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Flames of War SCANS database (Fully Updated):
---Includes our Late War Leviathan rules!
Official Flames of War Free Briefings:
Current /tg/ fan projects - Noob Guide &FAQ, and a possible Podcast
Quick Guide on all present FOW Books:
Archive of all known Panzer Tracts PDFs: http://www.mediafire.com/folder/nyvobnlg12hoz/Panzer_Tracts
WWII Osprey's, Other Wargames, and Reference Books
and, for Vietnam.
--Assembling the Open Fire Shermans - http://theminikingdom,b_l_o_g_s_p_o_t,com/2013/01/flames-of-war-open-fire-shermanfixes.html
High School Helper Quest 19
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And so Tuesday morning finally arrives the morning where you have to make a choice. Well another choice, and that choice involves how you'll wake Kazuko up. Yesterday you went out on a date with Haruka went a little bit too far with teasing her, cooked for her and then left for the night.
...Why the hell didn't you kiss her again? Well kiss her but you didn't really 'kiss' her. Oh right you didn't want her to get the wrong idea somehow. Though you did lick her neck, nibbled her earlobe, held her hand, cooked dinner together with her...
Damn should've kissed her anyway. You should work on your body language as well but you can't help but be a little...what's the word? Enthusiastic? Flirty? Well you were both of those things last night. Pushing those thoughts aside for now you get dressed for school and head downstairs to see that your mom is already awake and making breakfast.
...Are you late? You check your phone. Nope, still early.
"Oh hey Wakana, I couldn't sleep so I decided to get up and make breakfast." your mom says smiling at you.
You don't buy that for a second. "You were up all night playing that game, weren't you?" you say, pointing at her.
"Well your dad happened to be playing on the European server sooo..."
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Those of you that like 3.5 and continue playing it to this day, why? I've found it to be utterly insufferable as a system. Character creation and advancement is obnoxiously randomized, all non magical classes devolve into "I hit the thing" after about three rounds (describing shooting your bow can only be interesting so many times when you don't actually DO anything but damage) and magical classes have an obnoxious system where instead of having a unified system, they decided that EVERY SINGLE SPELL would need to be looked up each time you want to cast it to determine fucking everything.
The skill system being tied to intelligence doesnt make any sense, as JUMP is a skill right up there with Diplomacy or Survival. A character should not have to be smart to be good at jumping.
Spell effects are obnoxiously random, with your average heal at low level either healing someone to full or putting a bandaid on a scratch. Spells per day is also a system that I have no idea why people are so desperate to cling onto. Plenty of systems have better ways to give magic a downside than a hard cap that reduces the length of an adventure to "when the wizard is out of spells".
All in all it seemed to be a system that was inherently at odds with the concept of roleplaying, and much more heavily encourages rollplaying and murderhoboing for loot. I'm stuck playing it with my group atm because nobody wants to tell the GM that we aren't particularly fond of 3.5, so those of you who like it, what makes it FUN?
Pic related, I don't wanna be elfstar anymore
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Time for a Planescape General thread, I say!
ITT: Obscure or otherwise interesting details about the setting.
>Staying too long in the Quasielemental Plane of Mineral will eventually turn non-natives into stone.
>The layers of the Abyss are not actually organized according to their numbers. The digits simply represent the order in which they have been discovered.
>Sigil disposes of its waste through a portal into the Paraelemental Plane of Ooze. After thousands of years of doing so, this has created a massive junk pile that actually houses entire communities.
>The Astral Plane is not infinite, but instead infinitesimal. It is the only plane in the Great Wheel that has no physical space.
>One of the few portals into the Quasielemental Plane of Vacuum is located deep within Pandemonium. The key to open it is to blow air around it. It was opened once, and has never been able to be closed again, since it keeps sucking air in and constantly activating itself.
Magic: the Gathering Flavor General (with unavoidable waifufaggotry)
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>You are a planeswalker.
>In the vast Multiverse, only you and some other chucklefucks know of the countless worlds beyond your own.
Welcome to the Magic: the Gathering Flavor General thread!
>Uncharted Realms Archive
>Savor the Flavor/Taste the Magic archive
>Current Status of Planeswalkers:
>Doug Beyer's Tumblr
Reminder: Keep bait, shitposting, and arguments to a minimum--try to focus on lore discussion. Lewd writing is welcome if put in a pastebin.
We now have an IRC: #mtgwaifulore on irc.rizon.net
Starter topic: Which has been your favorite implementation of multicolor identity: the guilds, the shards, or the clans?
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So, ive been working on my setting, and I have worked myself into a bit of a problem. I need a few races (at least two) to live in the deserts of my world, but I already have three reptilian races in my world. What do I do? If it helps, im running a pathfinder game, but I dont mind converting something or completely home brewing it.
Ability distribution between aptitudes
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Just wanna run these by some people to see if the categorizations make sense. The big bold words are Aptitudes, which players put a point in periodically, and get to advance 1 Ability under them when they do. General Aptitudes gain a point on every odd level, separate from the advancement of the 3 Heroic Aptitudes. There are also Maneuvers/Skills/Spells granted by each Heroic Aptitude, along with the Background and Talent selected at character creation. These provide flavor and diversity, but the Aptitudes are the core of every professional Adventurer.
GENERAL (everyone gets opportunities to advance these equally)
> Survival - Knowledge Nature + Perception
> Craftsmanship - When advanced, provides a Rank to be distributed between the usual RPG crafting professions.
> Athletics - Climb + Jump + Swim
> First Aid - Can be used to stop bleeding and facilitate healing during down-times.
> Steering - Coordinating the directions of ridden animals and vehicles
> Melee - Attack Bonus in Melee Combat
> Ranged - Attack Bonus w/ Ranged/Thrown weapons
> Tactics - Used to detect threats/opportunities and plan ambushes
> Damage Bonus - Melee = Combat, Ranged = 1/2 Combat
> Strength - Capacity, Lifting, Drag/Shove
> Subterfuge - Sleight of Hand + Trapsense
> Stealth - moving silently + hiding
> Deception - bluffing
> Backstab - bonus damage equal to 1/2 Intrigue when attacking from behind/as a surprise
> Ancient Knowledge - Knowledge: History + Knowledge: Arcana
> Attunement - ability to sense magic in a vicinity equal to 5x Mysticism, at 2d6+1/2 Mysticism odds
> Charm - Persuading others with your character's glamour
> Invocation - Added to rolls made to attempt spell casting, = 1/2 Mysticism rounded up.
WH40K RPG General Part 2: Revenge of the MediaFire Piracy Detection Protocols
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Alright, thread hit autosage again.
After my MediaFire account got the banhammer, a very kind anon posted the Core Rule book and GM kit on 4shared.
Also, alternatively, someone grabbed what I uploaded before I got shut down and scrubbed that fucking watermark off the GM Kit I bought for all of you, so here's that:
Have questions? These threads have a lot of experienced GM's and players, so ask away.
And, just to get it out of the way, if your hard copy of 2E is cracking at the spine or something, take a picture and send it to FFG. They've reportedly been very good about it.
Also, there's a free form-fillable Character Sheet available on the FFG site at:
And a printer-friendly version here: