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Tabletop Games are RADch

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  • Endless_SerpentsEndless_Serpents Registered User regular
    Maybe... Everything is secretly run by BigBIRD, the education agency.

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  • Hexmage-PAHexmage-PA Registered User regular
    So the DM in the game I mentioned earlier sent us all a request to give him a wish list of three magic items we want for our characters, with the implication we'll find these on the mission we've been pressured into accepting. I assume this is his way of trying to make up for things, and honestly I'm not complaining!

  • GrogGrog My sword is only steel in a useful shape.Registered User regular
    :?

  • Endless_SerpentsEndless_Serpents Registered User regular
    On an unrelated note, anyone want some junk items I made ages ago? They’re a bit D&D but you could use them for anything you like.

    Boots of the Night Worm. When you wear these bright green knee high boots, you leave obvious, glowing tracks that fade over a period of 30 minutes, regardless of the surface you walk upon. In magical darkness the tracks are especially bright.

    Belladonna’s Flame. Held in an enchanted brass lamp, this purple flame produces dim light out to 20 feet. If the lamp is opened the flame will reanimate the nearest corpse for 5 minutes. Once released the flame dies.

    Kiss and Tell. A pair of silver knuckle dusters. While wearing these knuckle dusters your unarmed damage becomes radiant damage. If one is separated more than 30 feet from the other, it returns at 30 feet of flying speed.

    Black Elephant Figurine. Perhaps once part of a chess set, it has since been enchanted to subtly move its trunk. When you place the figurine on a flat surface, it begins to lightly rain above it out to 15 feet for 5 minutes. Afterwards it goes dormant for 1 hour.

    Hjinnto’s Scarf. This bright blue scarf is incredibly long, but defines inspection. As a bonus action, you can envision its length to change the scarf from anywhere between 10 to 60 feet long. While worn the scarf billows in a breeze of its own making.

    Gonk’s Bonk. An apparently ordinary club of rough design, made from hewn granite. It is incredibly light despite this, and bouyant in water. Holding the club in water allows you to float indefinitely. Whenever the club strikes a hard surface it lets out a loud squeak out to 90 feet. [simple melee weapon, 1d4 bludgeoning damage, light, magic]

    Red Materium. A glowing diamond of pure arcana. As an action, when you press the materium to an object, it gains the magic quality, and adds 1d6 fire damage to the object if it is used as a weapon. Holding materium with bare hands deals 1 force damage per turn.

    Lesser Spotted Mandrake. Harmless while dormant, as a bonus action, you can shake or throw the mandrake to awaken it. Once awake the mandrake will harass the nearest creature, and produces a high pitched shriek out to 200 feet. The mandrake will fall dormant if petted. (Every turn while the mandrake remains awake, glass objects out to 200 feet may shatter on a roll of 1-2 on a d6.

    Caspima’s Net. A net woven from still living seaweed, blessed by a druid. Anything caught in this net has all spells, be they good or ill, dispelled from them. (martial ranged weapon, thrown (5/15), magic)

    Thieving Gloves. These light brown velvet arm length gloves have a will of their own. While wearing these gloves you have proficiency in the Sleight of Hand and Stealth skills, but must make a 15 DC saving throw whenever you see an object made from a precious metal or gemstone, or be forced to move 30 feet towards it on your next turn.

    Little Nightmare. This iron ring with a horse shaped inset is possessed by a dark spirit. As an action, you can turn the ring around your finger to summon a tiny sized nightmare. The nightmare follows your commands to the best of its ability, but is without a doubt evil in its intent.

    Goo Wand. A battered elm wand, 7 inches, with a manticore barb core. As a bonus action, you can flick this wand to create a 5 foot cube of inanimate goo out to 30 feet. The goo is sticky, and counts as difficult terrain during that turn, but pops under any significant pressure. [4 charges, recharged 1d4 on a short rest]

    Bubble Pipe. A fine willow pipe with a crack down it. As a bonus action, you can blow down this pipe to produce a cone of bubbles out to 15 feet. The bubbles are harmless, popping against any surface and affected by wind.

    Ugullik’s Skipping Stone. When thrown this stone continues to travel up to 100 feet if possible, even if thrown vertically. The further it is thrown the harder the impact, dealing 2 bludgeoning damage per 10 feet.

    Cracked Cap of Water Breathing. While wearing this cap underwater, a bubble of air instantly appears around your head. It allows you to breathe normally underwater. This bubble stays with you for 5 minutes before dissipating; after an hour its power returns.

    Morgus Bite. A cold iron clasp fit for keeping hair in a top knot. While wearing this clasp each attack you inflict deals +1 damage, but drains 1 HP from you.

    Tattered Cloak of Cold. Anything wrapped in this cloak remains cool, eventually gaining a layer of frost. When you wear this cloak fire damage is reduced by 1d6.

    Spider Eye. A glass eyeball of alchemical design. As an action, you can remove your glass eye and click a button on the back. Legs unfurl from the eyeball like a spider. You can instruct your eyeball to wait and watch, or return to you. Once returned to you, you gain the memories of what it has seen. The eye will avoid danger, but can’t travel far from the place you order it to keep watch.

    Crimson Dagger. This dagger is fabulously extravagant, with a gold handle and steel blade dyed red. However, it is in fact a stage dagger, and the blade enters the handle if used to stab something. If pressed against cloth, the cloth slowly dyes red in a large patch, but remains dry to the touch.

    Angel’s Tear. A genuine angel’s tear kept in a mason jar. Properties unknown. (Genuine invincibility for a number of rounds equal to their level)

    Transient Orbs. Twin orbs of sheer yellow crystal, perfectly smooth. As an action, you can roll an orb out to 30 feet (more along a slope, naturally). The orb vanishes when it comes to a stop, but leaves a perceptible arcane presence behind. When you roll the other orb away at the time of your choosing, it creates a 10 foot by 10 foot portal connected to the point the first orb vanished.

    Gudstaff’s Robes. These layered robes are covered in gawdy stars and crescent moon patterns, and are larger than you’d like. The sleeves of these robes act as a Bag of Holding. While wearing these robes you reduce the DC for all Acrobatics and Athletics checks you make by 3, and increase all Charisma checks by 5.

    Grossenlord’s Fat. A chunk of purple, wobbly blubber. Eating this blubber fully restores your HP, but may have adverse side effects. (Gain weight every hour until they’re double their initial weight, -1 Dex, +1 Con)

    Phoenix's Other Egg. A palm sized, ivory white egg that is surprisingly weighty. The egg cannot be born, and so can never die. Its use is a mystery.

    Penance Crown. A crown made to appear like a wreath of thorns, it is in fact cushioned inside. While wearing this crown your alignment is hidden from divination magic, and insight checks against you are reduced by 5.

    Malikino’s Shattering Keys. This alchemical key of glass is a masterpiece of engineering. It fits into any lock, and when turned releases a potent acid that melts the inner workings of the door, opening it permanently. [3 uses]

  • AistanAistan Tiny Bat Registered User regular
    Personally I'd rather have the illusion of agency than magic items but everyone's different.

    I'm bad at thinking up magic items my character would make use of in general though.

  • Endless_SerpentsEndless_Serpents Registered User regular
    edited January 2021
    Even more junk!

    Thunder Brand
    When you hit with an attack using this magic sword, the target takes an extra 1d6 thunder damage. In addition, while you hold the sword, you have resistance to lightning damage.

    Whenever natural lightning, or lightning damage, occurs in the presence of the sword, it deals 1d6 thunder damage in a line 10 feet from the sword.

    When you draw this weapon, clouds darken, and the weather worsens. You have no control over the severity of this change.


    Dwarven Parade Boots
    While you wear these boots, your steps make metallic, echoing sound, regardless of the surface you are moving across. When you are within 5 feet of an ally also wearing dwarven parade boots you both add 1d4 any Charisma (Intimidation) checks you make. However you have disadvantage on Dexterity (Stealth) checks that rely on moving silently.


    Hat of Levitation
    While you wear this hat, you can use a bonus action to cast the levitate spell on your hat. The spell stops when you raise both your eyebrows.


    Summoning Urn
    When you throw this urn it summons an undead warrior as it shatters on whatever surface it hits. The warrior's maximum HP is half your own, and shares your ability scores. The warrior can only make basic actions and can only follow simple orders 1 minute after they are given.


    Lap of Honour
    When you roll the same number on both damage dice with this weapon, roll again for additional damage. This can continue up to 5 times.


    Lightning Tongue
    You can use a bonus action to speak this magic sword’s command word, causing lightning to arc along the blade.

    When you are hit with an attack with an iron or steel weapon, you can use your reaction to disarm your opponent as their weapon is magically drawn to Lightning Tongue.

    While the Lightning Tongue is conducting lightning, it deals an extra 2d6 lightning damage to any target it hits.

    The lightning lasts until you use a bonus action to speak the command word again or until you drop or sheathe the sword.


    Shattering Weapon
    When you roll the exact AC on your attack roll with this magic weapon, you reduce the target’s AC by 1.


    Hungry Weapon
    When you roll a 1 on your attack roll with this magic weapon, your attack hits and you take 1d8 necrotic damage.


    Deft Weapon
    When you speak the command word this weapon will draw itself into your hand as a free action.

    When you deal your minimum damage with this weapon, you can make a second attack this turn.


    Forlorn Sword
    This silvery longsword with a teardrop sapphire inset drags itself slowly behind its current wielder, possessed by a melancholy intellect.

    The longsword will follow behind you 10 feet, and only come to your side if ordered to do so. The longsword has a speed of 10 feet, and if ordered to move further than 40 feet away from you it will go dormant until you pick it up.

    You can make a melee attack with this longsword once per turn while it is dragging across the ground, and it can otherwise be wielded like any other weapon.


    Knowing Weapon
    Anyone wielding this weapon is proficient with it while it is in their hand.

    In addition, this weapon deals +1d10 damage of the weapon’s type against a particular foe, creature or faction owing to a grudge imparted upon it by its former master.


    Starry Weapon
    This weapon shimmers with imagery of shooting stars on a swirling deep purple sky.

    When you miss with this weapon, a target of your choice within 30 feet takes 1d4 radiant damage.

    If you are attuned to this weapon and proficient in the navigator’s tools you gain a +3 bonus with the navigator’s tools.


    Acid Tongue
    You can use a bonus action to speak this magic sword’s command word, causing acid to seep along the blade.

    While the sword is acidic, it deals an extra 2d6 acid damage to any target it hits.

    When you attack with this magic weapon, the target cannot heal by any means for the following hour.


    Quickdraw Spike
    A 15 inch spike connected to a mechanism, all concealed within a buckled leather arm wrap.

    As a bonus action, you can make a melee attack with the quickdraw spike, dealing 1d6 piercing damage on a hit.

    The first attack you make during a combat encounter with the quickdraw spike is considered a sneak attack where rules apply.


    Harrier Bow
    A plain looking shortbow with three weathered tail feathers attached.

    As a bonus action, you can pluck a feather from the bow to instantly fill one quiver you can see with 10 finely made arrows. Each arrow is a magic weapon, and deals +1d4 piercing damage on a hit. Upon striking a target, an arrow summoned in this way vanishes without a trace.


    Deity Zweihander
    A ceremonial greatsword with an unknown goddess etched into the blade, with an artist rendition of gathered celestial forces across the guard.

    When you do not attack on your turn, you reduce incoming damage by 1 + your Wisdom ability modifier until the end of your next turn.

    In addition, when you hold the greatsword skyward it will part any clouds above you, allowing natural light to descend in a radius of 15 feet around you. Any weather effect that would obscure your vision cannot enter the radius until you lower the greatsword.


    Endless_Serpents on
  • Endless_SerpentsEndless_Serpents Registered User regular
    edited January 2021
    The Deck of Many Things is a good laugh, but can be a real campaign killer. Plus it can’t be used at low level because some of the cards do things that the party can’t fend against until at least, say, 9th level, such as getting banished to a prison dimension before anyone has so much as a magic item. With that in mind I’ve made a massive deck of things that a party could conceivably survive and move on from at 1st level.



    The Deck of Strange Occurrences
    As you pick up the deck you sense it is a magical artefact. It’s obvious, like knowing a sword is sharp, or that a blazing bonfire is hot. Whatever mad mage or mischievous djinn crafted these cards was far from subtle about their arcane talents. You also sense that drawing a card will release a portion of this power, though you cannot say if it will be for good or ill.

    Once acquired the Deck of Strange Occurrences will cling to its new owner, even reappearing on their person if thrown away. Only if it is found without a current owner or given freely to another will the deck truly change hands.

    Destroying a card will take a great deal of effort, and cause terrible force to be released; most commonly as an explosion or wild spell. This will remove the effect of the card on you. Each means of destruction will work only once, and always shatters or irreversibly alters that which is used to destroy the card.

    For every card drawn, you and the DM are to work together to describe the results, with the DM having final say. If the card’s results require the DM to put some work in, or even if not, we can agree the magic takes a little time to take effect.


    1.—2 clubs
    Your physical form changes dramatically. Select a new race or sub-race; you are now of that race. You lose your previous racial traits in the process of taking on new ones. Now describe your altered appearance to the party.

    2.—3 clubs
    Your mind is filled with a powerful vision. Choose an element: air, cold, earth, fire, lightning, or water. The landscape for miles around you takes on these elemental qualities. You are immune to the associated damage type until you leave the affected area.

    3.—4 clubs
    If you alone defeat the next enemy you face, you gain enough experience to advance to the next level.

    4.—5 clubs
    Your blood runs cold. Where rules apply, you count as undead. You now have a terrible hunger, DM to detail, and take exhaustion if you go without fulfilling it for too long. You can still be healed by both ordinary and divine means.

    5.—6 clubs
    Shh! Only reveal this card to the DM. You are possessed by a demon. Play this as a new character using your current sheet, with the desire to sow discord. Whenever you take a short or long rest, roll 1d6. On a result of 6, you wrest control from the demon and return to your senses until you next take a short or long rest, and must therefore roll again.

    6.—7 clubs
    Your enemies advance. They are a greater threat than ever before, as if they have levelled up as a PC, DM to detail.

    7.—8 clubs
    You must put yourself in danger at every opportunity until you next take a long rest. Until then you are immune to the charmed and frightened conditions.

    8.—9 clubs
    You heal fully, your provisions are replenished and equipment mended. You cannot suffer exhaustion for the next 2d6 hours.

    9.—10 clubs
    You sense a dark reflection of yourself come into existence, weapons drawn. You do not know when it will come for you, only that it can at any time. DM to detail. Until your dopple is defeated any attempt to read your thoughts or sense your motives will cross over to them, revealing a mixed message.

    10.—jack clubs
    You deal your maximum damage whenever you attack, but in return your enemies deal their maximum damage against you. You retain this trait until you take a long rest.

    11.—queen clubs
    A peculiar illness takes you. DM to detail. Whenever you rest, roll 1d4, on a roll of 1 the DM will add a further symptom to your ailment. You must seek aid from an experienced healer to remove the illness.

    12.—king clubs
    A beastly pup curls at your feet; choose two animals and grant the beast the abilities of both. It follows your every command, at least initially. The creature ages by a year every week until it is fully grown. The creature will live by your example as it ages, but becomes wilder over time, and cannot be truly tamed.

    13.—ace clubs
    Your equipment vanishes. An enchanted letter offering directions to a cache of your equipment flutters down to you, followed shortly after by a quill. The letter is short, but new lines are added periodically, and writing on the parchment will begin a conversation with the letter, or perhaps some mysterious arcane thief.

    14.—2 hearts
    You are attacked by surprise! You have disadvantage against this enemy. The number of enemies is double your level.

    15.—3 hearts
    A harbinger of fate looms. DM to detail. The harbinger is inscrutable, and immune to spells that might affect its actions. You must beat the harbinger at a game of your choosing or face judgement.

    16.—4 hearts
    Time is bent into a new shape. You are newly wed to a figure of some import. You share in their wealth, staff and property.

    17.—5 hearts
    You cannot lie, nor keep your opinions to yourself. Act accordingly. You retain this trait until you take a long rest.

    18.—6 hearts
    You see a vision of the imminent future. The DM will pass you a note detailing the general events of the next hour, so long as you continue in the party’s planned direction. For the next hour you can give yourself or another party member advantage 3 separate times on any roll.

    19.—7 hearts
    Describe to the DM an item you want. The item, or something very close, appears in your hands. It had a previous owner, who will not take kindly to your theft.

    20.—8 hearts
    Whenever you finish a short or long rest, roll 1d6 + your Level, and temporarily add the result to your maximum Hit Points until you next rest.

    21.—9 hearts
    You turn invisible and make no sound, nor can you speak. This trait cannot be dispelled. You retain this trait until you take a long rest.

    22.—10 hearts
    Increase an ability score by 1, and decrease another by 1.

    23.—jack hearts
    Whenever you meet an NPC, even one you have met before, the DM will ask you to roll 1d6. Each result will affect their opinion of you. 1, hatred. 2, mistrust. 3, disgust. 4, ambivalence. 5, rivalry. 6, friendship. You retain this trait until you take a long rest.

    24.—queen hearts
    You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

    25.—king hearts
    One of your current items becomes enchanted, and one becomes cursed. The cursed item cannot be removed if worn, or dropped if held.

    26.—ace hearts
    Shh! Only reveal this card to the DM. Your actions must be within the bounds of the land’s laws and for the betterment of others. You retain this trait until you next take a long rest.

    27.—2 spades
    You suffer the strains of utter madness. At any time, you must pass an Intelligence saving throw of 15 DC to keep your mind clear. On a failed save, you cannot trust your senses for 1 minute, and the DC increases by 1. You may see things that are not there, or feel sensations that are not happening. You must seek aid from an experienced healer to save your mind.

    28.—3 spades
    Choose a location you’ve visited before. You and all living things within 90 feet of your position are safety transported there.

    29.—4 spades
    You are forgotten by all barring those that can see you right now, and any record of your existence vanishes. If you have any marks on your body that would set you apart from others they vanish, but abilities gained from them remain.

    30.—5 spades
    The next settlement you enter welcomes you to great celebration. Whenever you are in the settlement you have advantage on all Charisma checks and saving throws.

    31.—6 spades
    If you alone defeat a person yet to be selected by the DM, you gain enough experience to advance to the next level. When the time comes you will see a red aura around the chosen person.

    32.—7 spades
    You polymorph into the last thing you killed. Your equipment changes to fit your form, or falls away harmlessly if you cannot make use of it. You retain your polymorphed form until you are successfully hit with a dispelling effect, or any healing spell.

    33.—8 spades
    A mighty figure intervenes on your behalf until the following day. DM to detail. In return you owe them a significant favour.

    34.—9 spades
    1d4 elite guards are now yours to command. They are unfailingly loyal to you, but do not share your alignment. DM to detail.

    35.—10 spades
    If you destroy your most valuable possession, you gain enough experience to advance to the next level. You cannot wrongly claim something is your most valuable possession; it goes to a player vote.

    36.—jack spades
    An old wound resurfaces, crippling you. You take one level of exhaustion.

    37.—queen spades
    You are wanted for a heinous crime you did not commit. Bounty hunters are already on your trail.

    38.—king spades
    You know three cantrips from any spell list. Now choose a spellcasting ability: Charisma, Intelligence, or Wisdom. You can cast each cantrip once per short rest.

    39.—ace spades
    You can choose to succeed at any roll, but if you do someone close to you will take serious harm or terrible misfortune will befall them. You retain this trait until you take a short rest.

    40.—2 diamond
    You can sense the presence of precious metals and gems within a radius of 60 feet.

    41.—3 diamond
    Increase your AC by 3. You retain this trait until you take a short rest.

    42.—4 diamond
    An item you own is now sentient. Once per day, the item will answer any question you ask of it honestly. The item has a goal of its own which will come to light over time; completing it will increase its power considerably.

    43.—5 diamond
    Your history is altered and you now possess new memories of your youth. Describe what happened differently. Now alter or replace your background to suit.

    44.—6 diamond
    As an action, you can slay one creature you have dealt damage to previously. Upon death they haunt you as a ghost only you can see and hear for the remainder of your days. For every creature you slay in this way your form begins to shift into something frightening to behold.

    45.—7 diamond
    You gain 10d6 x your Level in gold. The gold falls from the sky as rain, aiming for you.

    46.—8 diamond
    You fall into a deep slumber. You cannot be harmed until you are awakened with a kiss.

    47.—9 diamond
    A fancy purse bulging with coin appears before you. Only you can open it, and it cannot be destroyed by mundane means. It contains the entire party’s combined gold and silver coins, taken from their person without their knowledge.

    48.—10 diamond
    Shh! Only reveal this card to the DM. As free action, you can place one of the following effects on a person, only once.
    Change the pitch and accent of their voice for 5 minutes. They have disadvantage on Charisma checks during this time.
    They are now one size category smaller for 5 minutes.
    All of their equipment is invisible for 5 minutes.
    They must hand over one item of your choice to you. They can get it back by whatever means they choose after 5 minutes.

    49.—jack diamond
    All creatures within 90 feet of you become briefly hostile to each other. Everyone in the party must make a DC 12 Wisdom saving throw to keep calm. On a failed save, they must attack the creature of their choice on their next turn.

    50.—queen diamond
    You lose proficiency in your current primary weapon. But you are now proficient in three other weapons of your choosing, and one armour type.

    51.—king diamond
    Make a wish and it shall come true by the next full moon. One way or another...

    52.—ace diamond
    Describe an item you want. A powerful spirit now stands against you with the exact item you have described. The prize for their defeat is said item.

    53.—red jester
    You are struck by lightning. Take 1d10+5 x your Level in lightning damage. If you survive, increase one of your ability scores by 1.

    54.—black jester
    An obsidian labyrinth encircles you. You, the party and any other living thing within 90 feet of you are now trapped in a pocket dimension. It is filled with devious traps and cunning monsters. Somewhere beyond the jagged walls before you is a portal which will safely return you to your plane of origin. Whenever you take a short or long rest within the labyrinth, the DM must roll 1d6 and follow the instructions below.
    - Select a previously explored area. It is no longer the same.
    - Select a solitary monster with a CR no higher than 3. It appears within 60 feet of the party.
    - Select a mundane item worth no more than 40 gold. It appears within 120 feet of the party.
    - Alter the size of the area the party is in by 30 square feet.
    - The weather changes dramatically. Describe how it affects the party.
    - An open door appears. Add it to the map and draw 20 feet of corridor beyond it leading elsewhere.

    Endless_Serpents on
  • TallahasseerielTallahasseeriel Registered User regular
    edited January 2021
    so is dark heresy out of print I take it? I have a really good condition copy of the first edition first printing (under black industries not Fantasy flight even) and was lookin it up and even less good condition copies in the fantasy flight printing seem to be listed for well over 100 bucks. hell I have the gm kit and an adventure still too. that seems wild to me. the coolest thing about the game was the metal as fuck critical hit charts.

    I might list it on ebay?

    Tallahasseeriel on
  • BaidolBaidol I will hold him off Escape while you canRegistered User regular
    Strahd update

    Argenvostholdt and overarching plot spoilers
    The party is brought before the lead undead knight who has sought vengeance against Strahd for 4000 years by ensuring Strahd knows only pain through perpetually murdering Ireena's reincarnations. Some members of the party try to tease information out of this revenant by pretending to work with them. Their efforts include showing the floating upside-down dragonskull that once belonged to their dragon patron that he party uses as transport and proposing plans that would release Strahd from eternal torment (through permanent death).

    The knight is now pissed.

    Surely, no one could have seen this coming.

    Steam Overwatch: Baidol#1957
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    Uriel wrote: »
    so is dark heresy out of print I take it? I have a really good condition copy of the first edition first printing (under black industries not Fantasy flight even) and was lookin it up and even less good condition copies in the fantasy flight printing seem to be listed for well over 100 bucks. hell I have the gm kit and an adventure still too. that seems wild to me. the coolest thing about the game was the metal as fuck critical hit charts.

    I might list it on ebay?

    Guess it's good I got it when I did...

    wVEsyIc.png
  • TallahasseerielTallahasseeriel Registered User regular
    cj iwakura wrote: »
    Uriel wrote: »
    so is dark heresy out of print I take it? I have a really good condition copy of the first edition first printing (under black industries not Fantasy flight even) and was lookin it up and even less good condition copies in the fantasy flight printing seem to be listed for well over 100 bucks. hell I have the gm kit and an adventure still too. that seems wild to me. the coolest thing about the game was the metal as fuck critical hit charts.

    I might list it on ebay?

    Guess it's good I got it when I did...

    when did you get yours?

    mine has been on my shelf for like 12 years

  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    Kinda think my next campaign might be Deserts of Kharak x Armour-Astir Advent. So mecha fantasy anime trash.

    https://youtu.be/n1yrFE9FfrA

    As cool as this looked, I went and looked it up on GOG...

    https://www.gog.com/game/homeworld_deserts_of_kharak

    $50!?

    wVEsyIc.png
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    cj iwakura wrote: »
    Kinda think my next campaign might be Deserts of Kharak x Armour-Astir Advent. So mecha fantasy anime trash.

    https://youtu.be/n1yrFE9FfrA

    As cool as this looked, I went and looked it up on GOG...

    https://www.gog.com/game/homeworld_deserts_of_kharak

    $50!?

    Wow, same on Steam. That's crazy!

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • AistanAistan Tiny Bat Registered User regular
    edited January 2021
    Deserts of Kharak has gone down as low as $5 in various sales. Including the one Steam just had, so it's not a rare occurrence. Slap it on a wishlist and remember it for next time there's one, it's a neat game.

    Aistan on
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    Aistan wrote: »
    Deserts of Kharak has gone down as low as $5 in various sales.

    Is it a good entry point?

    wVEsyIc.png
  • AistanAistan Tiny Bat Registered User regular
    edited January 2021
    cj iwakura wrote: »
    Aistan wrote: »
    Deserts of Kharak has gone down as low as $5 in various sales.

    Is it a good entry point?

    For Homeworld, or RTS games in general? My first taste of the genre was Dune II 28 years ago so i'm not sure I can say for sure with the latter, but for the former absolutely. It's a prequel so while some stuff would be known to people who have played the older ones it still introduces those concepts as new to the setting.

    My favorite Homeworld is actually Cataclysm, since it's a smaller scale one following a random mining ship that finds some bad shit and has to build its own fleet to survive. Ordinary people thrust into an extraordinary situation.

    Aistan on
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    Aistan wrote: »
    cj iwakura wrote: »
    Aistan wrote: »
    Deserts of Kharak has gone down as low as $5 in various sales.

    Is it a good entry point?

    For Homeworld, or RTS games in general? My first taste of the genre was Dune II 28 years ago so i'm not sure I can say for sure with the latter, but for the former absolutely. It's a prequel so while some stuff would be known to people who have played the older ones it still introduces those concepts as new to the setting.

    Yeah, I'm good on the RTS front(I grew up on C&C and love DoW), was more curious about Homeworld itself. I always figured it was more of a cosmic 4X strategy type of game.

    wVEsyIc.png
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited January 2021
    cj iwakura wrote: »
    Aistan wrote: »
    cj iwakura wrote: »
    Aistan wrote: »
    Deserts of Kharak has gone down as low as $5 in various sales.

    Is it a good entry point?

    For Homeworld, or RTS games in general? My first taste of the genre was Dune II 28 years ago so i'm not sure I can say for sure with the latter, but for the former absolutely. It's a prequel so while some stuff would be known to people who have played the older ones it still introduces those concepts as new to the setting.

    Yeah, I'm good on the RTS front(I grew up on C&C and love DoW), was more curious about Homeworld itself. I always figured it was more of a cosmic 4X strategy type of game.

    Nahh, Homeworld is pure RTS from the heyday of RTS, and still one of the best IMO. Heck, I might replay Homeworld 1 this weekend. Damn is it good. I wish the expansion hadn't been lost. It was lots of fun too.

    webguy20 on
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  • ElvenshaeElvenshae Registered User regular
    cj iwakura wrote: »
    Aistan wrote: »
    cj iwakura wrote: »
    Aistan wrote: »
    Deserts of Kharak has gone down as low as $5 in various sales.

    Is it a good entry point?

    For Homeworld, or RTS games in general? My first taste of the genre was Dune II 28 years ago so i'm not sure I can say for sure with the latter, but for the former absolutely. It's a prequel so while some stuff would be known to people who have played the older ones it still introduces those concepts as new to the setting.

    Yeah, I'm good on the RTS front(I grew up on C&C and love DoW), was more curious about Homeworld itself. I always figured it was more of a cosmic 4X strategy type of game.

    Nah, Homeworld is straight RTS, with persistent forces and upgrades between missions.

  • Desert LeviathanDesert Leviathan Registered User regular
    edited January 2021
    Bought the Bigass Book of Netheril pdf last night to try to help me flesh out the parts of this setting that aren't my homebrew city, and boy howdy is this a D&D2E-ass book.

    If you are a Time Traveler from the future who visits Netheril in the past, and you know arcane magic spells that haven't been invented yet, those pages in your spellbook go blank until the spell's origin point in the timeline is caught up with. And then there's a humongous chart listing the dates when most common arcane spells were created.

    Similarly, if you're a Divine Spellcaster, your magic ceases to work entirely unless your god is one of the only ten gods who were around back then who were inclined to work with the limited selection of humanoids presented as 2E player character options. Or you can convince one of the ten to take you as a temporary ward, if your god isn't around, which seems like it would be an interesting roleplay thing, until they note that Mystryl the goddess of Magic is also the goddess of Time Travellers, so getting her approval to temp as her priest is pretty much a formality.

    Desert Leviathan on
    Realizing lately that I don't really trust or respect basically any of the moderators here. So, good luck with life, friends! Hit me up on Twitter @DesertLeviathan
  • Endless_SerpentsEndless_Serpents Registered User regular
    edited January 2021
    It’s a new moon, so I’ve got to half finish a roleplaying system again. I’m thinking about how you could bend dice results, so there’s some emergent narrative but still in the player’s hands.

    Imagine a system that plays like D&D 4E, maybe a bit like 5E too. A war game with roleplaying dressing.

    Now slap this on:

    Encounter Dice
    At the start of an encounter, roll 2d6 + a number of d6 determined by your playbook. Keep them result up for use during the encounter.
    How many you roll will be dependant on level, the situation, advancements you’ve taken, and bonuses given by the DM for story reasons. Let’s say you roll 5, 2, 3, 1 this time.

    Action Point Economy
    At the beginning of your turn, reset your AP to 3. You can make any action, in any order, once per turn, unless your playbook says otherwise.
    Basically, I’m cutting action types into a simple number value.

    Move (1)
    Move up to 3 squares across regular terrain.
    You can add an Encounter Die to your distance.
    Want to sprint away from the minotaur? Mark off the 5 result you got, and move 8 squares this turn.

    Traverse (1)
    Crawl, Swim, Dive, Climb, Leap, Grasp Ledge, Stunt, Balance
    Make the traverse action when you intend to move across an obstacle with care. If you do not make the traverse action when you would otherwise be required, you must take a Devil’s Bargain.
    Anything action movie cliche you can think of, like swinging from a chandelier, costs 1 AP. This will often be coupled with a move, if you’re sliding over a table let’s say, upping the overall cost of being dramatic to 2 AP. I’m hoping this is better than rolling to see if you can do heroic stuff.

    Devil’s Bargain is any time the DM goes: you can do it, if/but...

    Focus (1)
    Prepare, Defend, Dodge, Deflect, Rebuke.
    When you make the focus action, you can reduce the result of an action against you with an Encounter Die.
    You know a squid is going to attack you on its turn, so you’re going to reduce that damage by 3. Let’s describe it as you putting your shield in its mouth, right?

    Another example might be reducing someone’s insight attempt when you lie to them, or going the extra mile when you’re sneaking by holding your breath when they try to perceive you next turn.

    Skirmish (1)
    When you make the skirmish action, you can add an Encounter Die to your damage.
    Your normal attack. Feel like really ending the fight? Add whatever you’ve got to bump it up, we’ve only got 2 and 1, so let’s add +2 damage. Nice.

    Onslaught (3)
    When you make the onslaught action, add as many Encounter Dice to your damage as you wish and inflict your onslaught condition.
    This uses all your AP! A big attack, which also applies a status effect to your opponent depending on your class. A fighter might leave the target prone and knocked a square back, while a wizard goes all shock and awe. Right now we only have 1 left, so it might not be worth adding.

    Utilise (1)
    Drink Potion, Use Item, Reload, Improvise
    The majority of items have an additional effect that can be activated by adding the correct result from an Encounter Die, or adding a few together to equal the required result.
    How about if you have an Encounter Die of exactly 1, you can add it to a healing potion to double its effect? Yeah, let’s say that.

    ...

    Thoughts? Worth pursuing?

    Endless_Serpents on
  • Endless_SerpentsEndless_Serpents Registered User regular
    edited January 2021
    One of my other thoughts is on creating variables in effects.
    - Magic Missile could have 1 + Encounter Die missiles.
    - Stinky Bad Cloud could cover 4 + Encounter Die squares.
    - Misty Step could be 2 + Encounter Die distance.
    - Rage could last as many turns as you want to throw Encounter Dice at it.
    - Healing Word might heal an Encounter Die’s worth of HP to Encounter Die number of people. (Plus you roll a new one so you’re not spending two?)
    - An archer might have a power where you fire as many arrows in one skirmish as the ED you put into it.
    - Necromancer? 1 + ED undead summoned.
    - Whirling Dervish? You can trade an ED to skirmish again this turn.
    - Thief? While in concealment add +1 to all your Encounter Dice. If a 6, instead roll a new die and keep it.

    The antagonists would follow the same rules (and if you want to give The Red Lord of Pain 6, 6, 6, 6, 6, sure, why not?) which would make fights pretty dynamic. You might have fought goblins before, but what dice they’ve got and where will the DM put them over the course of this fight?

    Anyway, I’m out, that’s all I’ll post here about it. Thanks for reading folks!

    Endless_Serpents on
  • DarkPrimusDarkPrimus Registered User regular
    edited January 2021
    Uriel wrote: »
    so is dark heresy out of print I take it? I have a really good condition copy of the first edition first printing (under black industries not Fantasy flight even) and was lookin it up and even less good condition copies in the fantasy flight printing seem to be listed for well over 100 bucks. hell I have the gm kit and an adventure still too. that seems wild to me. the coolest thing about the game was the metal as fuck critical hit charts.

    I might list it on ebay?

    Even before FFG took over the license I think the errata document for the books Black Industries had released was like 50 pages. Just saying, if you can throw in a flash drive with the PDF...

    DarkPrimus on
  • DepressperadoDepressperado I just wanted to see you laughing in the pizza rainRegistered User regular
    urgh, my D&D group can't play for like, a month. I'm dying.

    okay so they're in the partially flooded remnants of a moonshine operation hidden in a tidal cave, helping a nereid get rid of the undead that infest it.

    The cavern's Boss, which they're approaching, is gonna be a like, Crash Bandicoot boss with minions. Some skeletons to distract the Party while the huge bloated ROTTEN BREWMAN hurls explosive liquor at them. The Party can use a reaction to roll an attack or maybe a DEX check to hit the liquor and send it back at the ROTTEN BREWMAN.

    In addition to sweet loot, they're gonna acquire a Brew That Should Not Be. Fermented and distilled souls in a handy jug that holds 2d6+1 chugs.
    A chug will level you up, but only one per character. The extras go to the hirelings the Party is gonna get when they finally get back to the city.

  • Hexmage-PAHexmage-PA Registered User regular
    So for tonight's session I made a large, elaborate map inspired by Baldur's Gate 3. Lots of things to climb, jump across, hide behind, etc. Traps and weird magical effects, too!

    Cue Monk with the Mobile feat, Step of the Wind, and Haste zipping through the entire map before coming back to the start in one turn, prompting every enemy in the area to start chasing the Monk back to the area where the rest of the party was waiting.

  • ElvenshaeElvenshae Registered User regular
    Hexmage-PA wrote: »
    So for tonight's session I made a large, elaborate map inspired by Baldur's Gate 3. Lots of things to climb, jump across, hide behind, etc. Traps and weird magical effects, too!

    Cue Monk with the Mobile feat, Step of the Wind, and Haste zipping through the entire map before coming back to the start in one turn, prompting every enemy in the area to start chasing the Monk back to the area where the rest of the party was waiting.

    "TRAIN INC GRT FAY!"

  • WhelkWhelk Registered User regular
    One of my other thoughts is on creating variables in effects.
    - Magic Missile could have 1 + Encounter Die missiles.
    - Stinky Bad Cloud could cover 4 + Encounter Die squares.
    - Misty Step could be 2 + Encounter Die distance.
    - Rage could last as many turns as you want to throw Encounter Dice at it.
    - Healing Word might heal an Encounter Die’s worth of HP to Encounter Die number of people. (Plus you roll a new one so you’re not spending two?)
    - An archer might have a power where you fire as many arrows in one skirmish as the ED you put into it.
    - Necromancer? 1 + ED undead summoned.
    - Whirling Dervish? You can trade an ED to skirmish again this turn.
    - Thief? While in concealment add +1 to all your Encounter Dice. If a 6, instead roll a new die and keep it.

    The antagonists would follow the same rules (and if you want to give The Red Lord of Pain 6, 6, 6, 6, 6, sure, why not?) which would make fights pretty dynamic. You might have fought goblins before, but what dice they’ve got and where will the DM put them over the course of this fight?

    Anyway, I’m out, that’s all I’ll post here about it. Thanks for reading folks!

    I have mucked around with a Malifaux-esque mechanic in the same space, using dice. If you're unfamiliar, Malifaux let's you flip cards to determine results, but you also have a hand you can sub in if you don't like what you turned over. I think it's neat and could be cool in a roleplaying game, but I haven't seen it used quite like that before.

  • Indie WinterIndie Winter die Krähe Rudi Hurzlmeier (German, b. 1952)Registered User regular
    so I've been reading up on the new Warhammer 40k lore

    and, wow

    I hate all of it

    wY6K6Jb.gif
  • Endless_SerpentsEndless_Serpents Registered User regular
    so I've been reading up on the new Warhammer 40k lore

    and, wow

    I hate all of it

    Thank you for taking the hit, I have never done so but it was inevitable one day.
    Whelk wrote: »
    One of my other thoughts is on creating variables in effects.
    - Magic Missile could have 1 + Encounter Die missiles.
    - Stinky Bad Cloud could cover 4 + Encounter Die squares.
    - Misty Step could be 2 + Encounter Die distance.
    - Rage could last as many turns as you want to throw Encounter Dice at it.
    - Healing Word might heal an Encounter Die’s worth of HP to Encounter Die number of people. (Plus you roll a new one so you’re not spending two?)
    - An archer might have a power where you fire as many arrows in one skirmish as the ED you put into it.
    - Necromancer? 1 + ED undead summoned.
    - Whirling Dervish? You can trade an ED to skirmish again this turn.
    - Thief? While in concealment add +1 to all your Encounter Dice. If a 6, instead roll a new die and keep it.

    The antagonists would follow the same rules (and if you want to give The Red Lord of Pain 6, 6, 6, 6, 6, sure, why not?) which would make fights pretty dynamic. You might have fought goblins before, but what dice they’ve got and where will the DM put them over the course of this fight?

    Anyway, I’m out, that’s all I’ll post here about it. Thanks for reading folks!

    I have mucked around with a Malifaux-esque mechanic in the same space, using dice. If you're unfamiliar, Malifaux let's you flip cards to determine results, but you also have a hand you can sub in if you don't like what you turned over. I think it's neat and could be cool in a roleplaying game, but I haven't seen it used quite like that before.

    I’d be interested in seeing your ideas!

  • gavindelgavindel The reason all your software is brokenRegistered User regular
    so I've been reading up on the new Warhammer 40k lore

    and, wow

    I hate all of it

    Well, as long as you're slogging through all the garbage, do Exalted next. :bzz:

    Book - Royal road - Free! Seraphim === TTRPG - Wuxia - Free! Seln Alora
  • AnzekayAnzekay Registered User regular
    so I've been reading up on the new Warhammer 40k lore

    and, wow

    I hate all of it

    good old bobby g is back and he has BIGGER space marines because ???

  • DenadaDenada Registered User regular
    so I've been reading up on the new Warhammer 40k lore

    and, wow

    I hate all of it

    Where's a good place to get the cliff's notes? I'm still back in the horus heresy and I'm gobbling it all up like delicious mind-snacks.

  • Undead ScottsmanUndead Scottsman Registered User regular
    Has this thread turned into a food thread yet?



    How about now?

  • TaminTamin Registered User regular
    webguy20 wrote: »
    cj iwakura wrote: »
    Aistan wrote: »
    cj iwakura wrote: »
    Aistan wrote: »
    Deserts of Kharak has gone down as low as $5 in various sales.

    Is it a good entry point?

    For Homeworld, or RTS games in general? My first taste of the genre was Dune II 28 years ago so i'm not sure I can say for sure with the latter, but for the former absolutely. It's a prequel so while some stuff would be known to people who have played the older ones it still introduces those concepts as new to the setting.

    Yeah, I'm good on the RTS front(I grew up on C&C and love DoW), was more curious about Homeworld itself. I always figured it was more of a cosmic 4X strategy type of game.

    Nahh, Homeworld is pure RTS from the heyday of RTS, and still one of the best IMO. Heck, I might replay Homeworld 1 this weekend. Damn is it good. I wish the expansion hadn't been lost. It was lots of fun too.

    Cataclysm is still around, at least on GOG. They just renamed it Emergence

    And there's an attempt to port it / remake it in Homeworld Remastered, but I dunno how that's coming along.

  • AistanAistan Tiny Bat Registered User regular
    edited January 2021
    The sneaky character is sneaking onto a ship to find the magic artifacts while we wait on the airship above. Time to do nothing for an hour and a half.

    Going by how our characters have changed from last game to this game, it'd be my turn of the three of us to play the sneaky character next game unless the one who had the rogue last time repeats the archetype. I will not be making a character like that. Finally it'll be a game with no "stealther wandering off on their own" segments.

    Aistan on
  • GlalGlal AiredaleRegistered User regular
    Your next game will be Shadowrun and someone will make a Decker.

  • BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
    Uriel wrote: »
    cj iwakura wrote: »
    Uriel wrote: »
    so is dark heresy out of print I take it? I have a really good condition copy of the first edition first printing (under black industries not Fantasy flight even) and was lookin it up and even less good condition copies in the fantasy flight printing seem to be listed for well over 100 bucks. hell I have the gm kit and an adventure still too. that seems wild to me. the coolest thing about the game was the metal as fuck critical hit charts.

    I might list it on ebay?

    Guess it's good I got it when I did...

    when did you get yours?

    mine has been on my shelf for like 12 years

    I think mine as well? I know it smells of ink metal but trying to find out why I run into the fun stuff about chem trails

  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    Pretty fucked up to wish Shadowrun on someone

  • GlalGlal AiredaleRegistered User regular
    Could be worse. Could be Fatal.

  • Endless_SerpentsEndless_Serpents Registered User regular
    Play Darksprint, the game where up play magic elf cyberpunk with any other system you like.

This discussion has been closed.