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Getting into D&D 3.5

No.85559207 View ViewReplyLast 50OriginalReport
3.5 veterans of /tg/, I seek thy help. I like to run sandboxy games with little to no regard for "balance", so for obvious reasons I'd like to try DMing a 3.5 Eberron campaign soon. However, neither my friends nor I have any experience with the system, so I'd appreciate any and all advice you can offer.
I mainly seek book recommendations - 3.5 has an ocean of content, and I don't wanna overwhelm my players (and myself) by allowing absolutely everything in their very first campaign. I've already settled on the three core rulebooks, as well as all the Eberron ones. Are there any others I should check out? Which ones should I avoid?
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Another magic system

No.85626675 View ViewReplyOriginalReport
I just wanted to spit this idea out.

instead of a set number of predefined spells, spells can be made using a hypothetical language of (maybe hyper-specific) words to build a sentence.

the thing about this is that even though you define the spell, its up to the DM to interpret the sentence.

for example:
a burst of fire can be defined as 'SHOT FIRE'. but it could also refer to a spell that fills a glass with a shot of fire, or anything the DM can come up with. therefore, specificity would be needed, but also costly, 'SHOT FIRE THEM' is more specific, but them can refer to anything 'living'. 'SHOT FIRE FRONT' would give you a direction, but where is front could refer to magnetic north, or to the front of your barbarian, or it could backfire into you. 'FROM SELF FRONT SHOT FIRE' would give you a proper torrent of fire, but is also costly.

and that could be where either the wisdom or intelligence stat comes in, basically allowing you to give more specificity to the DM for free, or even outright explain what the spell should do.


Does any of this make sense? Does this already exist?
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『Kill Team General』- /ktg/

No.85606478 View ViewReplyLast 50OriginalReport
Juicy Wrack Meat edition

Previous Thread: >>85539162

>Revealed – Imperial Navy Breachers Clash With a Kroot Kinband in Kill Team: Into the Dark
https://www.warhammer-community.com/2022/07/10/revealed-imperial-navy-breachers-clash-with-a-kroot-kinband-in-kill-team-into-the-dark/
>updated FAQ/errata for all factions:
https://www.warhammer-community.com/faqs/#kill-team
>Q2 2022 Balance Dataslate
https://www.warhammer-community.com/2022/06/24/the-new-kill-team-balance-dataslate-is-here/
>Specialist Games rules:
rebrand<dot>ly/gwsg-repo
>Drop any missing files you might have here:
rebrand<dot>ly/dropofpolish
>Rules and teams reference
https://wahapedia.ru/kill-team2/the-rules/core-rules/
>Homebrew teams by a kind Anon (temporal folder):
https://ufile.io/f/k28fj
>Tactics:
https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Kill_Team(9E)

TQ: Why is this game only popular in Spain?
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Werewolves in your setting

No.85596640 View ViewReplyLast 50OriginalReport
How do you deal with them, and what are they like?
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No.85627329 View ViewReplyOriginalReport
If someone were to make a singleplayer MTG fangame, what block/era would you want it to be set in?
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Book by Its Cover

No.85623982 View ViewReplyOriginalReport
Your left foot is caught in a bear trap, and the only way out of it is to either chew through your own leg, or pitch a RPG name that you're certain will get at least five replies saying "Yes, I'd buy that book without knowing anything about that game beyond the title."
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/ccg/ Custom Card General /cct/

No.85627004 View ViewReplyOriginalReport
Polymorph edition (destroy shit to give its controller another shit).

>To make cards, download MSE for free from here:
http://magicseteditor.boards.net/
>OR
>Mobile users might have an easier time signing up here:
https://mtg.design/

>Stitch cards together with
http://old.photojoiner.net/

>Hi-Res MSE Templates
https://pastebin.com/2AFqrY68

>Mechanics doc (For the making of color pie appropriate cards)
https://docs.google.com/spreadsheet/ccc?key=0AgaKCOzyqM48dFdKRXpxTDRJelRGWVZabFhUU0RMcEE

>Color Pie mechanics
https://magic.wizards.com/en/articles/archive/making-magic/mechanical-color-pie-2021-10-18

>Read this before you post cards for the first time, or as a refresher for returning cardmakers
https://docs.google.com/document/d/1Jn1J1Mj-EvxMxca8aSRBDj766rSN8oSQgLMOXs10BUM

>Design articles by Wizards
http://pastebin.com/Ly8pw7BR

>Primer: NWO and Redflagging
http://www.mtgsalvation.com/forums/community-forums/creativity/custom-card-creation/578926-primer-nwo-redflagging

>Q: Can there be a sixth color?
A: http://pastebin.com/kNAgwj7i

>Q: What's the difference between multicolor and hybrid?
A: http://pastebin.com/yBnGki1C

>Q: What is precedence?
A: http://pastebin.com/pGxMLwc7

>Q: How can I proxy my cards for testing?
A: https://pastebin.com/9Xj1xLdM // https://mtgprint.cardtrader.com

>Art sources
http://www.artstation.com/
https://cgsociety.org/
http://fantasygallery.net/
http://grognard.booru.org/
http://fantasy-art-engine.tumblr.com/
https://www.deviantart.com/

>/ccg/ sets
http://pastebin.com/hsVAbnMj

Old thread >>85460088
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Traditional Dragons

No.85607641 View ViewReplyLast 50OriginalReport
ITT we post them
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No.85620207 View ViewReplyOriginalReport
What RPG system offers a good combination of the following, in descending order of importance?

1. Speed
2. Variety
3. Balance
4. Rules coverage (Minimal hand-waving)

Rifts has a fuckton of variety but people think it's slow.

DnD 4th edition, as an example, was really balanced but had 0 variety and sometimes was even slower than 3rd edition.

Gurps has a ton of variety, I don't know about the speed because I have 0 experience with it.

I'm willing to try out weird, obscure systems.

Pic sort of related, I know it's good for speed, what about everything else?
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/gurpsgen/ - GURPS General

No.85601954 View ViewReplyLast 50OriginalReport
previous thread >>85535069

GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles with level of detail varying from lightweight to completely autistic.
Optional rules allow you to emulate different genres with a single system, even switching genres within a single game.

A nearly complete archive of GURPS books can be found by those who pay attention to file extensions.
Never post direct links to the archive anywhere.

If you're wondering where to start:
The Basic Set covers everything, including a lot of optional rules you probably won't use.
A genre guide can be found in the archive, under Unofficial > GURPSgen. It tells you what extra books and articles you may find useful for many common genres.
How To be a GURPS GM is a good read even for players.
GCS (gurpscharactersheet.com) is an excellent character builder software with page references to all the books and the option to export to both Foundry and Fantasy Grounds.

TQ: What are you working right now?
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