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/tg/ - Traditional Games - Heathen Western 4

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Heathen Western 4 Anonymous 05/13/14(Tue)21:59 UTC+1 No.32106649 Report

Development of everybody's favorite Norse mythology inspired fantasy western realm continues!

Previous Threads:
https://archive.foolz.us/tg/search/subject/Heathen%20Western/
1d4chan Page:
http://1d4chan.org/wiki/Heathen_Western

Current to-do list:

>Lore Related things that need doing
Native lore
Mixtlán lore
Nordic law
Names for just about everything
Ideas for creature/monsters
A timeline of events from the first settlement up to the "present day" in setting
>Crunch related things that need doing
Filling in currently blank descriptions and text blurbs
Organize the current proposals for magic rules
Improved melee combat rules
Suggestions for Abilities
Suggestions for Spells
Feedback/commentary/criticism of all the current crunch

I've managed to be a little more productive than usual the last day or so. I've got a WIP version of the character creation rules up, and am currently working up the equipment list. Have 34 firearms listed, and to an extent stated, moving to ammunition next.

Not a big crunch person but still want to help me out?
>Try making a character and let me know if the character creation rules make any sense
>Are you a /k/ommando? Let me know how terribly wrong the stats for the guns are
>Know any /k/ommandos? Ask them to do the above
>Share any and all opinions you have on what I've been posting

I could be moving in a terrible direction and never know it without feedback from you guys. So share your opinions please!
>>
Anonymous 05/13/14(Tue)22:18 UTC+1 No.32106950 Report

Here are the current WIP character creation rules. Full of missing content but you should be able to work though and create a character. It would be really helpful if people could do so and report back how they feel about it.

Current holes that still need to be filled:
>Opening text blurb
>Ancestries text blurb
>Fluff descriptions of each ancestry
>Another characteristic for the Elven ancestry
>Descriptions of the example dilemmas
>Defences text blurb
>Derived stats could probably all be described much better than they currently are
>Resistances text blurb and descriptions for them all Probably not that important for now they are self explanatory
>More debate on skills needs to be done
>We need a fuck ton more abilities
>Our magic lore and crunch is really disjointed right now, left that blank
>We also need spells
>Also nothing for character advancement at the moment
>>
Anonymous 05/13/14(Tue)22:21 UTC+1 No.32106989 Report

>>32106950
Here is just the character sheet
>>
Anonymous 05/13/14(Tue)22:23 UTC+1 No.32107031 Report

And the current list of firearms
>>
Anonymous 05/13/14(Tue)22:33 UTC+1 No.32107176 Report

>>32106950
>>We need a fuck ton more abilities

check these out, to see if you can fit them in
>>32081261
>>32080345
>>32080099
>>32079952
>>32079017
>>32079828
>>32078698
>>
Anonymous 05/13/14(Tue)22:38 UTC+1 No.32107234 Report

>>32107176
Never got around to thanking you in the previous threads, thanks a bunch for suggesting them.
>>
Anonymous 05/13/14(Tue)22:57 UTC+1 No.32107536 Report

>>32106950
>>Ancestries text blurb
Okay just to clear this up the wiki has two races more, namely the Skrælingar and Atzlani. Skrælingar are native Americans more or less right? And Atzalni are what? Aztecs and Mayans from the description, right?

We should make a google doc with notes about the culture of each race so we can collect the information posted in the threads so far in one place.
Should make writing background for each race a little easier.

In addition to that what importance does have religion in the setting apart from choosing the patron deity and for shamans/magic users?
Can the average joe receive boons from his deity for doing things in his name or sacrificing things? Does their affiliation change anything in their day to day lives?

And a note about wildlife. If there are Dwarves and Elves is there a Jörmungandr swimming off the coast around too?
>>
Anonymous 05/13/14(Tue)23:06 UTC+1 No.32107696 Report

>>32107536
>Okay just to clear this up the wiki has two races more, namely the Skrælingar and Atzlani. Yes, but the Skrælingar are native Americans more or less right? And Atzalni are what? Aztecs and Mayans from the description, right?
Yes to both, but the Skraelingar and Mixtlán We decided to ditch the name Atzlandi are humans, just with different cultures from the Nords. So the human ancestry includes all three cultures.

>We should make a google doc with notes about the culture of each race so we can collect the information posted in the threads so far in one place. Should make writing background for each race a little easier.
That sounds like a great idea, this stuff is probably going to be too fluid for the wiki page.

>In addition to that what importance does have religion in the setting apart from choosing the patron deity and for shamans/magic users? Can the average joe receive boons from his deity for doing things in his name or sacrificing things? Does their affiliation change anything in their day to day lives?
I want to say yes, but we should probably discuss it more.

>And a note about wildlife. If there are Dwarves and Elves is there a Jörmungandr swimming off the coast around too?
Of course
>>
Anonymous 05/13/14(Tue)23:49 UTC+1 No.32108502 Report

Came up with the following damage values for each round based on ballistic data I've looked into. Shotguns have a little more to them, with damage scaling based on range in some way I don't have totally figured out yet.

Any thoughts?

>Pistol Rounds
.41 - 1d3
.32 - 1d4
.38 - 1d4+1
.44 - 1d6
.45 - 1d6+1
.357 - 1d6+2
.475 - 1d8
.50 - 1d8+1

>Rifle Rounds
.22 - 1d4
.32-20 - 1d6
.38.40 - 1d6+2
.44-40 - 1d8
.56-56 - 1d8+1
.30-40 - 1d10
.45-70 - 1d10+1
.50-70 - 1d12
.700 - 2d12

>Shotgun Rounds
.410 1d4
20ga. 1d6
16ga. 1d8
12ga. 1d10
10ga. 1d12
8ga. 2d12
4ga. 3d12
>>
Anonymous 05/13/14(Tue)23:58 UTC+1 No.32108680 Report

>>32108502
I'll be the first to admit I know exactly nothing about guns, and I know you (or someone) were going to have Massive Damage causing one-hit kills (and being necessary to even touch some creatures) as a feature, but those numbers seem a little low.

For example the weediest character starts with 10HP.
You can't kill them with a single hit from a .50 pistol. That just seems wrong
>>
Anonymous 05/14/14(Wed)00:05 UTC+1 No.32108806 Report

>>32108680
You are probably right, I do want the gunplay to be pretty lethal. We'll have to tweak the stats around as we playtest.

>Massive Damage
Woops, I totally forgot I was going to have rounds that did Massive Damage by default. Swap the .700 and 4ga. to massive damage.

>You can't kill them with a single hit from a .50 pistol. That just seems wrong
Consider that this .50 round is about a fourth as powerful as the one the Deagle uses.
>>
Anonymous 05/14/14(Wed)00:05 UTC+1 No.32108813 Report

>>32107031
>>32107031
/k/ommando here, the first thing I noticed was the very limited range of most of the firearms. 100 meters is an easy shot for most riflemen, with 500 m being the outer limit of what's realistic with iron sights.

For handguns, 5 meters or less is point blank, 25 is medium range, and 50 is pushing it for most shooters. An experienced pistolero could make a 100 meter shot, but it'd be difficult.

Shotguns loaded with buckshot are effective out to around 25-50 meters depending on the barrel length and choke (which effects the dispersal of pellets). With slugs, 100 meters sounds about right.

Also, rifles have much more manageable recoil than handguns (unless it's a mammoth gun), particularly if they're chambered in a pistol caliber (like most lever guns). Smaller and lighter handguns generally have more recoil and muzzle flip than larger ones of the same caliber.

That's all that immediately comes to mind, looks pretty cool. Any other questions?
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Anonymous 05/14/14(Wed)00:13 UTC+1 No.32108974 Report

>>32108813
Thanks for the input, I really appreciate it.

>the first thing I noticed was the very limited range of most of the firearms.
Range was probably the biggest asspull I did, I couldn't find much on range so I just kind of guessed.

Also does you know what a shorthand for yard is? I was actually trying to give the range in yards but didn't feel like writing yard 100 times. So used the one for foot without converting.

>Recoil
That is interesting, I knew recoil had to do with the weight of the gun vs the power of the bullet, but rifle cartridges seemed so much more powerful than pistol ones.

>Any other questions?
How do you feel about the selection? Is there enough variety? Are the guns different enough from each other?

Any thought on the damage values you see here?
>>32108502
>>
Anonymous 05/14/14(Wed)00:13 UTC+1 No.32108976 Report

>>32108502
Same /k/ommando as before, you might want to consider only rolling for accuracy. A .22 to the head will do much more damage than a .700 that grazes you. Essentially, shot placement is much more important than the power of the cartridge (once you get past a certain threshold).

I suggest that you have cartridges limit range, and the firearms and skill of the shooter determine accuracy.
>>
Anonymous 05/14/14(Wed)00:24 UTC+1 No.32109184 Report

>>32108806
The point still stands.

Isn't the Deagle regarded as needlessly overpowered in most situations anyway?

Just knowing that you start with 10HP and can buy many more makes me think those numbers should get much bigger if you want to be able to kill with one shot
(hitting the target should probably be more important, people have died from unlucky .22 hits before)
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Anonymous 05/14/14(Wed)00:25 UTC+1 No.32109206 Report

>>32108974
No problem, this is an awesome setting.

I'm not really familiar with shorthand for yards, I usually just write yds. If you were to use meters you could just write m.

For recoil, while many rifle cartridges are very powerful, rifles are much larger and heavier than handguns, and most importantly have a stock, which makes them very controllable. Even a .45-70 rifle is much easier to hit targets with than a .45 handgun. While there might be more force applied to the shooter with the .45-70, it's much easier to control than a handgun.

I think there is plenty of variety with the firearms. You don't really want to have too many, as that might be confusing. It looks like you've covered all the classic guns of the American west, but you could throw in some additional bolt action rifles like the Vetterli or Mauser G71, or a pistol like the Mauser C-96.
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Anonymous 05/14/14(Wed)00:31 UTC+1 No.32109302 Report

>>32108976
Rolling for damage is effectively determining shot placement without having to bother with any cumbersome hit location rules. Rolling minimum could would be considered grazing, while getting a critical hit would give you the fatal shots.

>I suggest that you have cartridges limit range, and the firearms and skill of the shooter determine accuracy.
How exactly would this look, stat wise?

>>32109184
I would like to playtest before changing the stats, but I could see changing starting HP to 5 and bumping all the damage values by one die size.

>>32109206
>I'm not really familiar with shorthand for yards, I usually just write yds. If you were to use meters you could just write m.
I would love to just use meters, but it wouldn't make any sense in the context of the setting.
>>
Anonymous 05/14/14(Wed)00:41 UTC+1 No.32109458 Report

>>32109302
Ah ok, that makes sense. Your way of determining damage sounds better, especially if you downgraded HP.
>>
Anonymous 05/14/14(Wed)00:46 UTC+1 No.32109523 Report

>>32109302
(not the helpful /k/ommando)
I'd say it looks like we'd need to have high "to hit" targets, with perhaps 2 values, one for hitting and one for a "vital hit".

Start with "cartridge range"
Certain guns then add to that.
Rifles would probably multiply *5 or *10
Various special guns and other things, such as abilities boost that.

Certain abilities could increase range, lower "to hit", make all hits vital etc.
>>
Anonymous 05/14/14(Wed)01:00 UTC+1 No.32109763 Report

Players are gonna ask questions about the old homeland, and we havent planned anything about the old disaster that sunk the norse land yet. It cant be ragnarok, because that would leave us with no more gods, or any world to begin with. Im thinking that maybe the Norse did anger Njord, the god of sea, and he sunk their islands in revenge or something like that. This would also explain why the norse didnt went back to the seas once they settled on the new world.

Do you like it? This version is open to changes if any of you feels like adding or changing something. We can always go for a comet crashing
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Anonymous 05/14/14(Wed)01:09 UTC+1 No.32109925 Report

>>32109763

Timeline

year -5 BE (before exile): The earth starts to sink. Violent seastorms hit the coasts and destroy all coastal settlements. The first boat sails to the west in search of a new home.

year -3 BE some settlers have arrived to nyrheim and start communicating with the natives. In the old world, the dwarves do a deal with sven haraldson: they give him the secret of revolvers in exange of a passage for them in two of his longboats.

year 0: The last mountain in old world sinks in the sea. The last longboats that sail west are swallowed by a giant whirl; one of the ships survives to tell the story. A total of 23 ships have sailed west in a span of 5 years.

year 2:

13 colonies have formed along the eastern coast, each one under the dominion of a self proclaimed Jarl.

TO BE CONTINUED
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Anonymous 05/14/14(Wed)01:13 UTC+1 No.32109982 Report

>>32109925
Seems a little... small.

Also the dwarf thing is weird, though there being Pre-Landing dwarves with reasons to talk to the Nord is an interesting idea.

13 colonies just seems to be asking for trouble, because of how close it is to the actual 13
>>
Anonymous 05/14/14(Wed)01:18 UTC+1 No.32110058 Report

>>32106950
>It would be really helpful if people could do so and report back how they feel about it.

This took me waaay longer than I thought. Anyway here are some of the notes I took (and the char sheet - converted it to doc so formatting is slightly messed up):

I have some problems with the derived statistics. It doesn't really tell you how to convert attributes.
What exactly is a Health Dice? After doing most of the creation I finally found out. That was unecessarily confusing. Why only explain that in the finishing touches and not just roll that right away instead of noting down the number of dice? Or at least mention that in the foreword. Might be a good idea to give player more than the 'spend half your BP on Attributes keep the rest for something else'. A little more detail would be helpful. What is more important/useful to me as player, skills or abilities?
Since I'm already talking about the finishing touches: Does using the average instead of rolling mean 'per dice' or 'total'? Also if per dice what is the average on a d6? And does Heathen Western round up or down by default?
This really needs clarification, because this can make a huge difference.

cont'd in next post
>>
Anonymous 05/14/14(Wed)01:18 UTC+1 No.32110068 Report

>>32109523
I don't think a "vital hit" would be necessary with the massive damage system.

Cartridges having a range value modified by an accuracy multiplier though, I like that idea.
>>
Anonymous 05/14/14(Wed)01:19 UTC+1 No.32110084 Report

>>32110058
The money you can roll currently is barely enough to get one decent gun, but since guns are the only thing we can buy atm I figure my character is now armed and naked (and hasn't bought ammo yet).

Just to be sure Health and Stamina both just use basevalue+bonus, while magic uses base value + total attribute score?
Not sure if I did the derived statistics as inteded because I've had to leave some spot blank.

There's no mention of what Resistances cost or what they do so far as I can tell. So I didn't buy any, but left about 30BPs to take that into consideration.

Abilities don't have prerequisites yet and mention ranks, though not how or if they are improved in some cases.
Of course most of that is due to WIP status but kind of raises questions during character creation.


All in all I think it looks pretty interesting so far, but needs better explanations in places. I also noticed a few typos here and there a quick spell check should sort that out. Of course I have no idea how it would play, but I feel like this could be the start of an interesting career as Heathen Western adventurer.
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Anonymous 05/14/14(Wed)01:35 UTC+1 No.32110357 Report

>>32110068
Would massive damage, on a normal sized target, be full on Insta-kill?
>>
Anonymous 05/14/14(Wed)01:40 UTC+1 No.32110471 Report

>>32110058
>>32110084
Thanks a ton, on a side note something seems to have gone horribly wrong font wise, did the sheet look like this when you opened it?

I'm sorry about my pretty awful descriptions, but I really wanted to get something out as the threads were really starting to slow down. An explanation of how exactly health dice work should really be in the description of Health itself. Everything else you seemed to have gotten right, but better descriptions are needed

As for wealth, you have 30BP you didn't spent, which could have been used to buy more wealth dice. Prices for the guns are also probably too high at the moment. Average on a d6 would be 3, I probably should have specified median or something.

Rank for an ability would be taking it more than once, increasing the positive effect it has. As for prerequisites, don't have them at the moment. I was just listing all my ideas, some of those abilities could be dropped before we finish.

Glad to hear you find it interesting, but yeah, it has a long way to go.
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Anonymous 05/14/14(Wed)01:44 UTC+1 No.32110531 Report

>>32110357
That was the idea, though I would probably exclude player characters. Having a chance to be instantly gunned down by anyone is pretty shitty for anything but one shots.
>>
Anonymous 05/14/14(Wed)01:45 UTC+1 No.32110552 Report

>>32110471
Oh, and on resistances. You can't buy those, you get them from equipment, enchantments, spells, and whatnot
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Anonymous 05/14/14(Wed)02:01 UTC+1 No.32110849 Report

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Anonymous 05/14/14(Wed)02:02 UTC+1 No.32110876 Report

>>32110471
>Thanks a ton, on a side note something seems to have gone horribly wrong font wise, did the sheet look like this when you opened it?

No I just threw it into a converter because I don't have anything to edit pdf. To I made it into a pdf.
I just didn't want to print the whole thing.

>I'm sorry about my pretty awful descriptions
No worries it's a WIP.
>but I really wanted to get something out as the threads were really starting to slow down.
Well once you start to get concrete it get's hard. Throwing ideas out is easy making a working system out of it is hard.

>As for wealth, you have 30BP you didn't spent, which could have been used to buy more wealth dice.
Ah, well that is one of my personal habits. I never spend XP/Karma/Dice/whatever on 'consumables', if I can get a lasting effect for the character for it I put it in there. Was working under the assumption that Resistances would cost 10/20BPs like anything else and I'd have taken one or two. Just to see how the budget of 300 BP works for the character creation.

>Rank for an ability would be taking it more than once, increasing the positive effect it has. As for prerequisites, don't have them at the moment. I was just listing all my ideas, some of those abilities could be dropped before we finish.
Sure. It's still WIP I'd just put the tables already in there, for 'completeness' sake, while playing around with it now.
Prerequisite - Dependencies|Ability - How it works|Upgradable - Non-Upgradable
Btw, non-linear prerequisites/uprgrades would be possible too. Let's say you have both Run n' Gun (move and shoot) and Death Charge (move faster into target for double melee damage), which both revolve around attacking while running, maybe having both enables you to squeeze off a shot with your gun before you tackle someone (Or something to that effect, just mean the basic principle here).

So that's if for me today I'm gonna go to bed soon.
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Anonymous 05/14/14(Wed)02:04 UTC+1 No.32110902 Report

>>32110876
>No I just threw it into a converter because I don't have anything to edit pdf. To I made it into a pdf.
I accidentally my sentence.
That should read
>I just threw it into a converter because I don't have anything to edit pdfs. So I made it into a doc.
>>
Anonymous 05/14/14(Wed)02:20 UTC+1 No.32111148 Report

So I've been kicking around some magic/fantasy-western ideas for the last few days, and thought of a magic system you might be interested in.

I was thinking of how to implement a magic gunman, but something more than "This guy is like everyone else but his guns shoot magic." Instead, I found that a quasi-alchemist with a good dash of magic thrown in would make a good combo. The skill would be restricted to black powder weapons, which are inferior to cartridge firearms in terms of sheer damage and range, but have a nifty ability.

This skill/class/speciality/whatever would create magically imbued propellants and explosives. They also use bullets cast of a magically conductive metal. By combining imbued propellants and a conductive bullet, their shots would be imbued with whatever effect was loaded into that weapon or chamber. The PC who specializes in this would not be able to craft any powder in combat of course, and would have to experiment to find new mixes. Conductive bullets and percussion caps must be bought from a gunsmith or other merchant.

BP revolvers can fire multiple shots, but cannot carry as potent an effect as rifles due to the smaller chambers holding less imbued powder. Rifles have a more potent effect, better accuracy and longer range, but few if any can hold more than one shot. BP revolvers are painfully difficult to reload in combat, due to the nature of cap and ball weapons. Rifles are easier, but still take longer than a cartridge weapon.

Powder effects can be anything from starting a fire on impact, a flare shot, or anything else you can think of. If a dedicated magic user can use it as a spell, this person can probably condense it into a propellant. Remember, one can "stagger" their loads, meaning that one chamber could have X effect loaded, another chamber could have Y effect, etc. etc. You can freely spin the chambers by cocking the gun, pulling the trigger WHILE HOLDING BACK THE HAMMER TO PREVENT IT FROM FIRING.
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Anonymous 05/14/14(Wed)02:29 UTC+1 No.32111287 Report

>>32111148
>The skill would be restricted to black powder weapons, which are inferior to cartridge firearms
I think you mean Percussion cap, black powder was used in cartridges up until smokeless powered started replacing it in the late 1890s.

For a magic gunman, we've talked about Runesages carving runes on their guns or the casings of rounds to enhance magic effects. I like your alchemist idea for creating pre made enchanted rounds.
>>
Anonymous 05/14/14(Wed)02:59 UTC+1 No.32111765 Report

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Anonymous 05/14/14(Wed)03:26 UTC+1 No.32112154 Report

>>32111148
Just FYI, for most single action revolvers, there is a half cock setting that exists so that the cylinder can be rotated for loading purposes. No need for manually holding the hammer back and pulling the trigger. Interesting idea though
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Anonymous 05/14/14(Wed)03:44 UTC+1 No.32112439 Report

>>32112154
Isn't it double action guns that rotate the cylinder though trigger pulls?
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Anonymous 05/14/14(Wed)04:06 UTC+1 No.32112812 Report

>>32109763
>It cant be ragnarok,
Sure it can.
>because that would leave us with no more gods,
No more Aesir, you mean.
>or any world to begin with.
No more old world, you mean.

>Do you like it?
Not at fucking all. It's boring and trite, and not epic at all. "Ragnarok happened" is way more awesome.
>>
Anonymous 05/14/14(Wed)04:10 UTC+1 No.32112906 Report

>>32112812
>No more Aesir, you mean.
If they aren't the gods the norse faith doesn't have any
>No more old world, you mean.
Ragnarok in its many depictions is always pretty much total destruction. Every realm and every living being.
>>
Anonymous 05/14/14(Wed)04:14 UTC+1 No.32112961 Report

>>32112906
>If they aren't the gods the norse faith doesn't have any
Well there's the Vanir. I mean, they'd be dead too. But it's not like the Norse faith believes there's only one set of gods in the universe.

>pretty much total destruction
From the perspective of people who live in the old world and hadn't heard of the new world, there's no functional distinction.
>>
Anonymous 05/14/14(Wed)04:22 UTC+1 No.32113088 Report

>>32112961
Issue is it wasn't just limited to one continent, it was destruction across every realm of existence
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Anonymous 05/14/14(Wed)04:26 UTC+1 No.32113168 Report

>>32113088
You do realize that every realm of existence, in the Norse faith, is suspended in the branches of a tree on their continent?
>>
Anonymous 05/14/14(Wed)04:27 UTC+1 No.32113184 Report

>>32113088
Yeah, but there's no real reason we can't have Ragnarok in our setting just be the destruction of every realm of existence that the people who foretold it knew about.
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Anonymous 05/14/14(Wed)04:28 UTC+1 No.32113206 Report

>>32113168
Not quite, most are in the roots
>>32113184
Which is exactly why being Norse inspired is the best solution.
>>
Anonymous 05/14/14(Wed)04:29 UTC+1 No.32113228 Report

>>32113206
Forgot picture
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Anonymous 05/14/14(Wed)05:07 UTC+1 No.32113852 Report

>>32109763
>Players are gonna ask questions about the old homeland
Are they really? It was several hundred years before the "modern" day and was totally destroyed, what else needs to be said?
>>
Anonymous 05/14/14(Wed)06:05 UTC+1 No.32114863 Report

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Anonymous 05/14/14(Wed)06:12 UTC+1 No.32114981 Report

>>32112812
so is north and south America the only land mass?
i am assuming that the old world refers to Europe forgive me if i am wrong but are Africa,Asia,Australia,Antarctica still around ?
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Anonymous 05/14/14(Wed)06:13 UTC+1 No.32114997 Report

>>32114981
>are Africa,Asia,Australia,Antarctica still around ?
I don't think we have any real reason to include them, do we?
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Anonymous 05/14/14(Wed)06:18 UTC+1 No.32115115 Report

>>32114981
The only landmass we are coving is Not-North America, Nyrheim. Not-South America exists, but is past the core of the Mixtlán Empire, where no Nords have really ever been. If there are other landmasses still out there, we aren't considering them right now
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Anonymous 05/14/14(Wed)06:39 UTC+1 No.32115436 Report

How do we slay the Lindwurm outside the town?
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Anonymous 05/14/14(Wed)06:40 UTC+1 No.32115448 Report

>>32115436
Call a Lindburd to come eat it.
>>
Indonesian Gentleman 05/14/14(Wed)06:44 UTC+1 No.32115499 Report

>>32115448
Heh, cue someone named Sigmar Lindburd to come swooping in with his mechanical flying doohickey. The first in the world ever seen!
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Anonymous 05/14/14(Wed)06:44 UTC+1 No.32115507 Report

>>32115436
Lots of big bullets
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Anonymous 05/14/14(Wed)06:55 UTC+1 No.32115639 Report

>>32115448
Okay so Lindworms like livestock, and they like pretty girls. So why don't we just take one of our cows, put it in a dress, and set her outside the Lindworm's cave?

Then when it comes out to inspect the irresistible prize, we ambush it
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Anonymous 05/14/14(Wed)06:56 UTC+1 No.32115659 Report

>>32115639
Sounds like a plan to me. Whose cow are we gonna use?
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Anonymous 05/14/14(Wed)06:56 UTC+1 No.32115660 Report

>>32111148
Not a bad idea, but it doesn't fit the setting. Alchemy and Norse myth have nothing to do with each others.
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Anonymous 05/14/14(Wed)07:01 UTC+1 No.32115706 Report

>>32115659
I volunteer one of Sigmar's, now where are we going to get the dress?
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Anonymous 05/14/14(Wed)07:02 UTC+1 No.32115740 Report

>>32115659
Hey hey hey, partner, let's not be reckless here. A cow's worth good money. Now we could all pool our quarters and buy Bert's old goat. It's half-dead anyway
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Anonymous 05/14/14(Wed)07:09 UTC+1 No.32115830 Report

>>32115740
A goat? They are all skin and bone, a Lindworm wouldn't leave his cave for that
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Anonymous 05/14/14(Wed)07:56 UTC+1 No.32116419 Report

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Anonymous 05/14/14(Wed)08:24 UTC+1 No.32116722 Report

/tg/ going back to its roots and getting shit done?

Fuck to the yes.
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Anonymous 05/14/14(Wed)08:29 UTC+1 No.32116773 Report

>>32116722
There's been a lot of stuff happening like the old days lately.

If things get really traditional, the board will fill up with summerfags in the coming months, and then as the summerfags mostly leave and the board gets good again, a nazi mod will come, because that's how moderation's response time is, and all the fun things will be banned.
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Anonymous 05/14/14(Wed)08:29 UTC+1 No.32116789 Report

>>32116773
Nothing ever changes
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Anonymous 05/14/14(Wed)09:11 UTC+1 No.32117219 Report

>>32116773
>Still thinking summerfaggotry is a thing
The rotating series of nazi mods and quest threads were what killed /tg/ homebrew
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Anonymous 05/14/14(Wed)09:12 UTC+1 No.32117237 Report

>>32117219
Clearly you weren't there the summer before the nazimod came.
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Anonymous 05/14/14(Wed)09:13 UTC+1 No.32117255 Report

>>32117219
Summerfaggotry was a thing in those days. It doesn't really seem to be any more, god knows why.

And we had plenty of homebrew contemporaneously with quests before, back in the days when they were illustrated as a matter of course.
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Anonymous 05/14/14(Wed)09:20 UTC+1 No.32117350 Report

>>32117237
I've been here since 2007, I've never seen an across-the-board drop in posting quality coinside with summer. Also it wasn't just one nazi mod, it was a series of awful mods

>>32117255
In the early days of quest threads sure, but as they got bigger home brew projects fell to the wayside. Writefags started to realize they would get more attention running quests than from trying to do a homebrew
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Anonymous 05/14/14(Wed)09:22 UTC+1 No.32117374 Report

>>32117350
>it wasn't just one nazi mod
When people say THE nazi mod, they mean the one that came in fall of 2010. Moderation on /tg/ has always been bad, but that's the guy people talk about most.
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Anonymous 05/14/14(Wed)09:28 UTC+1 No.32117454 Report

>>32117374
Still, if it had been just the one bad mod the damage to the board wouldn't have been so bad. But we had an awful mod who banned everything fun before him, and another one after
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Anonymous 05/14/14(Wed)09:30 UTC+1 No.32117475 Report

>>32117454
>we had an awful mod who banned everything fun before him,
That one was a good couple years earlier.

But regardless, I'm glad that /tg/ is getting good again. I hope moot doesn't notice and assign us another mod.
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Anonymous 05/14/14(Wed)09:33 UTC+1 No.32117522 Report

>>32117475
He's too busy being buttblasted over Australians right now
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Anonymous 05/14/14(Wed)09:39 UTC+1 No.32117614 Report

>>32117475
>I hope moot doesn't notice and assign us another mod.
what are you talking about, /tg/ is clearly the board that needs moot's attention the most. It's not like /sp/, /tv/, and /fit/ are dedicated to off-topic shit and the same shitposting threads everyday. No, /tg/ needs moderation because occasionally someone will post a lewd elf
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Anonymous 05/14/14(Wed)14:31 UTC+1 No.32120164 Report

The last thread had abilities for miners.

Made me think we need dynamite and improvised explosives like molotov cocktails and the like in the weapons pdf and skills for thrown weapons or explosives.

And of course Abilities that go hand in hand with that. Like making your character an expert in demolitions or just a pyromaniac.
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Anonymous 05/14/14(Wed)15:39 UTC+1 No.32120855 Report

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Anonymous 05/14/14(Wed)17:58 UTC+1 No.32122344 Report

>>32106649
what's wrong with the magic?
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Anonymous 05/14/14(Wed)18:00 UTC+1 No.32122368 Report

To do
>finish character creation
>with completed characters we test rules
>combat melee/shooting testing
>social interactions
If the core mechanics stand we can start working on those and only then we should start throwing in all kinds of special cases like abilites.
Otherwise it's impossible to test something with useful results.


We need a proper development roadmap and some milestones along the way.
I bet you'd get more participation then too in here.
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Anonymous 05/14/14(Wed)18:27 UTC+1 No.32122664 Report

>>32122368

I vote for us to use this:

>http://i.4cdn.org/tg/1400082305526.pdf

as system, and modify the damage for gunplay. Is 4 pages long and covers feasibly high lethal combat, characters different jobs and spell lists.

Anyhow, the system should be the last of our business. The fluff is what drove us here; i find it more important to know what did happen to the old world.

Yesterday i had an idea. What if a Not-Edison has started building lightbulbs in the east? small glass balls with the runes of Thor and Sowilo carved, so they produce light when connected with cables to a spinning wheel. Also, would be setting-safe if they have a runic photo-camera (pic related)

If we have a west, we should set whats the peak of human technology on the most developed cities, aint it?
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Anonymous 05/14/14(Wed)18:30 UTC+1 No.32122690 Report

>>32122368
I think the characters have too much Health. The smallest gun's maximum damage should be an One-Hit Kill for the average humanoid.

Also, I think we should first decide the core mechanics, then the character creations rules. We need to know how to do an action before knowing how to create a character able to do said action.
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Anonymous 05/14/14(Wed)18:31 UTC+1 No.32122701 Report

>>32122664
>Anyhow, the system should be the last of our business. The fluff is what drove us here; i find it more important to know what did happen to the old world.
This is the mistake every failed /tg/ project makes
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Anonymous 05/14/14(Wed)18:33 UTC+1 No.32122718 Report

>>32122664
We already talked about that last thread. Electrical lamps exist, but are only mainstream in Fyrstfundr. Telegraph is already on the west.

About the old world: Ragnarök happened.
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Anonymous 05/14/14(Wed)18:38 UTC+1 No.32122779 Report

>>32106649
Ideas for creatures/monsters?

>From the artist's description: A creature from Appalachian folklore, interpreted from a description that is basically limited to "creepy, bestial, and white." It doesn't really have a name, either--it's only ever referred to as "The Thing in White." Or, apparently, "Sheepsquatch."
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Anonymous 05/14/14(Wed)18:40 UTC+1 No.32122812 Report

>>32122664
No need for magical tech, the Nords advanced to a normal late 19th century level of development
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Anonymous 05/14/14(Wed)18:47 UTC+1 No.32122875 Report

>>32122368
>>32122664
>>32122690
Well the system I've been proposing uses the d20 core mechanic, though not the rest of the d20 system. I just felt it meshed best with the bullet dice mechanic.

Of course if people would rather have something else, I'm up for changing it.

>>32122690
>I think the characters have too much Health. The smallest gun's maximum damage should be an One-Hit Kill for the average humanoid.
Not really, some of the smaller rounds are really pathetic. However if I make the changes I proposed earlier Starting HP to 5, bumping up damage die sizes by one, you would be able to one hit kill with that majority of the calibers. Massive Damage from critical hits would cover vital shots with the smaller rounds.
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Anonymous 05/14/14(Wed)19:00 UTC+1 No.32122996 Report

>>32122875
>some of the smaller rounds are really pathetic

You mean, like the Philadelphia Deringer?
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Anonymous 05/14/14(Wed)19:06 UTC+1 No.32123074 Report

>>32122996
Exactly, martial artists punch harder than that round does
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Anonymous 05/14/14(Wed)19:23 UTC+1 No.32123266 Report

>>32123074
I know at least two persons that disagree with you
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Anonymous 05/14/14(Wed)19:32 UTC+1 No.32123388 Report

>>32123266
You do realize Lincoln lived for nearly 12 hours after taking that shot to the head right? A strong punch to the back of the head would have been just as lethal as that peashooter.
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Anonymous 05/14/14(Wed)19:34 UTC+1 No.32123415 Report

>>32123388
Point taken.
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Anonymous 05/14/14(Wed)19:40 UTC+1 No.32123503 Report

>>32123266
>>32123388
He might have actually lived too had the doctor on the scene not tried to remove the bullet so aggressively. It didn't peirce his skull
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Anonymous 05/14/14(Wed)19:52 UTC+1 No.32123670 Report

>>32123503
>"God damnit! I swear I will remove this bullet even if its the last thing I do!"
>"What are you doing to the President, you lunatic?!?"
>"The... President?..."
>"..."
>"Oh fuck"e
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Anonymous 05/14/14(Wed)20:24 UTC+1 No.32124179 Report

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Anonymous 05/14/14(Wed)20:58 UTC+1 No.32124730 Report

>>32123388
Lincoln could easily be considered a PC or plot important NPC though.

Nevertheless I'd say needing to crit sounds about right for a small gun
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Anonymous 05/14/14(Wed)21:22 UTC+1 No.32125169 Report

>>32124730
That is true, we should consider some kind of ranking of characters and how susceptible to massive damage they would be

The average commoner, small time outlaws - Instant Death
Player Characters and Important NPCs - Severe harm, but not instant death
Tough critters - Can only be hurt by massive damage
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Anonymous 05/14/14(Wed)21:25 UTC+1 No.32125239 Report

>>32125169
so...
>mook
>important character
>oh god why
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Anonymous 05/14/14(Wed)21:33 UTC+1 No.32125372 Report

>>32122718

then, how was ragnarok? are the gods dead? how many? which religion do the norse follow now? Why the sun is still on the sky after the fenris wolf ate it? How did ragnarok physically sunk the land?

>>32122701 I know, thats why i want to re-rail the thread to the fluff before it fell apart like all those
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Anonymous 05/14/14(Wed)21:37 UTC+1 No.32125460 Report

>>32125372
You've got it backwards, most /tg/ projects failed because all of the effort is put into fluff and lore, and hardly any into crunch.
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Anonymous 05/14/14(Wed)21:40 UTC+1 No.32125526 Report

>>32125169
I was being facetious, but it's a point.

I'd suggest mainly GM decision (especially for NPCs) but for PCs a Massive Damage table might be in order.

A d8 example, of the top of my head
>1 - Mortal wound: will die within X rounds unless PC can be healed
>2-4 Loss of Limb: exactly what it says on the tin, lose use of one limb. Limited use prosthetics available.
>5-6 Permanent injury: a big chunk has been knocked out of the body, reduce/cap physical abilities. Given enough time the cap can be raised, as PC learns to live with it.
>7 My Eye!: reduce/cap aiming and spotting abilities. As above, over time. Bonus to intimidate/impress
>Badass Scar: No permanent damage, social bonuses
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Anonymous 05/14/14(Wed)21:50 UTC+1 No.32125735 Report

>>32125526
This is a good idea, though I would probably go for a d10

>1: Mortal Wound
>2: Loss of Limb
>3 - 4: Permanent injury
>5 - 6: Badass Scar
>7 - 8: Temporary injury
Like permanent injury, but effect can be negated by a doctor or character with medical skills.
>9 - 10: x2 Damage
Damage is rolled as normal, but doubled
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Anonymous 05/14/14(Wed)22:11 UTC+1 No.32126096 Report

>>32125735
Sounds good.

For each ammo size (as discussed above) I guess there should be a profile with something like:

Name: .45
Cost: ~10¢
Range: 50yds
Damage: d8+2
Massive Damage on: 18+
(stats out my ass/modified from above)
You might only need 11 to hit, with all your skills, but to cause MD you need a natural 18. Some big bullets will have that stat as All.
Cost will vary with location, but is a common price
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Anonymous 05/14/14(Wed)22:12 UTC+1 No.32126110 Report

>>32126096
Oh, crit range on the bullets, I like that
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Anonymous 05/14/14(Wed)23:00 UTC+1 No.32126892 Report

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Anonymous 05/14/14(Wed)23:34 UTC+1 No.32127579 Report

>>32122779
reminds me of a creepy pasta of a weird centaur-like creature that stalked people (sneaked around the house at night and hid in the woods by day) and dug up shallow graves to indulge himself in some more or less fresh meat
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Anonymous 05/14/14(Wed)23:37 UTC+1 No.32127627 Report

>>32125460
>most /tg/ projects failed because all of the effort is put into fluff and lore, and hardly any into crunch.
This. We have had lots of ideas, but nothing playable so far.
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Anonymous 05/14/14(Wed)23:39 UTC+1 No.32127661 Report

>>32127627
Well there might have enough to run a gunfight with premade characters, but aside from that not much playable
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Anonymous 05/15/14(Thu)00:43 UTC+1 No.32128820 Report

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Anonymous 05/15/14(Thu)00:48 UTC+1 No.32128928 Report

>>32127661
I'm not familiar with th d20 system Yeah, I know... but could this solve some of the problems with the rules?
http://www.12tomidnight.com/d20modernsrd/CombatBasics.php

>>32128820
Hey OP do you have an updated version with the abilities that have been posted in the last thread and the other stuff mentioned here about the character creation?
I figure having a look at the modernised d20 rules handle on equipment might be worth a look too since we have nothing in that regard yet right?
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Anonymous 05/15/14(Thu)00:56 UTC+1 No.32129113 Report

>>32128928
The d20 core mechanic is really simple, roll 1d20 and apply modifiers. So for the purposes of shooting a gun you would roll:
1d20+Agility Bonus+Firearm Skill Rank+/-Other Modifiers

If the result is greater than the TC of what you are shooting at, you hit and roll one bullet die for every shot you took. If you got a critical hit, you would deal massive damage.

As for updating character creation, I've been focusing on the equipment list at the moment since as you say that is the biggest gap at the moment. Once I get that worked up more I'll update the character creation rules with better descriptions, new abilities, and any changes we decide on.
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Anonymous 05/15/14(Thu)01:03 UTC+1 No.32129254 Report

>>32129113
>As for updating character creation, I've been focusing on the equipment list at the moment since as you say that is the biggest gap at the moment. Once I get that worked up more I'll update the character creation rules with better descriptions, new abilities, and any changes we decide on.

Cool.
I'd write some descriptions or something for you, but I'm not a native speaker and I don't feel my written English is well enough to do it justice (my conversational English is fine, but for literary purposes different standards apply).

Maybe I'll look into researching some creatures though.
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Anonymous 05/15/14(Thu)01:05 UTC+1 No.32129302 Report

>>32129254
Thanks for the offer
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Anonymous 05/15/14(Thu)02:04 UTC+1 No.32130502 Report

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Anonymous 05/15/14(Thu)03:05 UTC+1 No.32131622 Report

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Anonymous 05/15/14(Thu)04:48 UTC+1 No.32133273 Report

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Anonymous 05/15/14(Thu)05:42 UTC+1 No.32134123 Report

The catalog of random crap is coming together, I think, any other suggestions?
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Anonymous 05/15/14(Thu)05:46 UTC+1 No.32134185 Report

>>32134123
coffee pot and tin cups
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Anonymous 05/15/14(Thu)05:48 UTC+1 No.32134212 Report

>>32134185
Thanks
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Anonymous 05/15/14(Thu)05:58 UTC+1 No.32134359 Report

>>32134212
and a triangular piece of cloth.

Often worn around the neck or as mask in the movies, but is also very useful for first aid, carrying things or people and lots of other stuff.
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Anonymous 05/15/14(Thu)06:03 UTC+1 No.32134421 Report

>>32134123
A spyglass or magnifying lenses
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Anonymous 05/15/14(Thu)06:04 UTC+1 No.32134430 Report

>>32134123
Very nice.
I take it some bullets will have extra range/ +damage values?

A hat wouldn't be amiss (and there are two tents)
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Anonymous 05/15/14(Thu)06:09 UTC+1 No.32134474 Report

>>32134430
Extra range yes, but I'm not sure about extra damage anymore. For example the way I had it previously the .357 would be 1d8+2, which is much more desirable than the 1d10 .475

>A hat wouldn't be amiss (and there are two tents)
Woops, one of those should be "Tent, Large
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Anonymous 05/15/14(Thu)06:17 UTC+1 No.32134588 Report

>>32134123
playing cards, dice and a cup or for the viking flavor a set of hnefatafl
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Anonymous 05/15/14(Thu)06:49 UTC+1 No.32134917 Report

>>32134123
>Shotgun Thong
What
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Anonymous 05/15/14(Thu)07:31 UTC+1 No.32135321 Report

>>32134917
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Anonymous 05/15/14(Thu)08:13 UTC+1 No.32135643 Report

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Anonymous 05/15/14(Thu)09:56 UTC+1 No.32136451 Report

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Anonymous 05/15/14(Thu)15:29 UTC+1 No.32138986 Report

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Anonymous 05/15/14(Thu)16:49 UTC+1 No.32139821 Report

>>32134123

wouldnt be cool to make one of this?
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Anonymous 05/15/14(Thu)16:58 UTC+1 No.32139941 Report

>>32139821
>The flu
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Anonymous 05/15/14(Thu)18:26 UTC+1 No.32141066 Report

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Anonymous 05/15/14(Thu)19:38 UTC+1 No.32142099 Report

Some ideas for simple ranged weapons and melee weapons. I'm not terribly familiar with viking or native american weapons, and we don't have decent melee rules right now anyway so I won't dwell on this.

If anyone has any suggestions though, feel free to bring them up.
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Anonymous 05/15/14(Thu)20:38 UTC+1 No.32143075 Report

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Anonymous 05/15/14(Thu)21:14 UTC+1 No.32143709 Report

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Anonymous 05/15/14(Thu)22:17 UTC+1 No.32144892 Report

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Anonymous 05/15/14(Thu)23:05 UTC+1 No.32145907 Report

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Anonymous 05/16/14(Fri)00:07 UTC+1 No.32146913 Report

Anybody there?
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Anonymous 05/16/14(Fri)01:37 UTC+1 No.32148262 Report

I'm thinking we should try and run some kind of combat encounter, to test out the gunplay. However many fa/tg/uys who want to get involved playing as commoner level characters with base stats in everything, vs a group of banditos holed up in a fort or something.
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Anonymous 05/16/14(Fri)03:04 UTC+1 No.32149914 Report

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Anonymous 05/16/14(Fri)04:36 UTC+1 No.32151532 Report

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Anonymous 05/16/14(Fri)06:48 UTC+1 No.32153445 Report

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