• D&D and Tabletops RPGs V7: Yes you can talk about tabletops other than D&D
    703 replies, posted
If you mean the large lines that look like little roads, those are meant to represent boarders for the nations. (I will have to make that more visually clearer when colour is added, thank you for pointing a potential problem tho.) Seeing rivers running flat from seemingly nowhere or cutting lands in half is one of my pet peeves when I see fantasy maps, it's a mistake I take great care to avoid. As for making it look like a civ fractal, you got me there. I don't know to create a natural looking landmass on a large scale so it's something I should continue to study. Does anyone have any map creation/world building resources they know of?
/r/worldbuilding has a big compiled doc of resources, including mapmaking stuff, you can find here: /r/Worldbuilding Resources Master List
Me again, and I promise I won't keep spamming it I just wanted to show off how that Map is now looking with colour Because I'm really proud of it (even if it doesn't look completely naturally formed) https://files.facepunch.com/forum/upload/199089/46ed97f5-41a9-4bc7-8d9a-987b5ada0db5/received_313311282601062.jpeg Obviously not complete, but getting there. Do the colours now help it seem like a more realistic lush land compared to the black and white map above? And any tips for colouring an artic area?
If you want your maps to look good (or for the world to feel realistic), may take a college geology class that's known to be good and take you out to locations. After I took one open world maps looked super fake for a long time and it's only because I forgot lessons where I can play such games again.
Took me a couple tries, but painted my first miniature (okay it was my second but still). Sorry for the shit quality. It's my Aasimar Grave Cleric. https://files.facepunch.com/forum/upload/656/505d052f-fd46-4913-a078-c7e30b67c452/mini.jpg I'm also super interested in world building. I've always wanted to write up my own campaign. I came up with this map in photoshop and I really like it. Not sure how "realisitic" it is, but I wanted it to take place in a snowy/cold region. https://files.facepunch.com/forum/upload/656/f4a3595f-1c19-43f7-bce2-b52826958437/map2.jpg
And I'd love to be able to make it in Photoshop as clear as you have. Trade skills?
I used a tutorial I found on /tg/, which I don't have a link too anymore unfortunately. However, it really boils down to clipping masks and layer styles. The only thing I don't remember how to do is make the actual land mass.
That would be this tutorial: [Award Winner] Saderan � a tutorial, I recognized the style cause that's the foundation of how I made my own map: https://orig00.deviantart.net/3aaa/f/2018/283/3/1/keratia___year_7512_by_theirishbandit-dco433g.png
I've been gaming with my friends for a good few years now (I DM almost always) and even some of my more hardcore players still say stuff like "I'm going to attack", "Can I do a perception check?", "I want to intimidate him", etc. Basically I feel like they're getting caught up in the terminology of the game instead of freeing themselves from it and allowing themselves to truly play their roles. I don't blame them for this kind of stuff, but I do like to gently remind them both up-front and by narrating NPC actions that they are allowed to take the reigns of their characters. Any suggestions?
A simple thing I sometimes do is respond to those kinds of prompts with, "How so?" so the exchange would be something like: "I'd like to intimidate him." "How are you going to do that?" "I'll puff myself up real big and menacingly crack my knuckles." "Okay, roll." It's non-intrusive and helps guide players into describing their actions more. Although typically I'll just go along with "I attack" just to keep combat flowing at a good speed.
I do that sometimes, but I forget as often as they remember, honestly. I know it's not easy for everyone to come up and wax eccentric about their attacks, actions, and dialogue, so I try not to be annoyed or rude about it.
Allowing people to get away with "I intimidate them" just teaches them terrible, creatively lazy habits. Describing every single basic attack action is a waste of time, but social actions have far greater impact than any given attack action and should always be given thought. If they can't come up with something, you can offer a suggestion or two, but you should prompt other PCs to help them out with ideas since the GM should be the arbitrator not practically playing the game by themselves.
Resin printers rock. Now I can print all of the minis. https://i.imgur.com/glavG5f.jpg
My copy of Guildmasters' Guide to Ravnica is coming in tomorrow. Good lord, work is gonna be unbearable.
Here it is: The best magical item I have ever made and possibly that has ever been in Dungeons and Dragons https://files.facepunch.com/forum/upload/229626/b53ed2b5-f28a-4ff4-8952-40cfc058a18f/Crabture.JPG
persuasion +3
He's a very persuasive crustacean
That's a really decent tutorial. While it wasn't my intention when I started following the tutorial I ended up making a map for the D&D campaign my friend group is working on starting up. https://cdn.discordapp.com/attachments/483424609761230887/514598652468265000/map.png Definitely some stuff I'd do differently from how the tutorial approaches it if I were to do it again but that took hours so I'm not really willing to redo it from scratch right now. I noticed after completing it that the western inland sea on the huge continent on the left side of the map lined up really closely with the map for our campaign so I offered it up to the DM as a replacement for the much more mediocre version I'd previously made. (Which was mostly just me tracing over his sketch of the area.)
Finally had the chance to try out Pathfinder, and decided to switch to it from 3.5. Then i was informed that there is a 2E on it's way. Anyone had a chance to try out the playtest? Or any informative links they can share? : )
Honestly? Just play first edition.
I agree, OD&D is far better than Pathfinder.
I see what you did there, but I'm sure you knew I meant to ignore 2E Pathfinder.
Just stick to Pathfinder 1E, it's had years and years of work done and hundreds if not thousands of adventures made for it. I'd only bother with 2E after it's had years of tweaks. Besides which if their previous playtests are anything to go by, you'll spend all this time learning rules and classes that will be completely changed last minute (probably for the worse too) before release.
3.5 has years and years of work done and hundreds if not thousands of adventures made for it. Does that mean you should use that instead? AD&D had decades of work put into it, and the best settings written for D&D. Does that mean you should use that instead? (The answer to this one is yes.)
You see, people play Pathfinder because of the numerous choices they get to make. In OD&D your choices are 'fighting man' ' magic-user' and 'cleric'. You also have the eponymous races of 'human' 'elf' 'dwarf' and 'halfling'. My math might be off but there's not a lot of choice there.
Because mechanical choices = good characters, right? What a silly thing to believe that the choices of class make a difference to your ability to roleplay an interesting character. The modularity of 3rd edition (and pathfinder) encouraged builds over characters, something I strongly dislike (not to mention the overall rules bloat makes it a fucking mess to run without multiple pages up to reference at all times). If you want choices, AD&D is full of them, at least. By the end it got pretty bloated and formed the foundations for what later became 3rd edition, splitting Nonweapon Proficiencies into skills and feats, but you can simply play without them and lose nothing of note. The editions with race-as-class have their own cool niche too, you should try it sometime. BECMI is a lot of fun for pure dungeoncrawling.
Your choices in Pathfinder are "casting man" and "useless"
I know I'm knee deep in the thread, but let me gush a little about some PnP RPG systems I absolutely adore. 1). [b]Call of Cthulhu, 7th edition[/b] Currently my absolute favorite system. Very much story telling, very easy on the DM, and the absolute best chase rules I've ever seen in a system. I can't tell you how often I get inspired to run a CoC campaign and in just how many different scenarios this system can be used. I don't even think I've used any actual mythos in my campaigns, instead opting to create my own and it works beautifully. It even has an out if your players are completely stumped and can't figure out the string of clues you give if you're going the investigation route. I highly recommend it. 2.) [b]IronClaw, 2nd edition[/b] Another system that is very well made. Tactical combat, meaningful skills with a system that lets you easily specialize and a very fleshed out starter background world rife with possibility included in the book. The biggest issue is... It's... Uhm... Let's just say that I ran it myself as a challenge for some friends of mine that are... Shall we say... Members of a certain... Okay look, it's straight up marketed towards furries since it takes place in a world of anthropomorphized humans in the vein of Disney's Robin Hood or Redwall. But as a non-furry running it, I think mechanically it works very well. Basically, choosing a species (Or Career for that matter) gives you the benefit of said animal. Squirrel archers can utilize their superior climbing to get an edge in combat, rhinos have a charge attack, goats can mostly ignore bad footing just to name a a few. Yeah, you'll never play it, but believe me when I say it's an absolute shame that people won't get passed the furry aspect. 3.) [b]Feng Shui, both editions[/b] Cool shit, the game. Describe badass combat, the game. Pretty much Action movie the game. The combat is a bit weird in terms of turn order, but overall it's both open enough to allow amazing things like jumping off an enemy boat from your escaping yacht and on-to the skid of a pursuing attack helicopter to high-jack it mid-fight/chase. With a base story provided that can easily set up any sort of campaign and send it to literally any time and place, you could run any and every action movie you could imagine. Lots of unique classes, perks and attacks to utilize it provides plenty of options for any type of action hero a player could want. (My favorite being one emphasizing make-shift weapons from what's in the environment.) Very Kung-fu-ey, John Woo-ey and a fun system, though can require quite a bit of imagination from both the GM and players. I could gush about more, but those I haven't actually ran/played. Also, these aren't in any particular order.
Or you can do both. Have great options and then make a great character. No reason I can't have my cake and eat it too- But I totally get your point. I should definitely play a shitty ass old barely playtested version of the game in its infancy just to force me to make compelling characters and plots.
Hey man, I was looking at getting a resin printer, do you have any reccs?
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