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.
FoW: Vietnam Tour of Duty: Introducing ANZAC and ARVN forces to FoW:Vietnam. Also introduces PAVN armored forces.
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 new versions of Turning Tide and Earth & Steel, named Overlord & Atlantik Wall, and will feature new companies as well as being updated for V3. The release date will be D-Day, June 6.
Rising Sun - The Japanese are coming for Early War!
There is also a planned LW Italy compilation set.
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 Market Garden & Bridge by Bridge): http://www.mediafire.com/?8ciamhs8husms
Official Flames of War Free Briefings:
Late War Leviathans - Currently in the process of getting a graphics design overhaul thanks to our Photoscanfag. Version 1.4 is complete and has about 20 vehicles. Proof that /tg/ gets shit done!
Current /tg/ fan project - Noob Guide & FAQ!
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Hello /tg/! I'm going to be GMing my first Eclipse Phase game starting some time this summer, and I've come to seek your advice. I've only ever GMed DnD style games before (2e, 3.5, Pathfinder). I'm playing Shadowrun now, which is helping a little with ideas for running games in a more open, less combat focused, world; but I'm still having a little trouble getting around that mindset. I've read the shit outa the setting, and love the fuck outa it, and there is a ton of fertile ground for plot-hooks and locations and NPCs, but I still feel like I'm missing something. So I've come to you. Give me your tips and tricks, plot-hooks, characters; give general advice on the system or the setting, on running storylines; dump related character art or scenery; anything. Eclipse Phase General is I guess what I'm saying here.
Pic related, Takko's (and octomorphs in general) are fucking awesome.
Star Wars RPGs
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I'm going to start a Star Wars campaign this summer, which is going to focus on slumming it in the hives of scum and villainy, trying to pay back your debts to the Hutts and selling deathsticks.
So, I'm wondering if the currently available Star Wars rpg systes work well for such a campaign(or if it's just lightsabers and joining the rebel alliance) or should I wait for Edge of the Empire?
Also, Star Wars rpg general.
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>Play 3.5 with friends
>Don't really care about flaws the system has, still have fun with it no matter how shitty other people say it is, make this clear to anyone that starts bitching to me about playing it IRL
>House rule some things if I really need to since you do that with most games anyway
>Guy that plays the fighter gets more feats
>Guy playing the rogue gets more HP
>So do bards
>Monks get higher stats to be playable
>Wizards and druids are banned
>Start a new game with some old and new people, stating these rules and some more less important ones at the start
>Get look of absolute disgust from new player
>Am shown several fucking character sheets of his wizard character based on different levels and point buys, as well as some blank ones
>They look fine, if a bit min maxed
>He tells me he always plays the wizard and can't get into the mindset to play anyone else
>Tell him to just roll up a fucking fighter or something
>Player starts getting red in the face, and tells me he doesn't like the fighter class
>Suggest barbarian, or any class I didn't ban
>He suddenly has to leave the room to cool off, seeming close to just punching me
>Think to myself while he is gone
>He comes back, insisting again on playing his wizard
>Smile and say "Fuck off. Get out of my house."
The story ends there, but I hear the guy started a wizard only game after.
Rebalancing the Base classes
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So I was thinking of tweaking the core classes in 3.5 to try and improve the massive power difference between some of them. Has anyone else tried this. Here are my ideas.
Cantrips are at will abilities. May trade summon familiar for any other feat. +2 1st level spells known.
Choose from +1 1st level spell, +1 attack bonus, +6 hit points or +1hd animal companion
+1 1st level spell per day or add two non cleric spell to spell list. +2 0 level spells per a day.
all cantrips are known and are at will abilities. May trade summon familiar for any other feat. +1 1st level spells per a day.ell list.
Choose from one of the following. 1d8 instead of 1d6 hit dice. Gain spells as if one level higher. Gain 2 extra skill points per a level.
Sneak attack does +4 damage per a dice. +2 to two skills. Choose from either fortitude or will being a good save or 4 non class skills becoming class skills.
+10 movement, +2 hp per a level, 2/day instead of 1/day rage at first level.
1st combat style feat is at level one. Bonus feat at level 2. 3 o level druid spells(excluding healing) at will. Animal companion is as druid 2/3 level instead of 1/2 level.
Choose from +2 damage or +1 base attack every three levels including first. Choose either d12 hit dice or +2 skill points. +1 damage reduction or reduce armor check by 2 every five levels including the first. Gains either will or reflex as a good save. Gain a bonus feat every odd level. Ability scores, base attack and saves count as 2 higher for the purposes of qualifying for feats.
Proficient in martial weapons. +2 skill points per a level. Unarmed damage is one dice category higher(1d8 instead of 1d6 at 1st level).
Choose either +2 skill points per level or d10 hit dice. Cast using a bard spell progression and the cleric spell list spontaneously. Cast as a cleric-2 level. +1 per four levels damage to evil creatures.
Monks, paladins can multiclass.
Trickster Daemon Quest
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Turns out I was only mostly dead.
Known as the Mindbreaker or the Anomaly, sometimes uses the alias of Anna Malle
Talents: Obfuscation+, Dementation, Tenebriety, Celerity-, Majesty-
Powers: Delusion (Dementation), Extraordinarily Insane (Dementation), Unnoticed (Obfuscation), Hidden Party (Obfuscation), Blinding Darkness (Tenebriety), Shadow Form (Tenebriety), Shade (Tenebriety)
You feel fine
>Trickster Daemon Primer: http://pastebin.com/NXXFJGEH
You are in the port city of Arn. You are engaged in various shenanigans to try and get friendly blacksmith Grist, who knows the secrets of superior western steel, installed as head blacksmith in the guild council that runs Arn. The council, meanwhile, is trying to drive him to poverty with underhanded tactics in order to pressure him into yielding his secrets to the guild without them having to give him any actual wealth or influence in the guild. Grist, stubborn bull that he is, has held out for a while, and then you and your pet mortal Mari showed up offering to solve all his problems. Your progress has been steady, but excrutiatingly slow; it's been months since the last time you fought any actual Golgothans.
Speaking of them, the Golgothans are hypothetically your big enemy here. The overall plan is to use the economic influence you win for Grist to win the favor of one of the three kings of Margell, and then unite them by diplomacy/assasination against the Golgothans, who are run by your arch-nemesis the Red Queen and her horribly overpowered enforcer Razag.
When last we left off we were advancing our goals at a pace which Girdin heartily approves.