>wake up
>see previous thread reached bump limit and got bumped off the boards minutes before I woke up
>about half the posts are touhofag, the other half is some autist unable to grasp the basic concept of player having the responsibility to make characters that aren't just a collection of disjointed mechanics
>so basically /tg/ as usual
Well then! Last thread was a disaster, so I'm trying again, putting a bit more effort into OP.
Strike! is a setting agnostic RPG that was built to deliver 4e-like tactical combat along with light-weight, narrative focused non-combat mechanics. The CRB has built in support for some genres/settings (s&s fantasy, Avatar, Star Wars) and guides/systems for running games with different focus, like political intrigue, war between nations, post-apoc, etc. Because of its modular nature and huge number of optional sub-systems, it's very easy to customize a game to your liking.
However, all that is basically the gravy; the meat and bones of the game is the combat side of things. Strike! characters at creation choose a Class (Necromancer, Duelist, Archer, Martial Artist, Warlord,Magician, Bombardier, Shapechanger, Summoner, Buddies and Simple) and a Role (Blaster, Controller, Defender, Leader, Striker). Class defines how you approach combat, giving you your basic powers to use (Duelist focuses on harassing one guy, Archers spray an area with ranged attacks, etc.), while Roles give your boosts to your class powers and a "role action" you can use every turn; the Blaster role for example makes all your attacks hit an AoE and can create difficult terrain as a role action, while Striker gives all your powers extra damage and more mobility/precision as a role action.
>>44191842
This basically means that there are the equivalent of 50 class combinations to begin with, and many classes/roles have further specializations, each having multiple powers to pick from as they level up, and also class paths that also put a spin on how the class plays (such as shapechanger picking 3 shapes from his list, leading to radically different combinations within the class). It's really quite diverse, but also kept very simple.
Combat itself is heavily tactical, making use of positioning with opportunities, special terrains and a cover system, with optional rules to increase the complexity (and lethality) further if required.
As for the future of the game, the Rogue class is coming (probably has some positioning/flanking and mobility/stealth based effects) along with a vehicle supplement. Last thread there was a bit of a discussion about homebrewing additional paths for some classes as well.
Guess I'll just post player aids to bump.
I backed this.
Never ran a game before, and this looks like a nice place to start. Got link to previous thread, by any chance?
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, and occasionally makes characters where I can perfectly well see from a distance that they're his realm (and I know it from out of game too). The thing is, his magical realm can perfectly well stop at businesslike women in suits, and he can vary that concept very well. He never gets sex into it (he's possibly one of the most prudish players in the group), and his magical realm poking into the game means that his characters have passion behind them. He's enjoyed designing them and thinking them up, and it's obvious - they're much more interesting and vivid than other characters he makes, because he's invested in building them.
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, and a That Guy in my group who resembles a gruagach ogre and acts like it (his idea of romance and women is just one step above the knock-her-unconscious-and-drag-her-home-by-the-hair technique), and thus there are some players I simply won't allow to put in their fetishes at all because I know they can't handle it.
The thing is, I've learnt to see it coming, and my approach to it hasn’t backfired yet (and it's been years). I occasionally try the same trick with a tiny bit character, and my players haven't even caught on.
How well do you think this would work in your group?
Everyone plays their real life gender, Magical Realm doesn't come up (plus I don't deal with guys making annoying mock-female voices), there is no problem.
>>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 playing with a GM whose perception of people playing the opposite gender is based mainly off of a strawman.
Look, people making mock female voices isn't a problem with female characters, it's a problem in their approach to roleplaying, very likely because the difference still feels huge to them as it's blown up to be such a big deal. I've played oWoD for six years straight with a lot of people, and I've never seen more than one male player who mucked up playing a female character (and no one who tried to fake a female voice - is this an American thing?)
The key to playing female characters is to play a character, who is also female. It doesn't actually have much to do with the theme of the thread, since it doesn't inherently have anything to do with magical realm. It's people who think it automatically does who are the problem, not those who allow people to actually roleplay instead of just rollplay a depiction of themselves - hell, I've had by far the most negative experiences with people who sperg out about anyone being allowed to play a female character.
>>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
I don't believe you.
THIS IS NOT A CIV THREAD
Discussion of civ threads only
1st question what's tg's favorite race?
CMs feel free to drop a link to any threads
>>44182990
The machine volcano thread appears to be dead for tonight.
Anyone online interested in starting a new thread tonight?
>>44183228
>>44183228
If there's interest I could possibly run Bullywug Civ tonight
>>44183248
I'd be down for a bullywug civ. If you do end up running one, throw a link in this thread, I'll be on for a few more hours.
Haven't seen a thread in nearly 2 days.
I don't have the OP pasta.
What would you consider the all-around easiest Neverborn box to play?
My girlfriend has expressed interest in playing and she like's the art style of Neverborn most.
>>44177548
>What would you consider the all-around easiest Neverborn box to play?
Probably Lilth. She seems has a decently shallow learning learning curve.
>>44177548
I feel like people should be concerned with what that dude is constructing in his shed.
>>44178699
That's what I was thinking also.
She's interested in Dreamer but I think that might be a bit much for a complete newbie to skirmish/wargaming.
>>44179044
Why is that?
Just read the first three Horus Heresy novels. Did Horus seriously fall because he felt the Emperor didn't appreciate him enough even though he literally was the most important person in the galaxy after him and had been given every possible honor?
>>44245781
Do not seek reason in falling to chaos.
It is cancerous madness what drives a man to fall, not reason.
>>44245781
It was more because he believed that the Emperor wanted Godhood (which was probably the case anyway) and Chaos playing on his fears. It was less that the Emperor did not appreciate him and more that the Emperor was using and abusing all the Primarchs for the reason above. It just spirals downhill as it gets further into the heresy becoming more of a Horus ascending to Godhood and pulping the shit out of the Emperor.
You have to remember that he had no real encounter with Chaos, even though he mentions it earlier in Horus Rising when talking to Loken so as stupid as it sounds to us, he has no idea that they are playing him fully.
The writer of the second book was not really the greatest at explaining what happened.
Pretty much what anon said, he went mad then tried to justify it.
Ever actively try to get your character killed just so you could leave a bad game without looking like a quitter?
>>44245411
That thing in his/her mouth... is that a bait?
>>44245411
If a game is so bad I want to quit, I'll do any of the following EXCEPT try to get my character killed.
>Let the group know they suck and just leave IRL with no concern for the story
>Try to get everyone EXCEPT my character killed in a terrible way.
>Try to stick it out as long as I can just shit on the story and the GM for lulz.
I've been trying to do that for the past three months with my current character.
Making a Rogue/Scout and thinking of throwing a level of ShadowDancer in just for hide in plain sight. Any suggestions? Obviously taking the feat that let's you stack Rogue and Scout levels for that sweet sweet Sneak Attack/Sudden Attack Stack
>>44244058
>3.5
>Scout
>Sudden attack
Wut? you mean skirmish, right?
>>44244086
Whatever nerd
>>44244240
They also don't stack in the sense you think they stack with swift ambusher, that feat only allows you to pick rogue feats that depend on sneak attack as you were a rogue of the required sneak attack damage, you don't end dealing 10d6 from sneak attack and 10d6 from skirmish.
So I had a thought recently. I asked my players why they never bothered to do even simple maintenance on their weapons, and I got the answer that it was pointless. Because most weapons are either magical as fuck, or disposable.
So I thought of some of the items they have, and what the story behind them were. Most of them are not really "crafted" magically, but have gained their power through the actions of their owner.
So I thought of doing something different for my next group. Magical artifacts are SUPER rare, to the point of ridiculousness, and they are never weapons. Instead, the weapons gain strength as the players level up, and the properties depends on their use and enemies. So the guy who constantly crits against orks get a bonus damage against orks, and the reckless barbarian gets a bonus attack, but can't block or parry, etc.
How would I go about doing this? I don't want the weapons to gain too much power too quickly, but I do want them to feel a difference after each major milestone has been completed.
And the abilities. I don't want the weapons to just be stat sticks, so they should have some cool effects. But how do I decide this. Throw it on the player, and tell him to give me an ability the weapon should get, and have him give a proper explanation for why? Or should I just give them whatever I feel is appropriate?
Track a kill list. Once a weapon takes a hundred souls it gains some sort of power based on the lives it's taken. A weapon that's killed many orcs would gain a preference for them, while a weapon that's recklessly used against enemies and innocents alike may drive the wielder into a bloodthirsty rage.
Throw in some foes who are slaughtering innocents just to power up their sword in one of the early adventures while you're at it. That'll let you introduce the idea within the context of the setting and show them the consequences of abuse firsthand.
Number of kills need not be the only factor, though. You can let them gain power based on valiant actions on their part or powerful foes they defeat. A sword dipped in dragon blood may come eternally aflame, while the paladin's sword, after being lead by his hand to deflect many blows for innocent lives, has begun to do it of its own accord. I'd encourage you to base it on actions on their part rather than simply letting them choose, as it reinforces the impact those actions have.
If you throw it on the player, there's a good chance they're going to try to make something game breaking. The best thing to do is keep the respective character in mind. You said the growths depend on their actions, right? You can expound on this by also basing gains on their personality too.
As for how often the gains should be awarded, that could vary with participation. Or, you could have them meditate/pray to get a new gain after a notable event. Like, a Paladin who stopped an assassination would gradually gain higher range and magnitude to his ability to sense evil intentions.
You could come up with a chart to make things easier, but there's no surefire way of accounting for every possible combination of actions your players are going to take.
This sounds like a really neat idea, though. The players are essentially forging their own weapons through their very being.
>>44243590
If you're going down this route (which is cool) you should probably have it so that everything can be explained to the player as to why the weapon is a certain way (at least to a degree). If a weapon is possessed with a desire to constantly shed the blood of any and all nearby, it should be relatively clear to all players that there is a reason for that (likely that it was used on anybody that moved for a long time). This isn't to say you can't have some "mystery weapons," but they should be extremely rare or be plot devices.
Some abilities could be a bow whose arrows fly almost silently and appear to almost seek towards a targets vitals, as it was used by an assassin for an extremely long time.
A shield can be naturally fire-proof as it was used by a famous dragon fighter, and be significantly more dense than it normally would be.
An axe used by an orc-slayer could speed up the attacks of its wielder in the presence of orcs, at the cost of exerting a considerable willpower to make the wielder engage in combat and then be unable to disengage from that combat.
A sword used by a necromancer could begin corrupting people into undead, with the speed and strength of the disease dependent on how long the sword was used to do so. It could also halt aging and grant the wielder considerable strength, but atrophy his appearance and drain the health of those around it.
Trying to think of a good name for a room in my campaign that trains you in spying, assassination and espionage.
>>44241566
Bob
Totally Spies 101
>>44241566
Officio Administratum Edgelordium.
Have you ever had another player copy or steal on of your character concepts?
Not really, though I've run into people who independently developed the same concept.
No. On the contrary, I'd really like to see what someone else would do with one of my characters, and if I'd be able to get over the 'but they wouldn't do that' hump.
I ran into a player who did this repeatedly in several different online games. They'd either resort to a boring and cliche archetype, or take one of the other players ideas (or multiple other players ideas, smooshing them together) except make it less interesting in every way. This, in addition to other things which made them a shit player, eventually ended with them getting booted form every game I shared with them, and they're not getting invited to any more.
How do you worship Chaos Undivided? What kind of rituals and acts must Chaos Space Marines do to worship them all?
>>44237857
Move to Florida
>>44237857
start withnot being such a filthy heretic
>>44237857
Masturbate incessantly to your own intellect while arguing with literally anyone who you can perceive, all while stewing in your own grease and filth.
So...post on 4chan, basically.
How would Scooby Doo translate into a Call of Cthulhu game?
>>44236287
Very well if you ask me. Up until the unmask which just reveals something -much- worse.
>>44236341
I've been toying with this idea for a while, trying to figure out a good way to keep it both CoC-y and like Scooby Doo. Most of the guys who play my game don't know anything about Lovecraft, so I can do almost anything I want right under their noses and they won't realize it. I need a good plot hook and a Lovecraft-y monster.
>>44236287
Skooks.
3 REASONS WHY YUGIOH IS BETTER THAN MAGIC:
1. It's much more fun. No mana restrictions=no long waiting games.
2. It's far more balanced. The diverse archetypes prevent Yugioh from being dominated by a select few cards like Magic is. Like Tarmogoyf in Modern, Brainstorm and Force of Will in Legacy, Power 9 in Vintage, and Fetchlands in every format ever. And don't even get me started on Standard, that's literally just "play the 60 best cards still in print.format".
3. Our community is MUCH better. Yugioh players are generally cool guys who live normal lives. Magic players are generally unemployed fat virgins still living with their parents.
>>44230221
Balanced and more fun?
1. More than five creatures on any side of the field. With Magic you can build an army, with or without stomping monsters. YGO has a limit of 5 and you can choose which one to pew with yours.
2. YGO monsters have either 0 attack/defence or 100... Why such a big number? Summoned Skull is way more powerful than Blue Eyes White Dragon or whatever power card because you summon him more early in the game and crushes the opponent before he can do anything. When it comes to Magic, you just need to be really smart and good cards usually start at 4 mana.
3. I've met both nice and jerk players from ANY kind of game. You are generalizing a player base against another.
4. Power creep in both games. 'Nough said.
5. In YGO you can only win with rare cards. The ones shown in the series. With Magic you can get an advantage with rare cards, but you can win without if you're clever.
6. Short? I summon something, to sacrifice it to summon something else, then bring the other back to life as it isn't a sacrifice in the same turn but I can polymorph them AND polymorph back to prevent damage. In Magic you have a counter spel or a bounce spell.
7. YGO has a ton of gimmicky cards where you need some kind of dependant combo in your hand like Ritual cards, Fusion cards, Exodia or some other very specific combination. Magic has enough freedown to create your own combo's and RARELY has those kind of cards.
8. Lastly, I never heard a Magic player call a phrase like: I ACTIVATE MY TRAP CARD!
>>44230221
1 reason both are bad:
1. Nerds
>>44231079
>8. Lastly, I never heard a Magic player call a phrase like: I ACTIVATE MY TRAP CARD!
You must not have played during original Zendikar block.
What is the most evil / funniest thing you ever subjected your players to?
Evil Clown House
A completely by the book evil clown, with non-lethal pranks to be the most annoying shit ever. Fighting inside an appropriately themed madhouse.
Fun moments include:
> Constant bike horns and laughter from nowhere and everywhere.
> Heavily trapped hallway with clown jokes such as sprinklers, stink bombs, boxing gloves to the nads
> Lubed hallway leading to a glass window, failing acrobatics would mean you'd often take fall damage.
> Trapdoor leading into a deep ballpit.
> Chest full of bananium coins. Completely worthless.
> Fake magical weapons that bent when used.
> Clown kidnapping a PC with a "Lets put a smile on that face", PC was found later with lipstick smile.
> Acid Cream Pie touch attack
> Curse of the Cluwne, Spellcaster had to succeed a concentration check or Honk mid-spell, ruining itè
> Clown Mech boss battle.
Yes, I played a lot of SS13 back in the days. I'm probably gonna run it again with my new group.
>>44230131
I once sent them on a fetch quest for an item that was
A) Cursed, but not immediately apparently so (It would react badly in the presence of the clerics of a major church, causing irrational hostility all around)
B) Was worth way more than what the guy who commissioned them was paying for its return.
Thus making it very likely that they would in fact abscond with said magic weapon instead of delivering it; which was Just As Planned, as a means of pushing the PCs over towards the bad guys, as they started alienating a major benevolent force in setting.
>>44230551
God I was subjected to something similar, some macguffin that we had to fetch, only for our employer to be assasinated, the item cursed (we couldn't get rid of it), and us now becoming the center of attention for every evil factions on the plane trying to steal it, including the one big evil god.
Shit was annoying.
http://pastebin.com/0uWQ2Ee0
This paste bin contains the rules of the game as well as the character sheet you need to post.
Open Kingdoms
[12] [13] [14]
Okay guys some rules about the game
1. You must have a trip code and name, if you want to claim an open spot you must have a trip code and reply with the first half of your character sheet, the half youre responsible to fill in.
I'll go into length about the game later, I'm going to be replying later after everyone has gotten their sheets up.
Guys also a note about the map. I'm not happy with it and it will be changing, but it'll take awhile and this is when I said i'd be posting this.
If you have any questions just ask becasue this is a huge step forward in complexity.
>>44226322
I'm here
>>44226322
Hello!
>>44226336
>>44226370
Hello