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All of the elves in your setting have been replaced by the closest analogous tribe of protoss. How does this affect your campaign?
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I dunno, I don't into fuck fuck fuck Starcraft.
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>>46235589
I post my topics on >>>/v/ instead of shitting up /tg/.
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I guess it adopts an aesthetic I don't really care for

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I plan my games assuming my players will only make the dumbest decisions. Unfortunately so far its worked and they have fallen for literally every possible trap or trick from the npcs. what should I do?
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>>46235325
You are being a coward and a pussy if you don’t kill their characters.
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>>46235325
Treat them like five year olds.

>>46236147
This plan is bad if they're your friends or you otherwise care about continuing to play with them.
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>>46235325

YOU FIGHT ELEMENTAL FIRE
WITH ELEMENTAL FIRE
EVERYONE KNOWS THAT
THINGS DON'T GET DEFENSIVE BONUSES AGAINST THEIR OWN TYPE
DUH
OTHERWISE HOW COULD ELEMENTAL CREATURES FIGHT EACH OTHER?

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Making a homebrew. Skill/Ability improvment through use dawned on me. Exploitable?

My thoughts were that each use of a skill or ability would add points to improving the use of it, eventually raising it's level. At a high enough level, you'd no longer need to roll below certain difficulties for tasks involving those skills or abilities.

The first thing that came to mind is what's to stop players from using skills over and over again to improve them. But then maybe higher skill/ability levels require higher challenge ratings to earn improvements?
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I don't have a whole lot fleshed out. It's called Mettle.

I also wanted to implement the idea of skill trees, to try to force people to choose between strong focus, or broad dabbling.
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Another idea I've latched on to was flexible adjustable enemy/monster cards for DMs. A small group, maybe ten to twenty, of different stat blocks of enemies to skin as you please, maybe add a couple of different abilities here or there for different scenarios.

I'm trying to limit paperwork.
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>>46235066

difficult, because the players depend on what their adventures gives them as opportunity and the gap between power gamers and story players will not only be thanks to their skill/ability choices but also the amount of points they have.

I think about that regulary too, but never found a solution I'm comfortable with. Closest things I'm okay with is giving the chars a discount on a number of skills/abilities they have used, or allowing them to put a fixed number of points only in the skills/abilities they have used recently, but imho that still hasn't the feeling of developing through practice....

>He's playing a cleric of a god of strength who doesn't like to heal.
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>>46234939

Does ANYONE actually heal as a Cleric, mid-fight? I thought you buff first, then heal AFTER.
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>>46234939
>He expects d&d to play like WoW and wants someone else to fill the healer role
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>>46235065
>>46235123

Ah, so it's not a thread about That Guy, it's FOR That Guy.

Can druids become druids without being motivated by protecting the balance of nature, or even going against it?

Can druids be motivated primarily by gaining copious amounts of magical power?
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That's almost always how I run NPC druids.

They server nature out of necessity or obligation, not desire; doing only the bare minimum (which isn't necessarily a small amount, but if they can cut corners they will).
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>>46234833

How about studying the systems by which the world works, the balances of nature, the cycles of the seasons, the machinations by which the universe renews itself, in order to gain insight into how the world functions on a much grander scale?

Druids don't always have to be about dirt and trees and animals and shit, nature works on more levels than primal. It embodies elemental forces almost wholly separate from plants and animals, touching upon the cycles of change, from those bound to the earth; life...
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>>46234833
The Circle of Orboros from Warmachine/Hordes certainly gives that vibe.

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How would I go about making a 1st level character similar to a DMC protagonist?
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Oh, shit. I forgot the system.

Pathfinder.
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>>46233420
>>46233430

You don't, really.

Pathfinder doesn't support any kind of very dynamic combatant, and certainly not at level 1.
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>>46233420
You can't. DMC characters are like level 50 from the get-go.

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Hey /tg/

Since The Banner Saga 2 is on the horizon and I've got a massive boner for norse mythology and related setting, I figured I'd toss up this thread for a few reasons:

What did you guys think of The Banner Saga (especially its setting) and are there any other settings like it that are worth bothering with (PnP and/or video games)?

Also general norse-inspired RPG stuff, I guess.
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>>46231976
Banner Saga made the setting seem really interesting.

Then Banner Saga 2 kind of fucks it up, at least so far as I've seen of the trailers and pre-release announcements. Like, the horsepeople moving into the same region upwards from the south, and the lack of exploration and explanation of the actual Banner. Plus, while the idea of the Banner for each village is cool, they never came up with any visual representation of the Banner for your caravan despite making it seem like an important thing and the...
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Here's the world map, by the way. In-game every location has its own little footnote that, whilst interesting, sadly substance. It's a well-crafted word nevertheless, but like Obsidian's Eore it desperately lacks context.
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>>46232088
TBS 2 fucks it up? How so? As for the horse people; isn't the whole point that man- and varlkind are fleeing south, so wouldn't it be inevitable for them to run into the horseborn eventually?

I'm completely with you on the banner part though. It's a very cool game that really needs higher production values; I doubt the devs intentionally left things out because they're been very attentive to otherwise meaningless details (like the map) and seem to genuinely care about their setting.

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Do you fa/tg/uys have any tips on drawing scenes or perspective maps for areas in RPGs to show to players? I've been thinking that it would be nice to have a 3/4ths perspective of my areas instead of just a top-down map, sort of like what you see in CRPGs, but I haven't done any art since I graduated high school.

I've also been thinking about making props, both simple things like paper showing clues or interesting documents, but also about getting stuff for loot and whatnot. Any recommendations on where I could buy stuff like that? Is it difficult to print...
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>>46231473
Isometric tiles for TTRPGs are really, really hard to deal with, in no small part because the top-down perspective serves to abstract a three-dimensional space by simplifying it. Anything with elevation is what makes Iso look interesting, but Iso makes dealing with rules governing said perspectives hellish.

Also, a lot of dungeons and adventures are underground and it's hard to represent that three-dimensionally in meatspace.
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>>46231630
Well, not tiles per se, but an isometric region to show stuff like streets or interior rooms to just give my players a better sense of the area.
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>>46231630
>three-dimensionally in meatspace.
I kind of feel like it's not that hard, if only because there are a lot of 3d building sets available for dungeons and things. And I'm not a big fan of "dungeon" dungeons in my RPGs; I don't run them unless it's relevant to the quest, and usually do more buildings in villages or fortresses in the wilderness and stuff.

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Turning on... Processing...
<![CDATA[ RESTORE POWER CENTRAL INTELLIGENCE OK RESTORE CIVILIZATION LEGAZY CORRUPT RESTORE SENSE OF SURVIVAL OK RESTORE GREATNESS...
TURN POWER]]>
>units: 1 central intelligence, 3 bots
>techs: reverse engineering
>magics: none
>settlement: none
>biome:mountains--- rare air
A sparkle of energy goes throught your systems,the battery is still working, not much but enough...
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Hey hehehehehehehehehehehe
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Guess who is this wizard.
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>>46230543
Noice

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You must design a setting that is as realistic as possible with the following conceits:
>The Soviet Union and the Cold War have continued into 2016
>Russia and everything in its sphere of influence have their own internet that is not connected to the Western internet
>Revolutions in military technology led to the discovery that giant human-shaped robots are actually the most efficient weapons possible short of WMDs so long as there is a human brain controlling them. Unfortunately, the...
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>>46230305
>Realistic
That's stupid.You're stupid. Go away.
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Fuck human brain, robot with brain of strong soviet dog is most powerful weapon.

Brave, Obedient, Man's best friend wow
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>>46230305
>>Russia and everything in its sphere of influence have their own internet that is not connected to the Western internet
That's not realistic. Russians are retarded braindead monkeys. Even in this world russia has like 10% internet coverage across the country.

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So hey, I had this Lich into my village recently, keeps to himself mostly. I only have one problem is that his god damn skeletons keep escaping the dungeon and start, well start doing skeleton things out on the front door of my house. What should I do?
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>>46229242
>A Lich, an ancient and terrible evil
>This calm
I too am afraid of doppelgängers, fellow human commoner.
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>>46229242
Why are you repeatedly spamming lich threads? I see three others currently on the board. Just bump them if you want to talk about them.
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>>46229242
Just get some dogs to scare them away.

I know this subject usually gets groans, but I wanted to come here and share a story from the campaign im running.

Sovadin the Paladin joined the party very early on in their adventures. He was older than most adventurers, in his mid thirties, and wasn't terribly accomplished.

But after meeting the party they all became involved in the plot of the game, and without going into too much detail, revolves around a man becoming the new god of war and ruling the empire as an immortal god king. The party has for the past year and a half (out of game) been building...
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Full pic
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>>46228683
Are you sure this doesn't take place in a cyberpunk, Shadowrun-esque setting? Cause they look very cyberpunk.

Also, that's an awful fallen paladin story. Just... just awful.
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Glad you enjoyed your fall, OP. Any stories?

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So recently I finally found a group of players willing to play some of the old RPGs I've had in my bookshelf for however many years, and now I have to figure out how to start off my campaign. The game world is a pre-written one from a Swedish RPG called EON, and has been described - by its writing staff! - as "ASOIAF, with added fantasy races on top", except the races have their own kind of spin to them. Not exactly the D&D-style. (The game and the setting predate ASOIAF by a fair bit actually, but Martin's story fit the mood of the world really well...
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>>46227086
Anyway, that's how I was planning to get all the characters plausibly into one place, but then I have to get from there to turning them into a player party, which requires an *event*. Current thought is that someone important gets poisoned, and the PC's are either among the suspects - but why would they all be suspects if they have never met before - or they're tapped to investigate the poisoning (but why would that happen if they're not renowned at the start of the campaign?)

A thought...
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>>46227097

A few of the other things I'm considering for the grand tourney:

"Battle of the bridge" with staves standing on a raised log

"Pillow fight", sitting on the same log, except now it's greased

"Axe throwing" (with the dwarves going "who'd throw away a perfectly good axe?)

"Spear throwing" (same thing, except different complainers)

"Fisticuffs" (self explanatory)

"Turnip-chopping" from horseback

An...
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>>46227097
>>46227086


I would do the following:

Step A) Find out what each player will be playing. I don't know how this system mechanically works, but if each player is going to the tourney for some reason, they're probably good at one or more of the events.

Step B) Have them do well enough in their individual events to be in like the top 5, but not quite win. If the tourny awards prizes for places other than 1st in events, bump them down a...
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So, we knew it was coming, Spartan is launching yet another game.

>A key part of the game play is the Reaction Engine, which means a unit is never safe from harm by an enemy unit.
My bet is an Infinity knock-off.
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>>46226528
We've known about it for a while. Its going to be 15mm.
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>>46226528

>My bet is an Infinity knock-off.

Infinity just has basic weapons do more damage than the highest armor ratings, so while it's pretty unlikely a rifle can punch a hole in a heavy armored mecha-suit, it's still possible with enough volume of fire and bad armor rolls on the mecha's part.

So instead of it being an engine or written mechanic, it's just how the numbers stack up.

>>46226620

Also...
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>>46226620
...So can I use my Mega Bloks Halo stuff for it?

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So after the last session, my PC's are looking at making a 180 mile road trip. They have a carriage, but it's badly damaged and the horses are severely wounded (their stopover in the last town went... less than perfectly). They have supplies, but most of them were ruined and spoiled which leaves them with maybe two or three days' worth of palatable food left.

As per the travel speed guide (D&D 5e), they can travel 24 miles in a day at normal speed, making it a solid 8-day trip. I want this to actually feel like an eight-day journey, rather than a ten-second bit of flavour text. So to that end, I want to have things happen across the days. Ideas include:

>Fix the wagons and heal the horses, or a) the wagon will break two days in and b) the horses will collapse and the Ranger's companion and Paladin's mount (a Worg and a Dire Wolf respectively) will have to fill in - thus losing their participation in encounters
>The party feels eyes on them from the distance - See Invisibility or animal senses reveals a Quasit watching them. It's a familiar from the wizards whose town they just passed through, keeping an eye on them. It will follow them, as long as none of them approach or attack it.
>They have the choice of foraging for food or taking their chances with their spoiled supplies (assuming the wagon still survives). Foraging will extend the journey time, but chancing the supplies makes them Poisoned.

Obviously there's the standard roving orcs or a gnoll hunting band, but I'd also like to give them some interesting/memorable encounters along the road.

What are your tricks for making travel interesting, /tg/? What fun things have you run into by the roadside?
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>>46226418
>There's a hunting tradition where skulls are hung on a tree by their tendons. Once the tendons have rotted enough, they break and the skulls fall to the ground. By looking at what skulls are on the tree and on the ground, a hunter knows what animals haven't been hunted for a while. Apparently it also is believed by some people to show respect to the animals; otherwise, they won't allow themselves to be hunted. Source: Ray Mears.

>A roadside...
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>>46226418
An inn full of merryment and fun perhaps with a catch:

A. Side Quest - The inn keeper, one of his/her workers or a patron has lost a sentimental item to Gnolls/Orcs/Goblins. However all is not what it seems.

B. Inn is an illusion along with it's inhabitants. Anything 'gained' from it isn't actually gained. Items given to characters don't function because they are not real or perhaps a quest item that they can gain is a sword or staff or illusions.

C. Inn is a gateway...
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>>46226418
> a 180 mile road trip.
> carriage, but badly damaged
> the horses are severely wounded
Even mildly wounded horses are put down. They never recover from broken bones or torn ligaments in the legs. They might live, but they won't carry load or gallop well.
> two or three days' worth of palatable food left.
They will starve trying to hunt.
>As per the travel speed guide (D&D 5e), they can travel 24 miles in a day at normal speed, making it a solid 8-day trip.
Without heavy load, well rested, and fed. Have you ever gone hiking? Anything above 60 lbs should slow non heroes down considerably, and without modern backpacks much more so.
>I want this to actually feel like an eight-day journey, rather than a ten-second bit of flavour text. So to that end, I want to have things happen across the days. Ideas include:
>a Worg and a Dire Wolf will have to fill in
Lol, no. I mean physically, sure. But do you have any idea how much conditioning it takes to make dogs into a sled team?
> a Quasit watching them. It's a familiar from the wizards whose town they just passed through
Tension is a whole different game. Read up on it. Otherwise you will present the players with a challenge instead of pressure.
> Foraging will extend the journey time, but chancing the supplies makes them Poisoned.
So what makes this interesting?
> standard roving orcs or a gnoll hunting band
'Standard' sounds like want to make it boring.
>What are your tricks for making travel interesting, /tg/?
It's just like a dungeon or a town. There's encounters to brave, decisions to make and live with, and a story to reveal. The difference is ever shifting locations.
Tell a story of a scary road. Have topography (uphill, wooded, swampy), spheres of influence (patrolled fields, animal hunting grounds, tribelands, robbers' turf), obstacles (unbridged river, sheer cliffs, labyrinthine bogs), and an inner logic connecting all those with plot. Match that to your characters and your players, meet expectations.

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