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200 Ottoman janissaries vs. 200 Japanese samurai.
Both are members of an elite warrior caste. Both are from 1570. Both are equipped with firearms, bows, their preferred melee weapons, and/or horses (of their own stock) in any combination. Both have excellent logistics, superlative morale, and a reasonably experienced officer to lead them.
The janissaries are backed up by 700 yaya, while the samurai are supported by 700 ashigaru.
The battlefield is a flat, open, grass plain in a temperate environment.
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So I'm going to be playing Traveler for the first time.
My character has 2 points in computers, 9 in intelligence, education, and social. Managed to make it to lieutenant in the navy as well.
Also a psionic with a Psy rank of 8, teleportation, telepathy, and telekinesis.
Are there any tips or tricks I should know to help my team survive. We are starting with a lab ship thanks to our scientist. We almost got 3 of them in his character gen, but GM said no.
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>UpdateMania threads on /tg/, before the 6e release
>Everyone's gotten bored of playing 5e for almost a year at this point, so not many people are actually playing the game, and just post in the threads instead
>Threads run anywhere from 100 to 300 posts, and almost always last over two days, sometimes up to an entire week
>UpdateMania threads after the 6e release
>Everyone's busy downloading the massive edition pack, researching the 6e books, recovering from massive drug and drink trips that happened at the UpdateMania Party in Boston, or actually playing the game
>Threads usually run up to no more than a few dozen posts, and rarely last more than 10 hours
In other news, Aaron Hesh is still nowhere to be found, we still don't know if 7e is going to be the final edition or not, and Right Honorable Gentleman is still being extremely vague and ambiguous as to whether or not he's an UpdateMania developer.
What are /tg/'s thoughts about all of this?
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> Oh hey, I'll go check out info on Baldur's Gate: Enhanced Edition
> New characters were revealed to be available in the game's announcement, later being confirmed in the announcement of The Black Pits storyline. The original new announced playable characters are Rasaad yn Bashir, an orphaned Calishite monk; Neera, a half-elf mage; and Dorn Il-Khan, a half-orc blackguard. All characters have been credited as romanceable.
> Going out of the way to specify that you're adding three new romancable characters to a game that predates Bioware-style romances
Custom Card Thread
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Where we make well designed, balanced cards with unique and thought provoking game interactions.
Right. So here's a little challenge to start off; complete the overpowered two drop cycle. Some guidelines:
1. Must cost 1R.
2. Should be a 1/2 (Two 2/1s, two 1/2s and Goyf).
3. Preferably is a human, which gives us 4 humans and a beast for green (fittingly). Mine isn't.
4. Minimum power guideline: Has potential in at least one eternal format (Modern/Legacy/Vintage).
5. Has a PLAUSIBLE chance of passing development. This can be done in a few ways, but precedent has taught us that the card was either pushed a tad too far (Bob and Tiago), or explored weird and hard to evaluate design space (Goyf and Mystic; likewise, your "EtB 5 damage to target" card is obviously well over curve).
So yeah, go nuts. Or post whatever, that's fine too.
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In July, for the hell of it, I decided to make a Fate/Stay Night RPG based on the Warhammer RP System for the hell of it and because the people I play with are all very familiar with the system. It uses the Only War system since it's the most easily modifiable. I edited it a few days ago. Some things were seriously fucked. But they've been fixed and I made the "Luck" stat more relevant by having it kind of work like Uncanny Luck in AdEva.
Servants start at 10k XP. They can hit some crazy characteristic scores, but it's nowhere near as bad as when I first made this. The starting characteristics for each class is actually equal to their listed template parameters, -10 for the sake of representing Servants that may be weaker in that particular spot. I couldn't make complete rules for Noble Phantasms, BUT I gave a rough fluff/crunch guideline for pricing them.
Masters are split between three specialties: Normals, Maguses and Magic-Users. Normals are pretty much non-maguses. Their Mana is shit and they can't Mana Transfer during combat, but they get extra XP and more flexibility in aptitudes. Magic-Users are a sort of middle-man. They're great if you specialize in one field but the doubled prices for powers outside it limits you. Maguses are the most rigid stat wise but are the 'best' when it comes to magic.
Someone I know will actually be running with this in the near future. I'd appreciate any balance concerns and suggestions on adding more stuff.
Warriors of Chaos n00b
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Thinking of starting a Warriors of Chaos army, but not really sure where to start.
Obviously, there are only a few actual unit choices for WoC, but it feels like there are so many weapon choices and upgrades and blah blah etc. that I don't want to go all balls in with loads of wasted pointless....points.
Now, I was thinking the standard "get a battalion and then go from there" but, what are my real options? I really like the Warrior models, and the Marauders, so was hoping to use a lot of those, but I'm unfamiliar with the tactics of the game and the rule changes in 8th ed.
Can you help a simple man out, /tg/?