So are mercenaries supposed to start conflicts to stay in business? I mean sellswords with no wars means they have no jobs.
>>47919647
I wouldn't expect it, as a general thing. People are perfectly capable of conflicting with each other on their own. If you want to cast them as big villains, though, then sure.
mercenaries tend to only appear in times where there is war. Even then, there needs to be a demand for them. If you have plenty of quality soldiers, you're wasting money on mercenaries.
In order for a mercenary company to survive, there needs to be: 1)demand for mercenary fighters, 2)wars to fight, and 3)money or goods to be exchanged for services.
But yes, I suppose a very powerful or influential mercenary force could attempt to instigate a war or continue to prolong a war for their profit.
>>47919647
>So are prostitutes supposed to incite lust to stay in business? I mean whores with no johns means they have no jobs.
I'm making a Fallout PnP campaign for my chumps to play and I need an idea for a Vault. I need something big and interesting, not a little thing-a-magig. It'll be taking place up north so it'll be cold and snow, all that shit.
Any ideas or references would be great. Was thinking of making it a non-VaultTec Vault, since it takes place in the far north. We are using the Fallout Pen and Paper game, the Operations Handbook version.
>>47919429
A vault to test the extremes of human endurance.
>>47919429
How far North? Alaska? Canada? Maybe a leftover resistance bunker from the American Annexation
999 Niggers
1 White Woman
Vault Number Ooga Booga
>Extra Credits
>Errant Signal
>Super Bunnyhop
>Gamemaker's Tool Kit
I've got a ton of subscriptions of people who will wax philosophically about how this or that video game mechanic is important, but why are the only Youtube channels for tabletop games people reviewing board games or playing games. Sometimes explaining how to play or set up board games.
Why aren't there any channels talking about different game design theories? Why do I have to link a video about video games when I want to explain to someone how mechanics can create emotional weight?
And I don't just mean RPGs, either. Sure, RPGs are great, and there are a lot of RPGs that have really neat, interesting mechanics that shape the kind of games they are (M&M's Toughness, MtAw's Creative Thaumaturgy, GURPS' blandness), but there are a lot of board games and even Magic cards where you just get this sense of the mechanics doing a lot to sell the theme of the game.
I've actually heard that as the biggest divide between "Euro" and "Ameritrash" board games: One has tacked on themes and the other is all about theme first. The best board games have mechanics that are engaging and interesting while still working to highlight the theme of the game. For instance, the way Forbidden Island's increasing Flood Deck and shore up mechanics really give the sense that you're on an island that's sinking, even if "draw cards and trade them in for the treasure" isn't all that thematic.
>>47919295
>extra credits
I deleted my fedora meme folder, but that's what I'd post there. Really, they're not as smart as they think they are.
>>47919509
I was hesitant to add that one because I knew there'd be posts like this.
Really it doesn't matter how smart they are, they're still a channel for the thing I said they do, and there are a ton of those channels for video games but not for tabletop mechanics.
I've even seen blogs about this or that gameplay mechanic or game style (West Marches blogs and How2DM blogs come to mind), but never any Youtube channels.
New Lili.
They managed to do a worst liliana of the veil
Fifty zombies sounds cool at first, but the more I think about it, the less useful it sounds.
Fake as fuck.
Well, here comes the Valkyria Chronicles spoilers
>>47918266
Valkyria Chronicles Spoilers Tomorrow at 2am EST
>>47918266
Where?
Is this game worth getting into?
Is there an RPG where I can poz negholes?
>>47917358
FATAL
I don't think there are many RPGs where you can actively disrupt a true black hole, let alone "turn it" into a white hole.
All that, of course, assuming white holes are real.
>>47917556
He's a bug-chaser not a sci-fi geek you nonce.
>Party of four
>Alchemist archer, half orc berserker, human ranger, and magus (myself)
>In dungeon
>Come to a room with 5 Skeletons, 1 of them in plate armor
>First two rush our Ranger, breaking there swords off in his shoulder and leg
>We kill the 4 right away with lucky rolls
>Plate skeleton left
>Cant hit him worth a shit
>Alchemist rolls a 1
>His bow string snaps, hitting our almost dead ranger with fatal damage
>Skeleton hits our half our, making him unconscious/dead
>Uses an ability to use Thundercalp to get rid of skeleton's armor
>Alchemist uses a spell on me to make me giant
>Activate spell strike and weapon enhancement to make sure this thing is dust
>Have a res scroll on my person
>Roll a 3
>99% chance of killing him
>1d100
>fucking 100
>Res Scroll turned into a Reincarnation Scroll
>Ranger comes back as bird man with working wings and flight thanks to very lucky rolls
>Ranger is pissed he is not human anymore
>mfw i cant believe our luck
Anyone got any stories?
>>47917334
It's Edge of the Empire. The party consists of us four assholes:
>Our host has a Trandoshan brawler, who is insanely strong
>A female Bothan Slicer who for some reason sounds a bit like Clint Eastwood
>A female Rodian trader who's also involved with the black market
>And me, who is a droid bounty hunter obsessed with perfection.
Our first mission is to find another Krayt dragon for a hutt. Naturally, since we're in it for the dosh, we accept. So we find the Krayt dragon nest, and the mother is there.
Set guns to stun mode, and we start stunning the shit out of it. The Trandoshan is grabbed by it, and the fucker responds by beating the shit out of it. Sure, I help with my sutpidly high rolls and crits, but the Trandoshan literally wrestles this thing down to the ground.
After that, he plays holographic chess and loses. We pilot the ship, and then we find that our employer has gone into hiding. Well shit.
>Be mon calamari scientist
>Attempt to loot corpse
>Dm spends destiny point.
>"ITS A TRAP"
Still passed my vigilance roll and only took 2 damage from a frag grenade going off in my face. Shame for the scavenger in the car next to me.
I got a good one.
>Rogue Trader
>late game tech priest
>session before I just survived a fight with a shard of C'tan, lost 2 units of smurf termies, grey knight termies and a inquisitor with his retinue.
>lost right arm and left leg in the fight.
Fuckingfleshybits.png
>3 month warp travel, build new arm and leg then out of adamantine, new arm has a built in melta gun.
AvedeusMechanicus.gif
>arrive at location
>colony is in total open warfare between heretics and loyalist.
>take gun cutter
>pilot servitor rolls 3 consecutive 100s
>mfw tech priest gets pasted
>mfw friends left me behind and made it out alive.
If you had to choose one or the other, should elementals generally be chaotic, or lawful?
I would have all of some element be chaotic and all of some of other elements be lawful
>>47917180
All intelligent elementals should be chaotic. As literal aspects of creation the idea that things are governed by "laws" is absurd and the real of lesser beings who try to make more of the situation then what's really there.
>>47917180
Neutral.
I tryed my best at building a black-blue mill/counter deck. how is it
Jace, Unraveler of Secrets
Oona, Queen of the fae
Swamp x 13
Island x14
Jace's Scrutiny
Liliana's Indignation
Air Servant
Vampire Noble
Submerged Boneyard x2
Tar Snare
Sweep away
Macabre Waltz
Pices of the puzzle
Hedron Crawler
Explosive Apparatus
Nightmare
Niblis of Dusk
Farbog Revenant
Furtive Homunuculus
Drownyard Explorers
Shinx of Magosi
Mind Rot
Unknown Shores x4
Anticipate
Stitched Mangler
Chitinous Cloak
Sengir Vampire
Disperse
Grasp of Darkness
Ever After
Dead Weight
Dispel x2
Shamble Back
Negate
Stride Harness
Pore over the pages
Demons Grasp
I know its not mainly Mill and counter cards but i didnt have a lot. Do yu guys have any suggested cards for this deck. Cards dont have to be from Shadows Over Innristrad unless it would help.
My recommendation to you is
Identify the 8-10 best cards & try to get 4 copies of each of those cards this will make your deck more consistent.
You'll want to "curve out" your spells mana costs, which basically means make sure you have the majority of the cards you cast around 3CMC, with enough 1-2 CMC spells to let you do things in the first few turns. But you'll want some 5-6 CMC cards that are tough for your opponent to deal with.
For lands try to get a hold of lands that tap for multiple colors, I assume you'll be on a budget so the common duals from Khan's will work, try to get like 10-12 non basic, the rest basic then add/remove lands if you notice any flooding/starving or not enough of one color
Lastly make sure the deck has a plan that wins you the game, then make sure every card in the deck either advances that plan, or stops you opponent from advancing his.
Good luck
Thx m8
>>47916901
first thing when building a deck is identifying a gameplan. you have one, it's not the greatest, but black/blue mill can work. black/blue control is quite a bit more common, and seems to be what your list actually is.
second thing, the list. when I look at that list, I see way too many cards that don't help your intended gameplan. a lot of flying beaters and not much mill, not many counters, and a lot of one-ofs.
one-ofs are bad because they make your deck inconsistent. you should identify the cards that help you win the game the most and try to get four of each of them, usually. if you have four of them then you'll draw one or two almost every game. your best removal and defensive cards, for example. then the cards that are good, but you only want to draw one of each game, like Oona. two- and one-ofs you should probably stay away from for now.
as far as cards...there are a lot of ways to go about milling someone. do you want to do it with a combo or not? that's the first thing you need to decide. for you, probably not, so you should look into the cards that mill the most efficiently per card. Glimpse the Unthinkable, for example, though that's a ten-dollar card.
What's the biggest group you've ever played in?
I'm starting a5egame at work for rainy days, and I've got 10 players so far. I'm pretty pumped to start desu
>>47916735
>10 players
dumbass
>>47916735
You've probably got too many. 5e is streamlined enough to handle 1-2 more players than 3.PF, but I wouldn't go higher than 7 under any circumstances and no higher than 5 if I could help it.
If you *must* take all 10 strip out everything you can: ban pets, extra attacks, bonus moves, reactions. Each character gets 1 move and 1 action on their turn. It'll be unbalanced as hell but speed is more important than balance with a group like this.
Print the character sheets yourself with the following principle: 2 column, important stats in BOLD LETTERS on the left and a list of the ONLY actions they take on the right.
Make a cheat sheet for yourself and roll all saves/heals/HD recoveries and all that yourself. Only tell them what number to drop their HP by and what number to raise it up by.
Track only HP. Now is not the time for XP, Gold, Lifestyle, Magic Items, Renown, or Honor.
And if this ends in tears, do not blame the 5e system for it. Either you didn't use the whole system so it's not 5e's fault or you *did* use the whole system and it's *still* not 5e's fault.
Good luck, you brave, stupid creature.
>>47916735
>10 players
>the harlot's guild has put a contract out on your bard
>Magic Shops have all begun selling cheap colors
>>47916066
This is some horseshit, professional associations do this all the time. They get licensing laws passed and demand that people jump through ridiculous hoops to do basic jobs, under the guise of 'protecting workers' or ensuring that the product delivered is 'safe' or 'high quality'. It's just a transparent ploy to lock out competition and make themselves richer. What about all the poor women who want to sell themselves, but can't afford dues or pass the guild's licensing exams, what are they supposed to do? Beg on the streets? Or is there a Beggar's guild that will cut off their ears for that?Her outfit is stupid as all hell, but Polly is definitely the sexiest lady Everton's drawn so far
>>47916066
Kill bard and collect the reward
Was that suppose to be a hard choice? A bard or money and being able to buy whores?
Stat her.
>>47915661
insert owlbear memeblock here
+2 swirly eyes
>>47915661
+2 Literally Who?Electric Boogaloo
A fa/tg/guy vented about there not being much new content on /tg/. I’m a oldfag from /co/ but longtime GM for different games, including some homebrew. Figured I’d share, thought fresh content would be appreciated.
This is a story of four chill bros with superpowers. Takes place in Savage Worlds system, completely normal setting with no fantasy, sci-fi, horror or elements that would make it interesting. Basically the real world.
Four chill dudes I had been gaming with a long time.
>Comicbro, pretty quiet but super friendly.
>Gamebro, very talented and competitive wargamer, very direct.
>Musicbro, highly charismatic. Very close friends with Comicbro and Armybro.
>Armybro, very close with Musicbro and Comicbro. More interested in chilling than gaming, but pulls his weight and super laid back.
They roll normal characters, nothing special. Then explain that they were all caught in a freak storm (think Misfits), resulting in their gaining powers. First game start with these powers manifesting. These powers were determined randomly by me from a list I made ahead of time.
>Comicbro: Can access any information on the internet (or stored on a device with a network connection). It’s extremely overwhelming, so his subconscious has translated it into a library with an oldtimey British butler to answer his questions.
>Gamebro: Verbal teleportation. Can teleport anywhere he speaks aloud, so long as he can see it or has been there.
>Musicbro: Peerless swordsmanship with any blade he picks up.
>Armybro: Xilomancy. Controls any wood. If it’s still in the ground, he can alter its growth.
First few arcs of the campaign go how you’d expect. Bros get their feet wet, figure out their powers, stop a couple of dangerous people who have also developed abilities. The whole time Comicbro and Musicbro are trying to guide the party into becoming a superhero team (no surprise for Comicbro), but Armybro is indifferent and Gamebro thinks the idea’s pretty queerballs. Party feats include:
>Stop bank robberies staged by a man who can cut off parts of himself to spawn duplicates. By the time they track him down he’s nothing but a torso and arm no eyes or nose.
>Defeat a clown who kidnapped the Prime Minister of Japan. Not a scary psycho clown, a clown that looks like he just stepped out of a kid’s birthday party but all of his props effect reality (i.e. If he pulls out a long scarf from his sleeve, he literally created it. It didn’t exist prior to the trick).
>Thwart a steampunkomancer from altering reality to create a world that is exclusively steampunk. Turns out the guy doesn’t even have steam related powers, just really liked steampunk.
>Fight a team of villains whose powers are thematic opposites of their own. This was the laziest concept I ever executed as a GM but couldn’t resist.
>Apprehended a girl whose power was to turn people into unicorns, but had no real sense of right or wrong and just kept turning people into goddamn unicorns.
These are things they did over the course of the campaign, but the real story’s the final arc.
Comicbro accesses Archives (his internal library), notices a recurring trend. Realizes there may be someone in play that just hasn’t revealed himself. Brings it up and they start picking up on things in the next few encounters. Seemingly benign people who had the inexplicable impulse to become villains, things just working against the party that could easily be explained away as GM-fiats to try and make the encounter more interesting (a vine tripping Musicbro during a duel, Gamebro’s target not being where he thought they would be after teleporting, etc).
Party gets clues and puts it together: The big bad is a speedster calling himself “Swift.” He’s been keeping out of sight, whispering these insane plots to people with powers, pushing them toward what the party’s been going up against. With the party distracted, he’s been shoring up resources.
Swift decides it’s time to end things. He manages to murder his way to the top of the every crime syndicate in North America. Once he’s got power, he goes after the Bros in full. Comicbro gets shot in the stomach when the mob kicks the door to his apartment in, only escapes when Gamebro ‘ports in and grabs him.
Comicbro recovers, starts going deeper into the Archive to try to come up with something. Meanwhile, Swift’s taunting them by upping the crime rate in every city, one at a time, being on hand to stop the police before they can step in.
Armybro, Gamebro and Musicbro stop a crime spree. Odds are against them, armed criminals everywhere. Turn it around only to have Swift show up and grab Gamebro, covering his mouth so he can’t ‘port. Pulls out a knife, stabs him in the spine.
Pulls out the knife; it’s one of those trick ones with the retracting plastic blade. Proceeds to dodge every attack they throw, slapping them around to show dominance.
Party is battered and pissed off (lots of complaints from Musicbro and Gamebro that they have no way of beating this guy). Comicbro is quiet, passes me a note. Start passing them back and forth.
>”Is there any way to slow him down by giving him a clean shot on me?”
>”There’s no way to know. All you’d guarantee is that he’s pausing for a fraction of a second to kill you.”
>”Will my research reveal something to stop him or am I just kicking the can?”
>”All you’re going to find about the villain Swift is what you’ve already figured out.”
>Picks up on the hint quickly, I feel like I gave it away. “I talk to Abernathy (the butler) and ask him to compile a list of people that were in the geographic area of the storm and to reference them against a list of people who have been brought in by the police for ANYTHING. I look through their files and images.”
Comicbro gets what he’s after. Every conceivable, available detail about James Houlihan. Reveals it to the party, they get to work.
Final session. Party shows up, tenser than any recent campaign we’ve done. Put their plan into action.
Marath is the best commander. Convince me otherwise
>>47915502
Marath isn't even the best commander in those colors and CMC.
>>47915668
This depends HEAVILY on your playgroup.
My group has a serviceable Marath deck but a Mayael would get blown out of the water there.
It's the needing to tap while having nothing innate to shield itself and no access to blue that does it.
Simply, it's slow and hard to defend, vs Marath, whose game impact occurs as soon as he touches the table.
If your playing with people who don't suck you have to ask yourself these questions before picking a commander:
1. Does it do the thing (or give the option to) the turn when it comes out?
2. Can I defend it reliably?
Marath meets 1 of these two criteria so even if it can't reliably meet the second it's still better than Mayael.
(These rules are assuming that you're playing with 3 or more players, like most commander games I've taken part in. With 2 going for the big hard to defend play might be better)
Skullbriar, Zur, and Kresh would like a word
This didn't work last time reeee edition
r8 my U/R Prowess shenanigans deck. I need a sideboard or some suggestions for creature removal (I'm looking at Thing in the Ice for my meta) and some spells to counter the counters that ruin my life facing decks with Black in them.
http://tappedout.net/mtg-decks/storming-prowess/
> 11$
nice kitchen magic deck bruh.
Post the all star of your deck. That 5 toughness and devoid is such a bitch for control players to handle.
>>47916211
This basically reads "G: Win the game" in my deck.