FIELD KIT INSPECTION! (Fucking this again! Edition)
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"P-Penal Regiment /tg/?
S-Since C-C-Commissar G-Gaurun is away s-sniffing catnip with the f-f-felinid Quartermaster, I-I-I've been g-given charge of overseeing y-you're f-f-field kit inspection t-today.
S-S-So, p-present arms f-for inspection!
Also, S-Segmentum C-C-Command w-wanted me t-to let you know that there have been sightings of C-C-Chaos S-Spawn along the p-perimeter, but they w-warned me explicitly n-not to say C-Chaos S-Spawn, or I m-might turn into a C-Chaos SpAAAAUUUUGGGGHHHHGLARBLEGLARBLEGLARBLE!"
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Since the old parliament thread are no more, I set up a new version:
The Island Happening Senate
The main difference is that there are no bills coming out of the blue, but rather proposed for the sake of dealing with different happenings. It's no longer about killing time, but more about 'getting shit done'.
Each time some minor or major incident takes place, you have to take care of it by proposing a solution and get it voted on.
There is no head of state, no consitution, no quorum, nothing to make this more complicated than it is.
If this actually gets you interested, there will be a wikia to see how the nation is developing.
For rules, setup and more infos check
Orc Warlord Quest 51
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You are Ur'shal, chieftain of the Stonetusk Clan and Warlord of the Wastes. After the rough time your clan has been through in the past week, you feel the need to cement that title and remind your warriors once again why you deserve to lead. With that in mind you have found a good target for a raid, a camp down in the tunnels near your clan, home to a group of nomadic dwarves drawn here by the promise of wealth looted from the abandoned trading posts. As of yet, the dwarves are oblivious to your presence, a perfect time to strike, to give your warriors a chance to let off some steam, and to acquire more plunder and slaves.
You saw the camp for yourself, and your scouts have checked it out in further detail, around about 50 dwarves, more if you count those who won't put up a fight. They have camped on a raised area in a large cavern, and set down a simple barricade along the edge, with the frontal approach littered with pit traps and other annoyances. You doubt it would stand up to a focused assault, but you have few enough warriors as it is, you're not about to throw them away on a foolish charge. Instead, your scouts informed you of a side route, less heavily guarded, although you're sure the dwarves will at the very least be keeping an eye on it. The plan will rely on stealth, if you can have warriors in the camp before the dwarves even know you're there, this battle will be over before it has begun.
There is some grumbling from amongst those warriors you're leaving back from the raid, but you're sure they'll cheer up soon enough when you return with the spoils of your conquest. You lead the eighty warriors down into the tunnels, accompanied by your lieutenants Or'kug, Ya'zar and Ya'zada, the old priest Vor'zal, the slavemistress Za'ria, and the coven of ogress witches.
RE:Monster EX Quest 111
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All in all, the morning was a bit mortifying, if you're being honest.
The bit with the rest of the caravan wasn't bad- You treating Sheszka like normal, and, probably more importantly, Sheszka reacting like normal-
Well, it set everyone's minds at ease. Instead of running and screaming, she had a string of curious peddlers asking her all sorts of questions:
Did it feel different?
What's it like changing?
They're bigger, can I touch them?
You put a stop to the last one.
The issue at hand is your mood, of course.
You aren't envious of the attention. It was rather relaxing to spend the morning without any royal requests or other nonsense.
No, your problem was your friend and sister's newfound height.
Did she really have to be taller than you?
And she beat you to growing, too.
Oh gods, is this what your mother feels like?
Are you already turning into her?
>Distract yourself! Find something to do!
>Stop being stupid. Chat with Sheszka.
>Check for horns, or other physical signs that you've turned into your mother.
Not Real D&D
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Fourth Edition is my favourite version of D&D. I keep seeing edition wars and arguments over it, but I've come to realize the reason I like it so much is something that's all too often cited as a flaw.
It isn't 'real' D&D.
And every single thing I see someone crow about as an example of 'real' D&D is a mechanical flaw 4e fixed. Caster supremacy, standardized formatting, a clear split between in and out of combat resources... All these are improvements. Taking a flaw in the system, and improving the experience.
But apparently 'real' D&D is all those flaws... And you know what? That's fine. I don't understand it, but if it's what you enjoy, go ahead and play 3.5, or Pathfinder, or 5e, or whatever works for you.
I have a different question, to people who like 4e, or simply to people who like the idea of a mechanically heavy combat focused fantasy roleplaying game.
What else would you change? After all, it's not 'real' D&D. At this point, we may as well rip out anything that isn't useful. I prefer the unique innovations in 4e to what D&D apparently means to most roleplayers, so let's talk about it. How would you make a great game out of 4e, rather than merely a good one, shackled to the legacy of D&D?