I feel like Elven fighter are not played a lot, and when they are they're always a DEX build and archers or duar sword rangers.
I would imagine that in elven societies there would be a least a sizable portion of melee fighters. Why under represent Elven fighters?
Because elves are not usually known for their brute strength?
Also people forget that the common conception of the elf is mostly still living in the forests and pelting invaders with arrows; they don't usually do the whole industry thing enough to get full plate armor or train on warhorses and stuff like that.
It depends on what kind of elves you are going for though, strong elves could totally work well as high elves or even wood elves, it just depends on how you play and characterize elves.
My setting doesn't even fucking have any elves.
I would imagine a lack of STR bonus and their DEX bonus. I play a switch-hitter elven fighter who mostly two-hands an elven-curve blade with 19 STR and 16 DEX. Lucky rolls and an early investment in a belt of giant's STR.
Because if they were strong as well as dextrous then the dwarves would have nothing. They purposefully gimp themselves because they don't want to make the dwarves feel bad.
I've got a group of mates that I've started DMing D&D for. We are all new to the game and one of the issues I'm having is getting people to play in-character. We've had 3 or 4 sessions and previously they just tell me what they want to do or what they want to say to an NPC, but don't actually engage as their character.
We are playing again tomorrow and I've posted in our D&D group saying I really want everyone to play and interact with each other in-character in the session. I've asked them that it they talk at the table, unless it is to clarify a rule or mechanic, they should make an effort to do it as their character communicating with another character/NPC, rather than just as them talking to someone else at the table or talking to me instead of the NPC.
I can understand that nobody wants to be the first to do a weird voice, even though nobody would care if it was shit and said that if everyone does it I'm sure we'll all be more comfortable doing it and get more enjoyment out of the session.
3 out of the 4 players all seem really excited with the idea and the added immersion it will bring, but one has flat-out refused to "do a voice". Any suggestions on how to encourage him to play in-character more?
Do I just encourage the others to talk in-character and lead by example with the NPCs, hoping he starts doing it so he's not the only one playing differently? I honestly think he's just embarrassed because he's a pretty quiet guy. Any suggestions?
>>44124825
"Doing voices" isn't really for everyone.
Don't feel like you've got to force them into it because so long as they get the in-character interactions going and actually roleplay, it really shouldn't matter if their character sounds differently than the person playing it.
>>44124825
>doing a voice
Who does this? Everyone I've ever gamed with uses their normal speaking voice as their character's voice. Except maybe the DMs when trying to differentiate between different NPCs.
>>44124855
Yeah sorry I should've clarified. The voice isn't a priority, I just get the impression form him that he doesn't want to be the character (voice or no), he just wants to be Anon playing that character. I don't care if he uses his voice or makes up some random one, I just want them to do a bit of RP.
My players just had a hard moment of their campaign, where they decided to try and kill an NPC who had been with them since the beginning. They didn't feel good about it, and felt worse than the NPC gave them three chances to simply lead.
They were however not expecting to actually lose the fight, but the guy managed to wreck them. The session ended two hours ago with two of the PC's running dragging a third after one had already died. I decided to drink. I need to know though what you guys think of the NPC.
He is a man in his early fifties, the majority...
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Seems like a pretty cool in character moment that you fucking ruined by making an old man farmer who was forced to become a soldier be able to wreck a party of what I assume are 3-5 trained fighters and mages instead of making it a sad and bitter moment of striking him down instead.
You dropped the ball, seriously.
>>44125728
I agree here but I would like to know more about the fight.
Was he capable of wrecking them all of was it just bad luck and only 20's were rolled for the farmer?
>>44125728
He had been a soldier at that point and fighting for his life for four years straight. He has proven himself a commander and fighter. They knew he was strong.
He had more time in the field than the party.
so I've been a DM for a bit now but there is one mechanic I've always ignored and, for better or worse, have not even come to fully understand. That is the game mechanic of Time. For as long as I can remember I have always ignored time and, instead, let the game flow naturally. I let time passing be up to my discretion and I feel that most of my campaigns ran smoothly even while doing this. however, I now feel it is time for me to at least hear out and consider this mechanics usefulness. Can someone detail how they use Time in their own campaign? Also, can you tell...
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>>44124401
Time is a resource, arguably the most valuable one.
Give benefits for spending it, but keep in mind that they have in fact spent it.
and if you have any questions about how I am able to run campaigns while forsaking the mechanic of Time I'm more than willing to answer.
I should definitely specify that I did use some sort of Time mechanic, but certainly much different and much less focused on than the actual mechanic.
>>44124419
See I've always been just.... annoyed at the concept of set times. For instance (I'm just throwing this out there as an example, I'm aware it is not the actual number), let's say that the books claim all encounters should take roughly five minutes, or that all actions of whatever type take three seconds. Why? In the real world none of that is uniform, you could do the same thing twice and one time could take an hour while the next takes two.
Maybe this is me being nitpicky, but the...
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Ok think of your favorite Warhammer fantasy raceGot it?seriously have it.goodYou are now a bloodbowl player of that race, what postion and how do your peers/fans like you?
D'awww kitty
>>44124030
Greenskins.
I am a gobbo loony, everyone loves motherfucking goblins with chainsaws
Dark Elves
Part of me wants to be an assasin, but I know I'll be useless, but on the other hand I could reduce a low armor team like Amazons to ribbons
I guess blitzer.
Does out coach take us out for pizza even if we lose? Are the teams witches nice?
Is there a name for this genre? One where people live in the skies, the ground is full of dangerous mist and horrible bugs, and flying machines are everywhere?
I'd like to run a game in a setting like this, but the only examples I can find ANYWHERE are nausica, hammerfight, and crystal chronicles. Any help, /tg/?
Dune was probably the biggest influence on Nausicaa.
You got your wasteland world, competing byzantine power structures, giant worm creatures, lots of flying machines, medieval social structures, and both settings even have a blue-themed worm jesus that fights with a blade.
There's no dangerous mists in dune, but there is a global storm that makes a route across the planet.
No one lives in the sky in Dune, but no one did in Nausicaa either.
In terms of genre you might want to check out Planetary Romance for swordsmen on hostile alien worlds...
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>>44124054
How did Dune manage to inspire so much greatness while being a terrible pile of shit?
>>44123818
Stormhawks might be another example that springs to mind, although the horrible bugs are replaced by volcanic dinosaurs.
I'm not sure if it has a specific genre though. Skypunk?
In the Milky War roughly 6000 years ago, Elven civilization was destroyed by a wish to drive the Egg-Hatchers out from elven history by a woman now only known in legend as Itzli.
"...In a single day and night of misfortune, the island of Atlantis disappeared into the depths of the sea."
In that same way, Elven civilization melted away, as their spaceships turned into sand through force of that wish, fragmenting over ten thousand worlds, killing all those worlds that used terraforming. Only a few worlds survived and even then, technology crumbled away,...
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>>44123675
>industrial
>>44123675
>faggotry
>>44123675
>[] Early Modern
Exactly as the title says. I'm looking for interesting ideas for aliens. They can be your own or ripped from other works of fiction.
Didn't /tg/ make an alien a while back?
A race that naturally has the power to travel from planet to planet they barely have any technology, and are more like passive, friendly observers to other races.
You could be working at a port on an ocean planet and just see one descend from the sky and right next to you, and nobody bats an eye because they don't really hurt anything.
a sentient shade of the colour blue.
>all magic comes out of your skin
>more specifically, your sensory nerves
>It's formed in your brain, and channeled out through them
>You can even develop arcane reflexes if you practice enough
>The truly skilled can cast a spell before they even realize they have to
>It's all a matter of sensory input
>Control of course correlates to the inner homunculusComment too long. Click here to view the full text.
>>44123387
>Women statistically have more nerve endings than men
I support this system
>>44123469
>erogenous zones are filled with nerve endings
>High tier spell casting involves whipping tits and cocks out
>>44123469
>>44123539
Explains why sorceresses prefer to wear very little clothing
So what exactly is a good thing about d20/D&D 3.x/PF? What does it uniquely have that no other game or system can replicate?
>>44122371
Nothing, there are better systems. The only up-side was the OGL
>>44122371
Its ubiquity (i.e. easy to get a group), and the OGL.
Almost every single thing about the system is broken or cumbersome in some way. Even the core mechanic, its one saving grace perhaps, is inherently flawed and consequently there's been a recent shift away from that model into bounded probability subsystems.
The only good thing about it is the sheer stupid amount of content available for it, and that sorta falls flat due to most of that content being overpowered, underpowered, broken or utterly non-functional. Then again, the precedent was set in the PHB, so what can you expect?
It seems like we have a thread that asks "Which system does guns/oper8ing the best?" every other day, so how about we mix it up a bit?
If you had to make a campaign based around operators operating, aka a small military infiltration team landing, completing an objective, and exfiltrating:
>Which system would you use?
>How would you prevent it from becoming too rail-roady?
>How would you create drama in a setting where very little interaction between players and NPCs exists?Comment too long. Click here to view the full text.
I'll dump some operator pics for some inspiration
Become The Vampire Quest 14
You run upstairs, dreading what you might discover. You can already hear shouting and growling before you reach the second floor, and when you reach the third you hear a sharp cry of pain, followed by a series of strained whimpers in time with dull, repetitive thuds. You hurry to the doorway, looking in while pulling out your phone. The sight before you freeze. You knew what you were expecting, but knowing didn't prepare you for it.
Jennifer is on the floor, robe in tatters, with a fully shifted Patrick over her. He's holding...
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I claim this first post for Jennifer.
>>44122250
That's the second post.
>>44122265
It's the first reply
>I'm playing a chaotic evil character who enjoys killing people
>I'm shitposting on 4chan
>>44122061
You guys might not believe me, but I actually saw this done well. But of course, he wasn't lolrandumb, and he didn't oppose the party for no reason, and when he did, he tried to swing us around to his way of doing things, not just stupidly attacking the lot of us.
>>44122061
>I'm playing a lawful good character who enjoys killing people
Joined a high seas pirate RP, and it's near time to get a ship. Among various possible details and modification options, is a "custom" option where you are allowed to come up with whatever you want to add to the ship, within reason. Something like a nuclear missile isn't allowed, but a ram or armored plates/hull is probably allowed.
What are some neat things I can throw on this boat that could come in handy or could make it stand out, or just something useful or normally overlooked? The setting is One Piece, so overall technology is around 1600s-1700s...
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>>44121907
Put a cool, menacing figurehead on the front!
>>44121907
>mfw "that DM" won't let me install a nuclear missile on my ship using my character's vast knowledge of modern day physics.
This is just like the time my DM wouldn't let me start a thermite assembly line/corporate empire.
>>44121921
Well that's obviously a given and comes with the boat! At least I hope so, certain ship sizes only have a certain number of "slots" which they are limited by. Medium ships, which is within my price range, are 3 slots, so a figurehead while important, might not be possible if it takes up a slot.
I just can't think of what kind of figurehead to make. Stuff like that, sails, figurehead, color of the ship, etc... I'm looking for ideas. As well as the obvious, of actual modifications.
MAP DUMP to celebrate the Kobold Press (Tyranny of Dragon Devs) encounter design contest and to encourage voting (koboldpress.com/archives/20595).