Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

Question to ask anyone that plays DnD 5e; anyone ever ran the Ebon Tibes/Midgard setting? Or one of the races from the setting? My crew was considering using one of the races from that line in a game; we're already using one from Humblewood. Any suggestions?
 
Sometimes I read this thread and wonder how many people in here even play/run games or just get all their information from second hand rage bait posts from both sides of the aisle.
Agreed. This is why I've had no issue with, say, critical roll fans or "freakshit" players. My experience is very different from what the internet would have you believe.

Brother, we all have multiple stories of dangerhairs, trannies, fags and furries trying coopt a game for their private themes, but you encounter one Christian and you are declaring things are now a theocracy?
Not encountered much in the way of dangerhairs, trannies, or fags. Some furries but I think they're alright. This was the first time I've met a player who demanded a game be Christian themed.

My brother in Christ you need to find better people to hang around with holy shit.

What's the saying about continuing to meet assholes?
I can't. As mentioned a bunch in this thread, the scene has dried up. It was always slim pickings. A high percentage of people going on and on about how they'd give their right testicle to play DnD, only for them to make excuses when it was time to get their bum in a seat and roll some dice. People seemed to be falling out with TTRPGs in recent years, then the OGL happened and everybody finished their current campaigns and left. My current PF2 campaign has degraded to three players, and at least one, likely two of those aren't returning for future games.

Nope. It's infamous for being edgy garbage, and it's absolutely comical he will try to defend it as Christian when it routinely has murder-rape in it.

By his own pathetic affinity grift, he's going to hell. I bet he also likes the Conversion Bureau shit too, which has added fetishes.
I had no idea the MLP fanfic/RPG rabbit hole went so deep. What else is down there? I assume "the pegasus device" is a Conversion Bureau thing?



On the topic of finding better people and me being the asshole. The topic of mech RPGs came up again, and the same conversation happened again. Quick recap. Lancer, Battletech, and Salvage Union. Lancer and Salvage Union are commie garbage that are hard to remove from their setting, while battletech is an overcomplecated game for grognards that scares off everybody (and these days is run by wokescolds). I default back to Tiny Frontiers: Mecha and Monsters. It's flawed and overly simple but at least I can run what I need to. I get tempted to write a generic mecha ruleset but it's a lot of work for a game nobody would play.

I'm not after game recommendations. I'm just laying out my demands for a mech game, which I think are reasonable. It has to have mech building. It has to have other vehicles and infantry. It has to have something for the pilots to either do stuff out of the mech, or have skills that make them unique in the cockpit. Failing these, something loose enough that I can wing my own rules. Setting neutral prefered, but I'll run a stock setting provided it's not commie garbage. On, and it has to function. Sounds like a given but a lot of mech games don't.

Where this conversation differed was I got a lot of pushback because my criteria for a mech game is dumb bullshit that no one cares about, but to me seems very important. I tried to make my case but nobody else was having it. I won't repeat the full debate here, but I'll hit some highlights to see what you guys think.

Pilots have to be able to get out of their mech and have rules for things that happen outside of the cockpit. There's always some situation where someone wants to run into a building, or give first aid, or even something as basic as a mech is destroyed and the pilot ejects. If there's not rules for that, I need to be able wing it. That's me doing it wrong.

I want mixed unit rules, because there's going to be guys with rocket launchers hiding in buildings or tanks and jeeps. At very least, I'd like some enemy variety. That's me doing it wrong. Mech games should be all mechs all the time.
 
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Looking for some advice on making my own skill system. I've been playing 5e for ages and want to get into GM'ing but don't want to keep dealing with the bloated rotting corpse of 5e. I wanted something more deadly and simpler so I ended up looking at Basic fantasy RPG. Apparently it's a DND B/X clone with some modern elements. It's pretty good and strikes a good balance between older philosophies and newer mod cons. My one issue is the lack of defined skills, The rogue gets some d100 roll under skills but everyone else is just left to their own devices to just play it by ear maybe using base attributes as a guide. There are optional rules for a d20 skill system but I'm not a fan of mixing d20 regular skills and d100 thief skills. I'm aware the intention of the base game is to have a GM rule based on the players explanation but I want something more robust as a skeleton to build off of. To that end I wanted to present a long ass post about my d100 skill system and my myriad requests for advice around it.

my system looks like this: 10 skills with roll under percentile dice.

  • Sleight of hand(DEX)
  • Stealth(DEX)
  • Athletics(STR)
  • Crafting(STR)
  • Perception(INT)
  • Knowledge(INT)
  • Performance(CHA)
  • Insight(CHA)
  • Nature(WIS)
  • Arcana(WIS)

Not sure if I want the governing attributes at all and not sure what I would want them to contribute if anything. Also was thinking about how I can make this balanced for both thief and non-thief to make the thief either a skill monkey or specialized into the DEX skills. Either steal the proficiency system from 5e and have it give a bonus to skill points placed into that skill or give the thief more skill points per level. Also not sure what to start my players off with as skill points in each skill as a base and maybe some free points to specialize straight from character creation. Maybe start each at 10 or 15 points and then allow them to spend 50 or 100 at character creation, Give them 10 more free points to assign per level but give the rogue 1.5 or 2x points to assign? I've also thought about maybe making the system a d20 roll over or roll under system. Something like start each skill with a limit number like 18 and they can reduce the limit by 1 which represents 5 points in the d100 system so they're basically doing the same idea as d100 roll under but with the more ubiquitous d20 and they are still looking for high numbers rather than roll under where they want low... Honestly I think I probably just need to let this percolate in the back of my mind some more but some advice from the more experienced people here would be nice.

Maybe my choice of system to start with is wrong too. To streamline 5e or to fatten up BFRPG is an interesting dilemma.

Sounds like a given but a lot of mech games don't. I'd like some enemy variety. That's me doing it wrong. Mech games should be all mechs all the time.
Sounds to me like you're dangerously close to needing to do homebrew/system surgery. Either mashing together two systems for in and out of cockpit rules, homebrewing out of cockpit rules or just straight up homebrewing the whole system. Not an enviable position honestly.
 
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Sounds to me like you're dangerously close to needing to do homebrew/system surgery. Either mashing together two systems for in and out of cockpit rules, homebrewing out of cockpit rules or just straight up homebrewing the whole system. Not an enviable position honestly.
That's what my group did. We're using Traveller but have ported some stuff over from Battletech to add depth to mech combat as base traveler vehicle combat isn't the best. It took a good couple months to dial in the homebrew rules and it's been pretty fun so far. Though we do still occasionally run into rules that need some adjustment.

The campaign is wrapping up as after a couple good business decisions in game, we made a shit ton of money and can just buy most things we need. We're currently hiring some other mercenaries and on our way to conquer my character's home planet,. Wish us luck.
 
My one issue is the lack of defined skills, The rogue gets some d100 roll under skills but everyone else is just left to their own devices to just play it by ear maybe using base attributes as a guide. There are optional rules for a d20 skill system but I'm not a fan of mixing d20 regular skills and d100 thief skills. I'm aware the intention of the base game is to have a GM rule based on the players explanation but I want something more robust as a skeleton to build off of.
Knave and Castles & Crusades have a system you can steal, as does Nimble 5e.

In C&C, you have a main attribute or two (or three if elf). That lowers the standard DC from 16 to 12, or something like that. They call it the seige engine. I've never played it and it was a while ago I read it so might have the details wrong. You also get class specific bonuses that are vague and situational. C&C might be worth a look as it splits the difference between 5e and old school games.

Knave is a good guide as anything that would be a skill is tied to attributes. The difference being ranged attacks are wis since that's the perception attribute. What's handy here is that Knave is classless, but each attribute is given a class as flavour text. Strength is the fighter skill, dex the thief skill, wis the cleric skill, etc. I love this system, but my players hated it.

Nimble is a 5e variant, but it condenses skills down to 10. Arcane, Examination, Finesse, Influence, Insight, Lore, Might, Naturecraft, Perception, Stealth.
Characters start with 4 skill points, and gain 1 per level.
Each skill starts at their attribute bonus. So having Int +3 would mean you start a +3 in Arcane, Exam, and Lore.

Finally I'd suggest Worlds Without Number. I've only read the sci-fi version Stars Without Number, but it's more of a houserule manual focused on world building and random tables. It's free (or you can pirate the paid version which is mostly just art) but might give some ideas for houseruling a skill system.


Sounds to me like you're dangerously close to needing to do homebrew/system surgery. Either mashing together two systems for in and out of cockpit rules, homebrewing out of cockpit rules or just straight up homebrewing the whole system. Not an enviable position honestly.
Too late for that. My go to is Tiny Frontiers: Mecha and Monsters, which is Kiaju themed. I splice it with the original Tiny Frontiers, and Tiny Frontiers 2e. All the Tiny games are basically the same with some minor re-theming. So I use Frontiers (the sci-fi game) for pilots, and the Mecha and Monsters rules for mechs and vehicles. It even has a simple way to deal with infantry. Any vehicle weapon that hits infantry instantly kills them. Clean, simple, easy to house rule around. The lack of progression and depth really limits campaigns to one shots, or short campaigns.

I've been tempted to homebrew a whole system multiple times, and release it for free, but it's a lot of work, and I can't playtest it because no one will play with me, and it would be wasted effort because no one will play it with me. And as said, I get pushback when I mention it outside of here.

It's a topic I've gone over in this thread a few times at least, and while I enjoy talking about it, I'm sure people are sick of hearing it. Though in typing this reply, it got me thinking if I can sneak it in the back door, kind of like how Eberron allows me to get my pulp sci-fi and Silent Hill fix without actually telling people that's what we're playing.
 
I'm new to TTRPG stuff. I love the concept of hex crawlers and generating maps to explore. I've been mapping out my adventure in Fighting Fantasy and that's where the fun lies for me. Where do I start here? I want to do solo adventures but I'm just really lost. This hobby is huge and I have a special interest in map stuff because it looks relaxing/interesting but it seems to be tied into so many other areas.
 
The rogue gets some d100 roll under skills but everyone else is just left to their own devices to just play it by ear maybe using base attributes as a guide. There are optional rules for a d20 skill system but I'm not a fan of mixing d20 regular skills and d100 thief skills. I'm aware the intention of the base game is to have a GM rule based on the players explanation but I want something more robust as a skeleton to build off of. To that end I wanted to present a long ass post about my d100 skill system and my myriad requests for advice around it.

My advice is a d20 roll-under their relevant attribute applying penalties to the target (want a bonus? Hope you put exactly 30 seconds into their backstory) I hate roll-under on principal but that's the easiest way to adjucate. Since in OSR even a level 14 is a gooey fleshbag, they don't magically get better at remembering things because they stabbed some rats. Given a standard OSR attribute bonus matrix maxes at +3 its also a way to make even a point of two of stat feel more meaningful.

But really the Thief skills only exist because Thieves have the opportunity to do things above and beyond what a simple discriptor would say.

My idea system would be PCs have a Race, a Bloodline, a Background and a Class. These things would adjust a skill matrix and core skills would advance logarithmically with synergies. This is a lot of work so B/X and roll under attribute it is.
 
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I'm new to TTRPG stuff. I love the concept of hex crawlers and generating maps to explore. I've been mapping out my adventure in Fighting Fantasy and that's where the fun lies for me. Where do I start here? I want to do solo adventures but I'm just really lost. This hobby is huge and I have a special interest in map stuff because it looks relaxing/interesting but it seems to be tied into so many other areas.
First and formost, check out other fighting fantasy related books. While the hay day of the CYOA and Fighting Fantasy is over, there were a lot of clones back in the day. There was even a modern Fighting Fantasy revival not too long ago.

I can't really help with solo.

For multiplayer, you'll want to look up West Marsh, and OSR. OSR is old school games which often feature the kinds of hex crawls you want. West Marsh is a kind of exploration focused playing style.
 
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Does anyone have any recommendations for solo ttrpgs? I've got D100 Dungeon, Tunnels & Trolls, and Four Against Darkness, but was wondering if anyone else had some more niche ones they'd like to recommend specifically made for solo play. I enjoy 4AD because of the party system.

I know there are guides for playing basically any TTRPG solo, but I find it more relaxing using games specifically designed for it.
I'm new to TTRPG stuff. I love the concept of hex crawlers and generating maps to explore. I've been mapping out my adventure in Fighting Fantasy and that's where the fun lies for me. Where do I start here? I want to do solo adventures but I'm just really lost. This hobby is huge and I have a special interest in map stuff because it looks relaxing/interesting but it seems to be tied into so many other areas.
free league has official solo versions for almost all their games, and a few them them have hexcrawling built in (like forbidden lands) which might scratch the itch. however like ironforge/starforge it tends to go more into the "journaling" aspect, basically building a story around what happens as a result of dicerolls instead of having an actual "plot" (which doesn't really work for me tbh).

for specific ones d100 and 4ad are probably the biggest with the biggest "content" and replay value. there are plenty more but tend to focus more on specific aspects, like 2d6 dungeon on the roll+write, or 9d6 quest (from the same guy that made 4ad) on the dice management, or ker nethalas more build around the story/setting etc.

it really depends what you're looking for, a story you can play yourself/coop and fail conditions (lower re-playability obviously) or more of a sandbox and see what happens.

anyway here's some stuff that might work to tickle the algorithm
https://dwarfstar.brainiac.com/ds_barbarianprince.html - exploring a hexmap and probably dying in a ditch somewhere (free. the bgg page has a ultimate edition if needed)
https://coisinhaverde.itch.io/notequest (author has a few more solo games)
https://www.drivethrurpg.com/en/pro...es-solo-rules-pdf-only-solo-deck-pdf-or-print (it's so small and simple the preview is basically free, as mentioned on the page)
https://blackwellwriter.itch.io/delve-a-solo-map-drawing-game ("analog dorf fort")
https://www.drivethrurpg.com/en/product/316365/the-valley-of-bones (for anyone in the mood for a classic adventure book like fabled lands).

alternatively depending how much money you wanna spend the arkham horror lcg and 7th continent/citadel are good "campaign games" as they're now called. you can also drop a few hundred for a kickstarter and grab something like this:
most of that could be replicated for a fraction of the price and DIY approach, but there have been quite a few FUCKHUEG games of that kind now after gloomhaven generated a lot of buzz. sometimes a bit undercooked (like tainted grail) but if anyone's looking for something to play for a few months it's certainly an option in a neat little box. they're basically bridging the gap between boardgames (like 7 moons) as most people know it and full fledged ttrpg "experience", so they can work for people the aren't "nerdy" enough for an rpg and prefer the more structured approach compared to the usual free-form. some other games here are middara, oathsworn, or anything by awaken realms (and more I probably forgot, and not all of them are triple digits)

another option is to pick them up cheaper a while later once people get rid of their played copies or find a few people to pitch in, although since it's kickstarter it can take a while...
 
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We agreed to a sci-fi setting, but he said he wanted a game based on CS Lewis' Space Trilogy. I'd never heard of this. He said it's about a space Christian fighting evil atheist scientists who worship the devil. The conversation deteriorated and ended soon after. Every sci-fi setting from Star Trek to 40k was "godless optimism" or "godless nihilism". He only settings he likes are The Space Trilogy and Fallout Esquestria. I don't know why that setting is so popular or how Christian it is.
Dude CS Lewis's Space Triology is fucking great and you should read it if you haven't already, whether it makes a good TTRPG setting is another story, but my guess is a probable no.
 
+1 for Ker Nethalas as it has a competent combat system, great character creation system, and good systems in place to build and explore the dungeon. Its sequel, centered around surviving a series of gladiatorial arena combats is more of the same but with grid and positioning combat while currying favor from sponsors.

Really anything from Blackoath is great for solo play. They really put effort into their systems so they feel more like actual games instead of just gay itch.io journaling experiences made by queers.
 
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Rev is great. One of those YouTubers up there with Asmongold that makes people fly into a rage about unrelated shit in an attempt to discredit him, but can't point to how he's wrong on the argument. What I like about him is that, most of the time, his videos aren't padded with filler to get to 20-40 minutes.


Speaking of which. The Christian right wing can fuck off from RPGs. No, scratch that, they can have the ruins of what remains of this dead hobby.

Context. I might have mentioned but most of my players have quit. I'm down to three, and two of those are going to quit RPGs after the current campaign, which is wrapping up. In a friend's Discord server there was someone looking for a group and I replied. The conversation went back and forth for an hour of me pitching campaigns I wanted to run and him rejecting them, along with things we do and don't like in TTRPGs. Including that we both don't like current year American political bullshit.

We agreed to a sci-fi setting, but he said he wanted a game based on CS Lewis' Space Trilogy. I'd never heard of this. He said it's about a space Christian fighting evil atheist scientists who worship the devil. The conversation deteriorated and ended soon after. Every sci-fi setting from Star Trek to 40k was "godless optimism" or "godless nihilism". He only settings he likes are The Space Trilogy and Fallout Esquestria. I don't know why that setting is so popular or how Christian it is.

It felt like a waste of time, but I got a post out of it I guess. And while most Kiwis disagree, I'm not a fan of this new media landscape where everything has to be "bible bible bible" all the time.
In all honesty? If he’s that fucking autistic, give him an ultimatum. The two things that you mentioned are incredibly niche. Tell him to get comfortable with something that other people would actually like playing or he can go kick rocks.
 
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+1 for Ker Nethalas as it has a competent combat system, great character creation system, and good systems in place to build and explore the dungeon. Its sequel, centered around surviving a series of gladiatorial arena combats is more of the same but with grid and positioning combat while currying favor from sponsors.

Really anything from Blackoath is great for solo play. They really put effort into their systems so they feel more like actual games instead of just gay itch.io journaling experiences made by queers.
Yeah that's what I've been struggling with. I don't personally consider journaling games to be "games" (they feel more like a physical writing prompt generator than anything).
I'll check out Ker Nethalas because I've heard it mentioned before. I think someone said it could be pretty brutal tho for character longevity.


alternatively depending how much money you wanna spend the arkham horror lcg and 7th continent/citadel are good "campaign games" as they're now called. you can also drop a few hundred for a kickstarter and grab something like this:
I've been super curious about some of the various solo board games in the genre. I was thinking of going with Rogue Dungeon since it's a solo roguelike, though that's more pure mechanics than actual story. Still fun though.
 
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I've been super curious about some of the various solo board games in the genre. I was thinking of going with Rogue Dungeon since it's a solo roguelike, though that's more pure mechanics than actual story. Still fun though.
Rogue dungeon is not that deep as a solo board game. You can download the phone app and get the whole experience.

I’ve had a lot of fun with Iron Helm on Gamecrafter, the Oniverse games (Aerion specifically), and Under Falling Skies which you can get on Amazon for like 30 bucks max. But if you want something more tactical, I’ve been interested in solo miniature games which might be more what you’re looking for.
 
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In all honesty? If he’s that fucking autistic, give him an ultimatum. The two things that you mentioned are incredibly niche. Tell him to get comfortable with something that other people would actually like playing or he can go kick rocks.
I don't know. Is it really worth the effort? A guy claims to be a huge Christian and he's obsessed with an MLP fanfic that is all about rape and murder in a post-apocalyptic pony world?
 
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I had to leave one of my friend's games recently. He's a lefty retard so I put up with a lot of his bullshit, but when he lets a "chaotic good" paladin get away with mass murder because it was of the city guard, the CAPTAIN of which was corrupt, I draw the line. There was a lot of out of game chatter about how the average boot on the ground was comparable to a nazi because I don't even know. Its just extra upsetting to me for personal reasons I won't get into.
 
Any opinions on these?
64580.jpgMechWarrior_Destiny_Cover-1729215259.png
 
AToW is turbo mega autism crunch, Destiny is rules lite story game mode. Disregard both and acquire Classic Battletech RPG/Mechwarrior third edition. It’s the best supported and smoothest functioning system.

You’ll hear some people recommending second edition, don’t listen to them. It’s inherently broken because almost every roll operates off of one attribute.
 
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