>>44188586 Not really a change, so much, but I tend to make NPCs like the new core book does. That is to say, a collection of likely and relevant dice pools rather than fully statted out. It does require notes to make sure you're keeping the pools consistent when you make up a new one of the top of your head for a recurring character.
How does possession work in CofD? (Man, it feels so weird calling it that.) Specifically, what are the side-effects of it? Does the possessed person give off some sort of vague, supernatural aura? Do they do the clichéd eyes-rolling-back-in-your-head thing? Or do you just have to judge by their behavior, like, "Sarah, since when did you enjoy tormenting the souls of the living so much?"
What does /tg/ think of Overlord? The series itself was inspired by a campaign of D&D that the author played with his friends, including the author of Log Horizon and Maoyuu I believe.
It has a lot of neat D&D stuff, like artifacts, caster levels and classes all of them pretty similar to D&D's barring a few modifications. Hell, at some point when the main character fights seriously, he starts using contingency spells and metamagic feats like it was nobody's business. You can't get more D&D than that.
Hello, /tg/. I have a passion for miniatures and tabletop games. I'm also a pretty decent drawfag with a penchant for monsters and fantasy/sci-fi characters. I tend to write lots of homebrew games - skirmish wargames, tabletop dungeon crawlers and similar -, since it relaxes me and every now and then I manage to produce something quite good and playable too. And lately I've been experimenting with 3d sculpting. This all leads to the conclusion that I would really, really love to be able to design and print my own miniatures for my games.
With that in mind, is there any 3D printer capable of printing decent quality 35mm miniatures, with a price range below the four digits? I've been looking around but I don't have much technical knowledge on the matter yet, so for example I don't know what's the printing resolution range I should be looking for, and so on. From what I saw so far I've almost lost hope ... almost.
>>44188068 You might want to take a look at the Maplin website, or to just ram "3D Printer" into Google. It's gonna be pricey no matter what, but depending on your budget I'm assuming you're a 'Murkan, so everything's in dolleridoos you should be able to get a decent printer.
>>44188342 Actually European, but euro and USD are pretty much the same, with the exception of the latter being stronger and on the rise on exchange value
Also I was somewhat led to believe dollaridoos meant 'straya dollars, for some weird reason, but anyway Thank you for the suggestion, but I'm mostly looking for advice on the technical features I should be looking for. For example, I can see a printer has a 50 micron layer resolution, but I don't know wheter this means it will... Comment too long. Click here to view the full text.
>>44188441 50 microns is 0.05mm, so that seems like a pretty decent quality for detailed riflemen, even at 28mm. Hell, you could probably print some 40k models at that quality and not get a second glance in a GW shop. What really matters is the printer style, which is what'll cost you the big bucks. Unfortunately, I don't know enough about 3D printer styles to tell you the difference between styles, so it'd be down to you to do your research.
We had a good thread two days ago, let's discuss again. I want to run a game that feels like the Souls series (counting bloodborne in), in a different setting from the existing one but still coherent with the lore. I need the system to be lethal but fair and I want death to be a part of the learning process (in the beginning at least)
Here are a few idea to begin: How could we use covenants? Does RuneQuest give enough mechanics to play like a souls game? If not, what mechanics from what system could we borrow? Or what system could we use instead? Any... Comment too long. Click here to view the full text.
Well the question there is how do you make it so that death isn't something trivial? It needs to still "sting" to be a learning experience. In the Souls games dying lowers max HP; in Bloodborne that doesn't happen but you're still at risk of losing all your accrued blood-souls-currency. How could you translate that to tabletop?
I would suggest a "party pool" of the aforementioned currency to draw on, to reinforce the idea of group play instead of FromSoft singleplayer emphasis. If the healer dying is just as bad as the tank dying, both know they need to fucking do their jobs to keep each other alive. (And yes, I've been in games where herp derp I'm not going to carry out my combat role in combat happened so sometimes it is necessary to encourage proper combat behaviour)
Covenants.. honestly, they don't do that much in-game beyond giving you access to special items so I don't know how much you'd want them to do in this.
>>44187857 In the Souls' series the main currency is Souls, which is used to power oneself up. Someone in the last thread brought out that death could mean going back to Step 1 as all the souls leave your dead body. Also, covenants could be mainly for RP
>OP mentions my Thread >INEXPLICABLE JOY I feel like Bloodborne could be run with a very modified Ravenloft/that pf conversion it has, i think I have ir around somewhere. I'd suggest for either setting a "Sanity/Hollowing" mechanic, upon wich you suffer minor stat drain/max hp los/decreased saves(frenzy saving throws?) until you consume a rare ítem (Humanity, in ds! Stone of Ephemeral eyes if DeS and maybe visiting the Hunters Dream for BB) I think we can just modify/homebrew some stuff and... Comment too long. Click here to view the full text.
Post about X-Wing, Armada, FFG's Star Wars RPGs (Edge of the Empire, Age of Rebellion and Force and Destiny), d6, d20 (Saga), movies, shows, books, comics, vidya, Lego, lore and everything else Star Wars related
To all the other GMs out there. When magical realms come up, it's usually in a GM context, but every foreverGM knows that players do it as much as GMs, if not even more. What's your attitude to it? Do you permit a little bit of it, a lot of it, or do you put the smack down as soon as a player with a female character tries to detail her looks? If you've had a player's magical realm pop up in a game, how did it go? My personal approach is that I allow a little bit, depending on the player. One of my players is a bit of a fedora, but not That Guy,... Comment too long. Click here to view the full text.
>>44187371 If your players have to make mock female voices when they play female characters, that's the problem. The problem is that you make a big deal out of it and see problems where they don't exist, and that cuts off people from 50% of the character concepts out there. It's roleplaying. You're supposed to get out of your comfort zone, not play yourself. Of fucking course you'll never get better if you aren't allowed to play anything but what you know, and especially not when you're... Comment too long. Click here to view the full text.
>>44187065 >Of course, I've had bad experiences - games nearly being ruined by arguments because some Tumblrsexual wanted their character to be a gender that required them to explain it to me before I even knew where they were coming from
Slightly longer answer: Medieval mob ball crossed with gladiator combat from the coliseum.
Long Answer: Guild Ball is a table top skirmish game for a fantasy sport. You win by reaching a set amount of points before your opponent, which are gained by taking out his
team, scoring goals, or a mix of the two. Playing Football or focusing entirely on combat are equally viable ways to win.
Teams represent one of the various trade guilds, currently there are 8 playable guilds with more being released next year. Guild ball is simple to pick up but hard to master.
Teams are composed of six models, fielding a team for a full sized game costs <$100 USD.
Rules and templates for proxy models are available for free http://guildball.com/#downloads
Abridged Lore: > Stupid humans are stupid humans and start fighting amongst themselves. Conflicts continue and escalate, strings of wars break out across the entire continent that become
known as the Century War > Century War is fucking ruining everything. The various trade guilds realise this is ultimately going to do nothing but bankrupt them and leave all their customers dead. > Guilds unite behind the political scenes and simultaneously lean on all the weakened countries to eventually broker a peace. > Realising that humans are fucking stupid ass animals, if they don't give them something to channel their aggression and nationalistic pride into the peace will be shortlived
and the wars will resume. > Guilds nationalise mob football, a popular peasant game in every country, as Guild Ball. Guild Ball essentially becomes Europe's The Premier League + Roman Gladiator
fighting. > Guild ball is keeping the peace but also making the guilds a fuckload of money.a
Learn to play Guild Ball: https://www.youtube.com/watch?v=p7G-sTFpQto&list=PLWFbeAG_fgZMTCFPNHVgkoRh-KpbIb_Kj&index=13
Remember first hearing about this on Meeples and Miniatures. Glad to see it's survived this long, and reading over the most recent rules it seems they've got a cool thing going on. I just hope constant expansion and/or attracting WAAC faggotry doesn't hurt the game eventually.
/tg/ let's talk about Perception, and why it's bothersome. In most tabletop rpgs, characters tend to have the option to put skill ranks/dots/experience/what-have-you into a "Perception" skill. Or listen/spot/search, or whatever.
Why is this a thing?
Try as I might, I genuinely cannot find a good enough abstraction or reason to justify how a character can "get better at spotting or finding things" through leveling up and experience gain.
Perception, as a whole, is based off of a character's senses, typically eyesight, but hearing and smell too. How does your senses get better through character advancement? If I don't have points in perception does that mean I'm nearsighted and need glasses? If I do put points into it, does my vision just magically clear up to the point where I don't need glasses?
Perception is usually presented as a skill alongside things like climbing, crafting, survival, etc. All things that can reasonably improve. You spend time and effort climbing or making items, then in due time, you'll get better and better at it, right? But your eyes are, well, your eyes. How do you train that? How do you "get better" at spotting things like ambushes, hidden caches, etc.?
Whenever I go hunting with my dad, he notices things far easier than I do. Whether it's something moving, animal tracks, or whatever else. He's spent more time hunting and being out in the woods than I have, so he's significantly better at noticing that kind of thing.
I remember thinking I was top shit and could take any fucker just because I was a gym junkie and could bench/dead/OHP/squat good numbers. I decided to take up a martial arts and by the end of the first week I realised just how outclassed I was. Not just in fighting, but noticing and understanding cues. It's one thing to watch and see, it's another to notice and understand. This became even more obvious with my job as a safety site advisor. Between martial... Comment too long. Click here to view the full text.
Size/Type: Large Magical Beast Hit Dice: 5d10+25 (52 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +5/+14 Attack: Claw +9 melee (1d6+5) Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Scent Saves: Fort +9, Ref +5, Will +2 Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10 Skills: Listen +8, Spot +8 Feats: Alertness, Track Environment: Temperate... Comment too long. Click here to view the full text.
>Standard D&D setting >Evil Dragon God enters the Realm >Chromatic Dragons get buffed to silly levels, Dragon cultists get insane powers and every evil-, chromatic-worshipping dragonkin is oozing and dripping with draconic might
How does this change the setting within, say, 10 years? What is reign of evil dragons like?
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