur they will need +21 to that roll. If you want them to pass it half the time they need +10. The sizes of the modifiers are dictated by the dice you use and the performance you expect

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What's the best version of "Scholar Society" in fantasy/sci-fi? Looking for some insperation for my homebrew.

For example, the Maesters of Oldtown's Citadel, or the Avowed of Candlekeep? Both of those however strike me as too plain and just "European University in a Fantasy World"-ish
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The homosexual founder
In The Blazing World by Margaret Cavendish (1666) there's a society of hyperintelligent animals living in a state in the North Pole where they argue over the latest inventions and their uses for knowledge, like microscopes.
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Comstar is oldfag shit, we don’t talk about that anymore
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>Every instance of scholar society in fiction is a carbon copy of Catholic monasteries.

What part of the Senpou Temple and the Scholar-Monks searching for immortality strikes you as being Catholic?

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If you were somehow transported into your own setting, but you have no powers or gifts, just plain ol you as you are in real life. Could you survivor there? If so, what would you do for a living?
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I'll be fine.
Id be in an odd spot, since i would have complete and true knowlege of the entire cosmology and therefore theoretically be immensely powerful, but having that knowlege makes me unable to do anything with it even without the no powers. Functionally i just end up being patient 0 of an antimagic cognitohazzard. God is an okay guy, if i promised not to tell anyone or ever write it down he'd probably just let me chill somewhere quiet in heaven until i died of old age
My setting isn't very dangerous for the common man
Assuming english translates into fantasy language competency I could just work as a scribe in a city pretty easily.
I'm dead if its the wilderness I start in though lol
My setting is a post-scarcity space colonies thing. There are incredible threats, but nobody ever has to expose themselves to them. If I were dropped into the setting survival would be easy, but I'd probably get bored quickly and go do something stupidly dangerous on purpose.

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Are potatoes in generic fantasy setting really that much of an issue?
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This sort of pedantry is one argument away from
>Well akshually geography plays a massive role in the evolution of life and as the continents of this magical world are completely different from Earth there for the whole tree of life would most likely be different
It is obvious to everyone(as shown by this thread) that outside of specific limitations(running a historic setting) it is a non-issue
The wizard brought them back after trying to find the copper lode in Michigan that the Phonecians used prior to the bronze age collapse.
No, they weren't.
Not really, at least to me. I may be autistic enough to be conscious about it but not autistic enough to care.
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as >>92551775 says this and a bunch of related shit are complete pseud arguments.

What you do and don't include in your setting should entirely be your decision because it's your setting and your game, but even beyond that, plebbit pseudointellectual "arguments" against certain technologies are retarded

>New world crops/animals/etc.
Unless your setting ALSO has a new world which is undiscovered/a novel discovery that also happens to have every new world resource, this is a complete non-argument

>anachronistic technology
Again, you could literally say that in your setting gunpowder was invented in the copper age if you so chose and that would be entirely plausible, especially in a world with magic. This "argument" is especially retarded when applied to things that a medieval person could easily make, even if they weren't invented (or at least popularized) IRL until later for various reasons. There's no technological barrier stopping a Renaissance (or even earlier) society from making a piano. This is especially frustrating when things that literally did exist and simply weren't popular are labelled anachronistic.

Pretty much any version of this argument is blown out of the water with even the most basic level of interrogation and it's genuinely embarrassing that people parrot these in any context

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First we Grill Edition

Previously on /slop/: >>92542922

▶ Thread Task: prompt a grill on your setting

▶ News: It's been confirmed images are not saved on Microsoft's servers forever, only for 50 days. Make sure to save your images.

▶ Generators

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Fuck off janny. You inbred cockmongler.
I got literally banned for "off-topic" in a thread I wasn't feeling inspiration to grn anything but wanted to compliment others' work. All I did was leave a few comments saying "nice job", "That's cool", "she's cute" etc.
FUCK this janitor.
New thread
Yeah? Then you'd be able to link the post that got you banned in the archive, where we can all see it got pruned, and it will definitely show how innocent you were as a goodboy niceposter. Right? Stupidass. You're not even being on topic right now, why would we believe you about being persecuted for it.
Gives me Dunc Harkonnen vibes

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Previously: >>92563488

>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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it's not the artifacts or creatures, it's the lack of instants, sorceries, and enchantments. There's plenty of different things to do with artifacts and colorless creatures, but the only payoff will ever be bigger artifacts and colorless creatures because there's literally nothing else it could do.
Chandra's general design has always been hilariously variable. "Red hair and goggles" is basically the only constant.
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Maybe the eternal wanderer instead of one of the boardwipes? I'm not entirely sure. I'm also not sold on the ornithopter of paradies. Also rework your landbase. You almost have triple as much red in your mana costs, but play 50/50 in your landbase and ramp. I'd also play Vandalblast just like in any red deck cause just trades incredibly well every time.

Otherwise I'd just consider more combat payoffs to utilise all the haste you run. For example Neheb (either of them), Hellkite Tyrant or Skyhunter Strike Force.
I want to use this thing in Toluz but I can sense its gonna be too degen for my pod

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if you can't solve these, you shouldn't run dice-based games
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>On average
That's the problem, you can't account for what "the average" during a game will be.
Rolled 4 (1d6)

if i roll a 6 i get to piss on you
I got d99 problems but a dice ain't one
if you cant solve your virginity, you need to fuck off faggot
Are you trying to make us do your community college stats homework?

Any bridge prayers here? For a long time I was reluctant to start with bridge, as I had no idea what it is about. Now I have no one to play it with, and compared to chess online options are lackluster.

Most of this board is about ttrpgs and ocasionally — chess, have any of your tried and enjoyed or hated bridge? I think if more people were willing to overcome the initial hurdle of learning the rules and bidding conventions (which are about as hard as the rules of some household board games) we would have a strong bridge culture, as it has high variety of deals, and low luck–outcome correlation.
I used to play contract bridge pretty reliably, but my partner moved and literally every other person who plays is an old woman.
true, two bridge players I know are a controversial right wing politician and my gf's father who is a drunkard sailor and an international bridge master. I had hopes for university sport bridge club, but it's dead
The only people I've seen playing it are all retired.
As much as "a fun card game to structure a few hours around" is a nice idea, I have so little in common with the people who'd be playing it that I'd need to learn it, convince friends to learn it, and convince them to play it regularly, then spin it off into a new club or something, because honestly I have negative interest in playing with ethel and doris.
Obviously not the same, but my dad, brother and I used to play Rummy a lot during Covid and onward when we were living together. I wish my friends were willing to dedicate a few hours to ttrpg/bg instead of watching shows or playing games in relative silence.
honestly I think the problem is the paradox of availability. Offtopic rant incoming.

everyone is now at everyone else's fingertips all the time, getting a quick message to someone is really easy. We've gone from each text message costing money to having a dozen free messaging apps constantly running. The boundary between "A short message to let you know something" and "a longer talk" is blurrier now. I can see that jimbo's posted on instagram 15 minutes ago, I can follow all the random facets of everyone's lives, I can see the updates and messages they post publicly.

There is less need for you to actually "catch up" with people, and that means less getting together to do the kind of activities that enable social interaction and exchange of the minutiae of our lives. You no longer need to go over to your dad's to drink a beer with him and ask how he's doing, because there's a family group chat.

I feel like there being more constant, low grade communication has diminished the importance of stronger bonds between acquaintances. Our tech has positive and negative impact on our lives, but a negative is that this sort of "hang out to see each other" has died, and I think everyone being constantly connected has done part of that.

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Khorne Edition

>The Tau Empire's Codex is coming soon:

>EC players get slapped and they probably enjoyed it:

>Community Links:

>3rd Party Models Pastebin:


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>page 9
Let's go.

And Baz
>no monsta boss of glowing rock and his waagh of rad(iation)-orks
fuck off tourist
Zoggin' propa ya git
>if someone sees a paint job that looks good the natural inclination is going to be to take a closer look

Don't know about the place you play in, but in my neck of the woods you never touch another person models, unless he asks you to do it. And even then it is better to tell to move the models themselfs, to avoid any problems if it falls over etc. Only people that care about painting models, cleaning them up to mm etc are dudes that do comissions for western folk. I don't, never did and never will. Painting models for me is a way to get away from drinking, when kids and the Mrs are not around. I don't, and most people here don't "put in the effort", because no one thinks it is effort worthy. We are all dude in their late 30s to late 40s. The look better is nothing that worries people here. And extra time times 100-200 models is entire years of painting. Who has time for that. I paint for 3 days in May, when Mrs goes away with the kids and 2 days in november. Othere days of the year, aside for maybe a week in summer, are non paint days. And in summer, I would rather fly alone or with some friends to Thailand then paint models. The rate of how much we don't care about how stuff looks close up is shown well in that, unless someone goes to German GTs, no one here gets comissioned armies. And as I said, we are old enough to afford the prices unlike some teen dude obsessing over highlights.

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

Assorted Mecha Goodness:

Previous Thread: >>92351507

Thread Question: Should mecha have drab military color schemes or bright superhero ones?

Thread Theme:
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I completely agree. Tonally I think they very deliberately let it be "wow cool robot" because the Gundam is man's capacity to wage war made manifest; it is the zenith of what it means for one person to inflict their agency onto the world. The gulf of power between a Gundam and a not-Gundam is unfathomable and the weight of that power on the pilot IS the media. Lancer sidesteps the notions of how a pilot feels about the responsibility that their skill and agency means in the context of society, it ignores the supply chains and egregious cost in maintaining a Gundam (not that the shows don't do this but they don't 3D print the damn things for zero cost), and the pilot is seen as ancillary to the cool mech doing cool mech shit.

I can appreciate it staying at that surface level because trying to turn some of that into mechanics would just bog the game down and it's not like having "ennui over the inability to reconcile any meaningful difference between blowing up a colony and refusing to slaughter the earth government actively exploiting that colony" as a line on the character sheet means anything. Plus not every player is going to deliberate over shit, they're going to be Duo "I'm here because the checks don't bounce" Maxwell on a good day or Wu Fei on a bad one.
Because they don’t have a monolithic entity that completely dominates the hobby with its ecosystem and Nips are not obsessed with the mythical wider audience instead focusing on catering to targeted groups.
New bread pls
>Thread Question: Should mecha have drab military color schemes or bright superhero ones?
I gave all the bad guy mechs a color scheme of bluish green with red highlights for the sake of uniformarity. I left the PC mechs to the players and they went with grey, mudcore brown, and edgy red/black.

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Your character is having a conversation about ethics with Niccolo Machiavelli, how does it go?
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IIRC he wanted to help a friend.
>Actually no, loyalists won’t turn on you the moment situation starts to look grim. The thing is, being loved is not really an option in most situations while being feared is usually fast, easy and gets the job done well enough.

Renegade Orlanthi initiate of Zorak Zoran.
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>le satire midwits
Political realism was never about rejecting morality, merely the understanding that mixing morality and international affairs can only lead to the degradation of both (something Richelieu agreed with). Think of how midwits insist on framing certain conflicts in terms of good and evil and how it only forms an obstacle to timely conflict resolution (because why negotiate with the forces of evil?).

Also, the points made in The Prince simply make too much sense for satire. Does satire involve bringing up historical examples that prove the point you're making?
It's one of the three biggest misunderstandings between author and audience in the whole damn history of literature. Together with 1984 and Modest Proposal.
Satire is when a dumbass says something portrayed as good or correct is actually bad or wrong. The more good or correct it is, the more satirer it is.

> Game has a relationship system
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Do you happen to have a spare pdf of this?
Any advice on downloading an interactive cyoa? Theres one i really like, made me tear up and stuff, it's the first cyoa i ever experienced and i've suddenly become horrified at the thought of it being wiped off the internet
I somehow didnt pay attention and posted in the wrong thread, sorry!
Nice astroturfed samefagging

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Official Art™ Edition

>Previous: >>92542147


>New Errata


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na žalost čarovnik nima tako močnega vpliva poleg ritualnih urokov in podrazredi nimajo tako močnih dodatkov kakor warlock ali pesnik, razen morda abjuration ali war
hvala za poskus in hvala za trud, bom že nekaj skuhal

upam da bojo tvoji otroci v rikverc hodli in da ti zelje zgnije
With regular Extra Attack, you have to attack both times.
With Action Surge, you can do whatever you want both times.
With this guy's proposed rule, you can do attack once and do whatever you want once.
Ok cool, it was more of a curiosity thing I intended to go axe and shield with the axe being the hex weapon, and if I wanted to try something else like the double bladed scimitar I could use the pact weapon. I figured the hexblade weapon could be both, but for flavor reasons I wanted to keep the axe as the hexblade weapon mainly since it's the centerpiece of HOW and WHY my character would be a warlock
>the next villainous group you face are basically just alternate universe ripoffs of your previous characters from a prior campaign
kino or fuck you DM moment?
Depends if they're more like parodies or references/homages, and also if it's intended and taken in good humour or not. I could see it going either way.

Dungeons/enemies based on emotions?

I got the basic ones, like Fear, Anger, Lust, Joy, Curiosity, Sloth, Hungry... But what more could I use? Any ideas?
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How is "Genius" an emotion? Because otherwise this gives me "Inside Out" vibes. Presumably the dungeons based on those would be dominated by puzzles.
>sadness monster and a sorrow monster
Easy. Sadness monster will say "living the dream" when you ask why they're in the dungeon. Sorrow monster will burst into tears and talk about his dead wife until you awkwardly sneak out of the room.
Boredom is a subset of Disgust, not Sad. It's why it's so nearly impossible to ignore. Imagine tolerating siting next to a pile of shit, that's what it's like to be bored.
You really could've pulled from one of the good Ultima games, anon, not the last gasp of the franchise as EA tried to wring blood from the proverbial stone.
>deathly sins

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