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File 132708631475.jpg - (29.17KB , 550x413 , Falchion.jpg )
317913 No. 317913 ID: 3fbae5 hide watch expand quickreply [Reply]
Ok. So as much as I love Pathfinder(and I really do) I find there are too many things that irk me; to the point that houseruling them all is just silly. In that vein, I'm thinking of building my own system; from the ground up, based off of as many other systems (cherry picking the good stuff) until I end up with something interesting.

A friend, fellow DM, and rather intelligent fellow, suggested I design the most basic of basic first, and so for this first post, I will post literally the first and most fundamental rule in the game. It isn't original, it isn't unique, but it's my start.

when attempting an action that requires a check, a player rolls a d20, and adds all relevant modifiers related to that check. If the final score is equal to or higher than the check's difficulty, the check succeeds. If it does not; the check fails. Passing or failing by increments of five cause successively more positive or negative effects to happen.

From here I was going to branch into attribute scores, then into the action system, followed by skills and movement, and finally combat; wrapping up the more technical aspect of the game. Each time I'm stuck I'll post an in-depth writeup of the ideas I am toying with, and test it against your guys' votes and opinions. But, for now, I have computers to fix. Expect the first bit written by the end of today, if not earlier.
20 posts and 1 image omitted. Click Reply to view.
>>
No. 317974 ID: 057cd0
If you do away with rounds/turns and assign everything a time, I think it will get complicated fast.

One issue is that a char should be able to do multiple actions at the same time. Say the fluff 'The fighter slashes at the highway man while he rushes past him, all the while throwing insults at the archer.'
The fighter is moving, attacking and taunting with at least two, maybe all three happening concurrently at some point. You need to define which are allowed to happen concurrently and which aren't.

Second issue: A char with long actions may force it's player to wait and watch while a char with short actions does things. I think you will need to draw time charts to keep track of which char is occupied with what and when a player can initiate new actions.
>>
No. 317975 ID: 7b9491
>>317963
You'd want a computer to help you with that. -.-
>>
No. 317976 ID: 9eb660
Hmn, the more I design,the more cans of worms open up and stare me in the face.

Which is good, cause I love puzzles, and this is just one bigass puzzle to get everything working.

You bring a good point for "Idle" time for players, and performing concurrent actions. I could see certain skills such as intimidate being "reactionary" instead of "instigated" where when you one-shot someone, you can make a free intimidate to demoralize. As for movement and attacks happening at the same time; for now I will say if that happens it will be a feat, or combat maneuver of some kind. Essentially, you can't attack in the same second you move, and you can't move the same second you attack. It still isn't quite as fluid as I'd like, but it's a lot more organic than taking turns.

For weapon attacks, I'm currently looking at most weapons being basically the same categorically.
Light/Unarmed 1s
One-handed 2s
Two handed 3s
Ranged weapons would have 1s firing time and a reload time, based on their type.

I'm kinda stuck on how two weapon fighting would work for this, though it may just mean you can attack twice in the same second.

The other thing I'm puzzling over is whether or not to use +6/+1 type multiple attacks. Realistically, I could see how it would work, but only to a certain extent. Maybe if you beat a target's initiative by 5 you get two consecutive attacks?

Basically, I want Agile-heavy characters to be doing high amount of attacks, and strength-based characters to be doing singular, bone-shattering strikes, but I'm still mulling on how to arbitrate that in a balanced, fair way.

I really appreciate all the feedback you guys have given me; without this feedback, I'd never get this thing off the ground.
>>
No. 317984 ID: 69599d
>Basically, I want Agile-heavy characters to be doing high amount of attacks, and strength-based characters to be doing singular, bone-shattering strikes, but I'm still mulling on how to arbitrate that in a balanced, fair way.
Given the time system I don't see how to get them more attacks easily. I don't understand How you mean the initiative thing to work. You could use the agility mod to shorten the times, like (1-mod*1/10)*time. That would shorten the time by 10% for every point above 0, lengthen by 10% for every point below 0.

One other thing you can do, is allow to add the agility mod to the attack roll. That doesn't give high agility chars more attacks, but it does give them more hits(i.e. attacks that include a fortitude roll). Similar you can allow chars to add the strength mod to damage.
Illustration:
* Defender D with 10 defense and no fortitude mods
* Attacker Al with +3 agility mod, 0 strength mod
* Attacker Steve with 0 agility mod, +3 strength mod

Al: Roll to hit, add agility mod: 4-23
D: Compare to 10
Al: If attack>=10, roll damage
D: Roll Fortitude, DC 10+Damage.

Steve: Roll to hit, add agility mod: 1-20
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No. 317986 ID: 9eb660
>>317984

If I do that, then Agility becomes both an offensive and a defensive stat, not necessarily a bad thing, but right now Agility already is super important for movement-based skills; so it'll feel overpowered compared to other physical skills.

That said, logically it makes sense that you are using your ability to move through space to attack the enemy.

That said, STR is actually a bit of an odd man out; it modulates only the barest minimum of skills, and if I remove it's ability to add to hit, then all it really has going for it is damage, and a few combat maneuvers like bull rush. I feel like it needs something extra to give it some importance to the player; since now a warrior has to worry about giving himself Agility(To hit/dodge), Strength(cause damage), toughness(Resist damage), AND Wisdom(a handful of combat maneuvers). Of course, I could always put a minimum strength requirement for certain weapons, below which wielding them incurs a -2 to hit. That would make sense in a mechanical and realism context, since even if you are agile, you need strength to wield a two-handed weapon effectively.

For now, wielding two weapons will incur penalties as a default, though I plan to implement some abilities/feats that will make two-weapon fighting viable.

Also, Abbreviations of attributes are as follows.

STR
DEX
AGI
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317871 No. 317871 ID: 448d82 hide watch expand quickreply [Reply]
You know what time it is?
Time for a magic: the gathering thread!

Figure there must be a few magic players here.

So, bout dat new planeswalker, quite spiffy eh?
Good day for token lovers in anycase.

And why yes, this is a huge spoiler, but then, all I have to say is, you would have found out about him before getting him anyway!
1 post omitted. Click Reply to view.
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No. 317883 ID: 448d82
He almost doesn't need the ulimate.

The first two can cuase so much damage by themselves!

Still, cardsteal is something I always find hilarious.

Falkenrath Nobles would be my choice, but really, combos with all the vamps.

Don't even need to splash white for him, throw a manalith or something like that in.
>>
No. 317958 ID: 31afe3
I've been looking for some help with my casual deck, any takers?
>>
No. 317971 ID: 502b88
I still dislike planeswalkers (the card type, and most of the new ones introduced along with it) and the mythic rarity in general.

>>317958
Hey, I'll help in any way I can.
>>
No. 317972 ID: 31afe3
>>317971
4 Kazandu Blademaster
2 Kabira Evangel
4 Makindi Shieldmate
3 Ondu Cleric
4 Hada Freeblade
4 Talus Paladin
20 Plains
4 Bone Saw
2 Mask of Avacyn
4 Adaptive Automaton
4 Join the Ranks
4 Sylvok Lifestaff
1 Umezawa's Jitte


Looking for better equipment and Allies.
>>
No. 317985 ID: 7abd3e
auuugh, that's basically a white rush deck :|
Personally, if I was you and wanted to make the deck especially mean, I'd drop most/all the artifacts, pick a second (or third color if you think you can get a reliable mana base for it), grab some mana-fix lands, and focus on low-mana allies.
Alternatively if you want other ideas for all-white.. Mask of Avacyn is pretty expensive, I'd suggest lightning greaves instead I think, or drop it entirely. Spidersilk Net might be nice if you're threatened by fliers. I'm not good with equipment though so there are probably better ideas here. I want to suggest a couple cards like Parralax Wave, Otherworldy Journey, or Momentary Blink(especially this for your Ondu Clerics) - you have no control currently and cards like that can do wonders at critical times, and have good synergy with your deck. Likewise a couple disenchants may save you from opponents' combos, or if you don't like risking dead cards Leonin Relic-Warder, although these are definitely more side-board ideas than main-deck.


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317965 No. 317965 ID: 36ca65 hide watch expand quickreply [Reply]
Don't support WotC guys. I was banned from their official forums today for pointing out the poor quality of several of the their supplements for 4e in a thread about addressing the increasingly puerile content of the fluff in the books. My point was that if WotC truly wants bringing back older fans of previous editions which is their stated design goal of the new game that this would also need to be addressed because older gamers expect more for their money in this economy. Suddenly banned. Corporate Whores.

Picture Unrelated
1 post omitted. Click Reply to view.
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No. 317969 ID: f74c90
Reread our TOS and acceptable guidelines rules, OP. Reviewing all seven bans today, only one wasn't a timeout-level ban, which was the only one complaining about release quality, and was the only one to include vulgarities.
>>
No. 317977 ID: 30df25
File 132836711479.png - (9.91KB , 200x150 , echo_chamber.png )
317977
> Invited to a clubhouse
> Bang fist on table, call the hosts shitsucking whores
> Not allowed to come in the clubhouse next time
> WAAAAAHHH "I've been mistreated"

No sympathy here.
>>
No. 317978 ID: 90e99d
File 132837552853.png - (33.72KB , 999x799 , AreYouFuckingKiddingMe.png )
317978
>get banned for breach of forum rules
>"hey guys, stop supporting this business?"
Are you serious?
>>
No. 317979 ID: 36ca65
>>317978
>>317977

Exact copy of post

To be honest I am already disappointed in much of what I am hearing of this edition mechanically but where WotC could still save themselves in my eyes is by writing books with good fluff I would want. However before they could do this they would need to address the decrease in the quality of writing we have seem since the release of 4e, both in terms of how well thought out pieces of fluff are (addressing Verisimilitude) and by writing it above a grade 6 reading comprehension level. I know this is a mass marketed product but given WotC seems to be dead set on bringing back older gamers who stopped keeping with contemporary D&D I don't see why they shouldn't at least improve it to a high school level of reading comprehension.

Now the request for adding at least 4 years onto the level of reading comprehension is very straight forward but I also feel that WotC would have a much better product with fluff worth reading if they actually put more thought into the fluff they write, not just how they write it. I am sure there are people out there don't care about verisimilitude, think it gets in the way of fun or think every setting will look like Eberron if magic's effects on society are taken to it's logical conclusion. Well I can tell you right now that those are not valid points not to do it because:

a) If they don't care then it works either way and the added effort on the part of the writers justifies the price tag of the book
b) The only people who think its not fun are the kind of people looking for "LOL SO RANDUMB" and will do what they want regardless
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No. 317981 ID: 049dfa
I wouldn't have banned you for that garbage, but I would have called you a fag and deleted your post.

Fag. (I'm leaving the post there for context)


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317886 No. 317886 ID: 36ca65 hide watch expand quickreply [Reply]
I am preparing the start an Cyberpunk campaign using most of the Eclipse Phase rules but a different setting (Only one of the player in my group "gets" the setting, failed at running it once already as the campaign will be set on nearer future Earth with some of the more advanced tech absent).

The player characters will be part of a special corporate police force on Earth and I am trying to think up some high profile cases they can do. Given the Orwellian tier surveillance that exists in public places, people's location being tracked 24/7, anyone they come within 20m of showing up on a list associated with them and anyone they talk to being highlighted on the list all through their Mesh Inserts what are some good ways that people can commit non-crimes of passion in the first place?

Obviously things can be hacked but the criminal infrastructure for people without these skills would be impossible to maintain by any group of people for too long due to the capabilities of the above surveillance combined with advanced analytical software to recognise criminal organizational patterns?

Basically what I am saying is there anyway to actually make this type of campaign work without seriously breaking suspension of disbelief? This kind of data mining is easy mode even for today's analytical software, all we lack currently is the infrastructure of sensors and implants in RL.
1 post omitted. Click Reply to view.
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No. 317889 ID: 99faf2
Alternately, security is incomplete: a panopticon. Yes, you could be watched anywhere at any time but in truth you're not. There's so much data to filter through that unobtrusive crimes go undetected for months and it's only after investigation that the pieces are put together and the perpetrators are uncovered.

The public, and maybe even the rank-and-file of the corporate police force, believe that surveillance is more powerful than it is, and that's what keeps the system working.

So the players can either be that rank-and-file, slowly realizing how flawed their organization is... or they can be members of the elite secret unit required to hide the big lie.
>>
No. 317890 ID: 30df25
File 132666735034.jpg - (74.06KB , 450x306 , big_brother_is_london_cctv.jpg )
317890
High profile cases for police in a post-Singularity setting?
- Anonymous already mentioned one of the problems with omniscience: the time it takes to process all that data. Sure the criminal was recorded somewhere, but even with expert-sysystem AIs that still only narrows down the footage to 72 hours worth of useful tape, which would need to be reviewed and correlated by actuals with training. However, the PCs have to find the culprits in 48 hours "or else," so they're sent to do conventional forensics and investigation.
- Take a page from Masamune Shirow's "Ghost In The Shell": the criminals are people who were briefly hijacked and injected with a compulsion that seemed harmless at the time. All the footage shows the hijacked people, but never the hijacker since the hijacked ones never broke behaviour patterns before the compulsion was triggered... can't even tell how long a 'puppet' had the compulsion since it could lay dormant for years.
- this time borrowing nan idea from distributed computing: the crimes are committed by teams of people, but each person does something small and innocuous, something that would not exceed detection thresholds for uncivil behaviour. ie.: man found dead, poisoned after spending the afternoon in a cafe. No trace of the poison in the cafe's plumbing, nor on any of the staff. None of the drinking containers detect for poison. Turns out it was a half-dozen patrons in the busy cafe, each depositing a small amount on the victim's cups with accidents or helpful carrying during the day. Each small amount was harmless, and wouldn't alert the shop's pollution monitors, but as the victim drank, and got new cups, the poison accumulated to a fatal dose in her bloodstream.

Or, alternately, you could make things easier on yourself as a GM and *not* have omniscient surveillance in your world.
>>
No. 317892 ID: 36ca65
But that would not be realistic. To me maintaining my own suspension of disbelief is more important than anything else. The minute I can't do that I lose interest in GMing.
>>
No. 317959 ID: 1444d5
The obvious solution is that the 24/7 surveillance is fairly trivially broken, but infrequently so (with most users either not even considering the possibility, or deciding the benefits outweigh the privacy limitations). Making the system totally completely secure would not only be impossible, it would be vastly more expensive than dealing with the issues caused by untracked users.
Making the system voluntary leaves plenty of room for areas with minimal tracking. Read 'Harmony' by Project Itoh for some ideas.
>>
No. 317980 ID: 71dee5
use a spin on the GITS "ghost hacking" idea:

the criminals have all been mind hacked. they do not remember committing the crimes, nor what they did with the loot.

the realm crooks are the ones who controlled these victims

are you bad enough dudes to find them?


or maybe its someone exploiting the constant survilance: blackmail done via stolen personal info gleamed from surveillance logs


File 131215984731.jpg - (245.77KB , 848x1200 , Sanguinus.jpg )
317482 No. 317482 ID: 2b8edc hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]
Looking for players for a possible Pathfinder game!

Game will be weekly, more often if everyone is mysteriously available and in the mood.

Game will start at Level 1.

Game will use the Pathfinder SRD. http://www.d20pfsrd.com/

If you have other books you want to use, you must provide a digital copy of some sort for me to read.

Either post images of character sheets, or use one of the various online generators available.

I'm looking for something between 3 to 5 players. Sessions will run until 'practical stopping point', or for about three hours, maybe.

A practical time will be decided when everyone is gathered.

Let's get this show on the road!
122 posts and 27 images omitted. Click Reply to view.
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No. 317884 ID: 995f9d
>>317882
Still on the adult server? Don't see a Waking Nightmare anywhere...
>>
No. 317911 ID: 9130c6
I may be slightly late due to other business.
Apologies if this is so.
>>
No. 317967 ID: 9130c6
May be slightly late, dinner has been served and no one's made themselves apparent.
>>
No. 317968 ID: b2d917
Might not make it
>>
No. 317973 ID: 31afe3
>>317968
Sorry I didn't make it, guys. The day was shit in general - I didn't have the energy even had I gotten home at 5.


File 132668583674.jpg - (11.89KB , 288x356 , 1324032374509.jpg )
317891 No. 317891 ID: a8be1c hide watch expand quickreply [Reply]
Thus Spake the Orky Fella:
Hey y'all, trying to make a good trap style dungeon in D&D 4e, similar to the good old grimy days of 2e when I first started. The party, while having played some pnp, have not actually played D&D before, and I want to teach them caution and care, to approach things with measured amounts of guts and glory, suspicion and malign.
Any tips that you have here, things that you lot remember from your youth or things you have sprung on your own players? Starting at level 1, and open to a lot of ideas. The area is a classic underground cave dwelling that is under a river.
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No. 317915 ID: 3fbae5
Also, having the ceiling slowly drop because the chamber above is being filled with water might be interesting to see. Mundane traps are fun cause they can troll player sin wonderous ways. Make sure to give them plenty fo false-positives; trapped situations that aren't traps, where they're being pinged by enemies from afar, after they get used to it, switch it up and faster than you can say pavlov, the rogue just barged into a scything blade trap.

Things to note for water-powered dungeons;
Pitfall traps with rushing water under them to send the victim somewhere new, or back to the start, or into an underwater chamber with a drain grate, meaning they need to make successive swim checks to fight the current or be pinned against the grate and drown.

Floating platforms can make low-dex characters and casters have nightmares; try casting a spell when the floor keeps wobbling as the barbarian barges around trying to hit the flying/swimming creature. Add a monster that damages their already tenuous foothold and you've got a zelda-style boss battle right there.

Slowly flooding rooms can add movement and dex penalties while aquatic or anphibious characters take no penalties.

Oozes, puddings, and slimes can make even the simplest area suddenly dangerous; an otherwise safe pool of water becomes a death trap; often with a shining magic trinket or key to the next room at the bottom.

Tidal or weather-based room flooding could mean certain areas are off-limits until the weather changes; or require a lengthy backtrack while aquatic monsters stalk them.

As an added bonus, a party can't sleep in more than about 2 inches of water; and even then they wake fatigued because of how uncomfortable it is.

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No. 317945 ID: 4006fe
Hmmm, lot of good ideas in this thread. More than I can use right here, but enough to make more lairs of growing evility. They are approaching my doom cave tomorrow, so here's to it.
To change the subject, what about traps that can be disabled with the smart use of items, versus a disable roll?
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No. 317948 ID: 4006fe
Well, they finally got to the place.
It was bad.
They blithely walk into rooms and halls without checking the area out, they didn't know they could use thievery to disable traps they found (I didn't use mechanical speak to tell them about traps, more like they see something suspicious attached, things of that nature), the sorceror who wanted to be the leader got butthurt and fatalistic when he dropped repeatedly due to fire and trap splash at a part where the group desperately needed strong ranged support, they were so focused on saving up dailies for ONE BIG MOMENT that they got picked to pieces more often than not, and they could not get any manner of group unison together to fight effectively.
And now they have camped out in a hallway just before the safe room I made for them that has a kobold murder hole by it, and the acid pool room door next to it.
>>
No. 317949 ID: 4006fe
>>317948
I can't NOT fuck with them for camping out for a sleepover in such a godawful spot.
The sorceror, the one who has the most aggregate gaming experience in the group from 3.x and it's derivatives, couldn't believe this was a 4e trap dungeon. I assured him it was, a mean trap dungeon from the old days.
They didn't even go to any of the rooms built solely as trap rooms and they still lost almost all their healing surges within 5 rooms/hallways worth of travel.
I have one thing to ask you all: Should I keep up the pressure, despite the group being dissatisfied with how it is going (more with each other than the dungeon), or should I scale it back a bit? Where they are, they are at the cusp of the end of the road, where the orc leader and co. awaits, with the dragon lying further still. Almost no traps, and hard battles await.
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No. 317964 ID: 6f96b7
I'd say if it were me, I'd make it tough for them enough where they get frustrated, maybe have to stop and backtrack or hide for a bit to heal up, then have a recurring (or newly recurring, for example, some famous thief they might end up chasing again later) NPC chide them about how they could have gotten through without hurting themselves, by demonstrating such and stealing the McGuffin they want right from under their noses. If he helps the characters at all, make sure he really rips into them how stupid they are.

But that's me wanting to punish stupid/beatstick/aggro players.


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317897 No. 317897 ID: 30df25 hide watch expand quickreply [Reply]
So... it's Dominion with maids in frilly dresses? I don't know if I should be happy or scared.
>>
No. 317957 ID: f74c90
Be ecstatic. The lighter tone of the fluff makes the game hilarious.


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317806 No. 317806 ID: bdb886 hide watch expand quickreply [Reply] [Last 50 posts]
A thread for the rolling needed in Red Sands.
46 posts omitted. Click Reply to view.
>>
No. 317942 ID: 31afe3
>>317941
>>
No. 317943 ID: 31afe3
rolled 3 = 3

>>317942
>>
No. 317951 ID: 31afe3
rolled 18 = 18

10 chance
>>
No. 317952 ID: 31afe3
rolled 72 = 72

50 chance
>>
No. 317954 ID: 31afe3
New mutation table: Darkness.

1 - Night Vision
2 - Antennae
3 - Longer limbs
4 - Darkness Skin
5 - Lighter body
6 - Silenced body
7 - Photosensitive
8 - Chitinous armour
9 - Forgettable
10 - Claws


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317927 No. 317927 ID: a27d11 hide watch expand quickreply [Reply]
++BEGIN VOX TRANSMISSION++

Looking for anyone who's interested in playing a play-by-post here, in this thread, in the WH50K setting, The Ship (http://1d4chan.org/wiki/The_ship_moves, previous threads listed, please read some if not familiar with setting).

We'll be using the Simple D6 v2 rulesystem (http://1d4chan.org/wiki/Simple_D6_-_Second_Edition). The two hp/def we'll use are regular Health, and Corruption/Purity (Please don't alter your base Corruption/Purity unless you have a *really good* backstory reason).

Go ahead and post your character here with a single paragraph of backstory. If you have exceptionally high values in a single stat (3 Def, 9 Health, etc.), please provide a decent character explanation why (9 Health B/c he's a Ogryn, 3 Def b/c he's in Power Armor and he's an Inquisitorial henchman, etc.).

Don't forget that this is a WH setting, so Skills like Melta, Purge the Wicked, and Qualities like Inquisitorial or Space Marine are perfectly acceptable and encouraged.

Setting: You characters are part of a Imperial Guard Platoon/Inquisitorial Henchman Band/Space Marine detatchment (Depends on what characters I get) sent by order of the Governing Subset of Sector 3463 Sub-Level 25 Deck 206 Section Alpha to investigate and repair damage to one of The Captain's Rivets, one of the (supposed) million three-mile long rivets found in various vital areas of The Ship.

Contact was lost with the Sector two decades ago, and five years ago a sensor-spirit alerted the local Techpriests to the fact that the Rivet had been removed from it's holding.

Given that Rivet 020.446.718 was the main support holding Habitat Sphere 67.25.206.A suspended in space(Think a small dyson sphere for a ~100 mi diameter sun, an
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No. 317935 ID: 0a1dbb
quick question, are we gonnna run into tyranid or necrons in this?
>>
No. 317936 ID: 9123ea
I would be all over this if i didn't have exams.

If this gets going, I call dibs on a female Skitarii NCO.

Considering the restoration of the holy rivet would be a major interest of the AdMech, it would make sense if they would support the effort, and also try to keep influence over the operation (i'm pretty sure there is as much bickering and infighting, even among the loyalists, as in 40k).


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313511 No. 313511 ID: cf68aa hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]
rolled 87 = 87

Rolling for stuff here.
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No. 317849 ID: fc7101
rolled 18 = 18

>>317848
checking how bad the crit miss was
>>
No. 317853 ID: fc7101
rolled 13, 15, 15 = 43

2 or less is a failure
>>
No. 317854 ID: fc7101
rolled 9 = 9

boss
>>
No. 317855 ID: fc7101
rolled 4, 10, 20, 4 = 38

everyone attacks
>>
No. 317917 ID: 97486c
rolled 1 = 1

1- Overlord 2- Butler


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1157 No. 1157 ID: 581607 hide watch expand quickreply [Reply] [Last 50 posts]
Anyone know where I can find up-to-date ACT logs?
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No. 317377 ID: 543aa6
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317377
Might as well add these
>>
No. 317378 ID: 543aa6
File 131041579933.png - (69.60KB , 880x350 , pixel.png )
317378
and this
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No. 317379 ID: f7ae22
In case anyone wanted to just download everything:
7z: http://www.multiupload.com/Z10W109O18
Zip: http://www.multiupload.com/7TJADPLC9M
Contains all original logs as well as the HTML conversions. Hambol 1-46, Lowdee 1-45.
>>
No. 317888 ID: d1ad31
File
Removed
http://www.multiupload.com/DMFCXWOV87
Hambol 47-52 and Lowdee 46-56
>>
No. 317902 ID: 7a92ed
>>317888
YES YES YES /meme

Thank yoouuu.


File 125167981571.jpg - (25.76KB , 240x206 , d30_dice.jpg )
1940 No. 1940 ID: e1ff4c hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]
rolled 2 = 2

tgchan now has dice, same syntax as 4chan.
In the email field:
dice XdY
dice XdY Z
dice XdY+Z
151 posts and 5 images omitted. Click Reply to view.
>>
No. 317858 ID: 1d6a0a
Testing.
>>
No. 317874 ID: becb83
rolled 3 = 3

1=moo
2=meep
3=derp
4=rollagain
>>
No. 317875 ID: becb83
>>317874
figures
>>
No. 317893 ID: 448d82
Will roll off.
+20 on the second roll.
>>
No. 317894 ID: 448d82
rolled 53, 92 = 145

Hurpderp


File 132634790785.jpg - (85.79KB , 450x375 , robert-plant-203296.jpg )
317872 No. 317872 ID: e690af hide watch expand quickreply [Reply]
This man is now your GM.

Next action?
>>
No. 317873 ID: becb83
roll up an awesome druid farmer who has a plant familiar, then order tons of pizza
>>
No. 317876 ID: e690af
>>317873

Sammise of the Five Leaves


File 124623245142.jpg - (92.80KB , 525x316 , cutestparty.jpg )
524 No. 524 ID: 82af0a hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]
drawfag here, can we get more cutebold pictures and cutebold picture ideas? i just love cutebolds :3
264 posts and 107 images omitted. Click Reply to view.
>>
No. 317759 ID: 9202a9
>>314166
Some wrightfaggery http://suptg.thisisnotatrueending.com/archive/3062562/
>>
No. 317847 ID: 2be5ee
File 132581664916.png - (14.66KB , 514x387 , dribbleholder.png )
317847
my input
>>
No. 317862 ID: 88dfaf
File 132616065076.png - (31.77KB , 350x350 , dinner_time.png )
317862
>>
No. 317864 ID: becb83
>>317862
... the thread didn't ask for sergals... cutebolds, it said cutebolds.
>>
No. 317869 ID: 995f9d
One or several cutebolds staring at a rhinocerous with horror/disgust/admiration/arousal/etc. on their faces.


File 131942722423.png - (952.66KB , 1199x854 , zmap.png )
317705 No. 317705 ID: 846315 hide watch expand quickreply [Reply]
Maps, for the way to adventure is a winding one.

This one belongs to a friend.
10 posts and 7 images omitted. Click Reply to view.
>>
No. 317742 ID: 1268e6
File 132135171043.jpg - (568.71KB , 1395x2120 , MapofZakhara.jpg )
317742
>>317705
I'm in a campaign run by your friend. Ask him why he didn't show us that map, instead of a badly-drawn version.

Also here's Zakhara. Gotta love Zakhara.
>>
No. 317743 ID: 30df25
File 132137744485.png - (240.79KB , 1444x998 , ylaruam-8.png )
317743
>>317742
oooh shit, I almost forgot about Al-Qadim. Wasn't that supposed to be one of the early winners of the TSR "make this year's campaign setting" contests? I think one splatbook came out of it and that was it.

... The gazeteer series's "Emirate of Ylarum" was better anyways, even though it was for Expert/Companion D&D and not AD&D 2nd ed.
>>
No. 317795 ID: 597dc4
File 132334992642.png - (135.92KB , 2218x1706 , Sanroseworldmapgreen.png )
317795
i've got one
>>
No. 317796 ID: 597dc4
File 132334996769.png - (101.47KB , 2218x1706 , Sanroseworldmap.png )
317796
and the other one
>>
No. 317868 ID: e7ebd2
File 132623861402.jpg - (1.77MB , 4000x4000 , Arevea_Square.jpg )
317868
Here's mine, courtesy of the donjon generator. Campaigns over now, but went on for a good long while and my players liked it.


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