Quick and dirty 3.X fixes
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I'm not saying you should use these "fixes" for your 3.X game, I just enjoy tinkering with systems. If you get any good ideas from it, good on you.
Save or X(die/suck) effects: Target makes two rolls. If target fails the first roll, target may choose to take (caster level)d4 damage rather than roll the second save. Failed second save creates effect.
For no-save penalty effects, targets may choose to take 1d4 damage each round they wish to ignore the penalty.
Math might be off a bit, though d6 seemed a bit much.
I have thoughts involving revising the feat system, too, but it's a bit more involved.
What are your fixes? (inb4 ban core)
Flames of War General
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Nuts! - The third book in the Battle of the Bulge series of campaign books. It focuses on the US Airborne and the siege of Bastogne.
Open Fire!: The new Flames of War version 3 Starter set. It includes a British Armored Company and a German Grenadier Company from Operation Market-Garden. It also includes a quick-start guide, the full rule book, cardboard terrain, and a plastic V1 terrain piece.
Normandy Battles - 112 pages. A guide to fighting historical battles based on D-Day and the liberation of France.
Market Garden & Bridge by Bridge: A two book compilation set featuring forces from Operation Market Garden & the Battle for the Scheldt.
Several previous books are also being released in a similar compilation format. These are The Desert War, Mid-War, and Operation Bagration, and D-Day.
The D-Day compilation contains updated versions of Turning Tide and Earth & Steel. The release date will be D-Day, June 6.
There is also a planned LW Italy compilation set.
FoW: Vietnam Tour of Duty: Introducing ANZAC and ARVN forces to FoW:Vietnam. Also introduces PAVN armoured forces. In stores 9 March.
Early War books for the Winter War and Operation Barbarossa. Late-War eastern front books are also planned.
Flames of War scans database (all the books up to Devil's Charge): http://www.mediafire.com/?8ciamhs8husms
Official Flames of War Free Briefings:
Late War Leviathans - Currently on hold. Version 1.4 is complete and has about 20 vehicles. Proof that /tg/ gets shit done!
Current /tg/ fan project - Still up for discussion.
Worst aspect of your game of choice
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Whats the worst aspect of your /tg/ game of choice?
For Battletech it might be everything past 3055, for RPG's it might be everything fantasy, etc.
The Worst aspect of MTG to me, is the casual players. I just despise them, it's completely arbitrary to play a deck of arbitrary power and think it's in any way a true game. At the edge of competition, playing to win, is where everything fun and interesting about something resides, not in fatties sitting in a corner playing vampires vs knights bullshit, might as well just larp or play a rpg.
So in the end I wish magic only consisted of competitive players who played tier 1 decks of a normal, widespread format, or limited.
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Freak Quest time!
In this quest, you take the role of a big armed, friendly freak, who is currently adventuring with his two friends, a lizard like freak named Joey, and a strange merchant named Javak and his steed Ivas.
Previous threads can be found here:
In the last session, you, Joey and the merchant embarked on your journey towards the Yellow Bazaars, riding on the merchant's steed. You mostly just chatted with Joey, and asked some questions about the world from Javak. You also got to examine a map of his, but unfortunately, it proved to be quite hard to understand, as you lack the ability to read.
Javak and Ivas decided to take a small detour to a place they called Alleyways, as they hope to gain some more information about the biogel boil that sprouted up there, and what effects it has had in the area. According to them, their master, Godal, would value the information highly.
Before you reached the place, you and Joey fell asleep however, and you two are currently sleeping soundly inside the shell of Ivas.
>How this works:
Suggest an action and the freak will act. I will try to illustrate it as well as I can. Certain actions will require 1d10 rolls to see if they are successful. There are also slightly more complicated rules for combat:
There are 3 stats, strength, toughness, and agility, in addition to them, there are hitpoints.
All stats are capped at 10, and the baseline hitpoints of a gutterborn freak like the MC are 6.
Attacks are handled like this:
The attacker rolls 2d6.
The first roll is for the attack damage, second for the speed.
Damage: 1d6+str+modifiers (if there are any)- the foe's toughness.
The target of the attack may try to either dodge or block the blow.
Dodge: 1d6+agi vs Attack speed.
Bloc: 1d6+toughness vs attack damage.
Ties go in the favor of the attacker.
These rules are still work in progress, and I appreciate any input on them.
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Lets play Omegle again, /tg/.
I always enjoy these threads. Ill open with with a couple of the ones I did last night.
For those that dont know, go to Omegle.com, set interstes to "RP, Roleplaying, Role playing," and any other variation of those that you want.
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In the future of the early 90s, after a series of unspecified plot devices, the racing industry underwent a series of thorough changes, that somehow resulted in a new kind of races, in which cars, pilots, and race queens are one and the same, combining high-tech engineering, extraordinary driving skills, fame factor and sex appeal in one curvy chassis designed for high speed performances.