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christiansorrell · 3 days
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Tacticians of Ahm - Monthly Update #2!
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Full spread art by @helenacore depicting Early Graduation's opening field exercises!
Greetings Tacticians!
Tactician of Ahm's Monthly Update #2 is finally here! With it comes the early access version of the setting book, The Ahmian Almanac, which features its first sample region of Ahm, showcasing the style and structure of setting book I am hoping to create with the Almanac. The book will feature lore and locations, of course, but it will also feature more in-depth maps, new NPCs, unique equipment, a complete new Class, and more! I want to create a book that it as much a sourcebook chock full of new things for GMs to bring to the table as it is information about the world of Ahm and inspiration for adventures.
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Thanks you so much for the continued support of and engagement with the game! I used more of the raised funds to commission more art from Helena Santana including a new, full-spread art piece for Early Graduation (at the top of the post) and a piece of Dekkin Von Lopesbane character art (also for Early Graduation). Plus, I've worked with Jean Verne on a second preview spread (see above) of our planned look and feel for the game's final layout, this time utilizing some of Helena's awesome art from Monthly Update #1!
Because of my delay of this update (it was originally slated for last month) and the update overall being smaller than I originally was hoping, I am delaying this month's price hike on the game so if you enjoy Tacticians of Ahm now is still a great time to get on board! Tell your friends to do the same! Next update, the price will rise by $5 USD and that will continue apace (barring unforeseen delays like the one I suffered this last month, of course).
Lastly, I recently ran the opening two hours of Early Graduation over on The Weekly Scroll. Check it out if you'd like to see the game in action and see how I run it as the GM!
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PATCH NOTES - v0.8.3
Tactician’s Textbook
Clarified Conditions to apply until the end of target’s next Turn (as opposed to confusing wording regarding Rounds).
Renamed “Shield” Condition to “Ward” to avoid having the same name as a shield, the piece of equipment and updated relevant uses throughout the text.
Ward condition now explicitly blocks all damage AND any/all Conditions while in effect.
Updated Mage Ability - Barrier to include “May be cast on self (1 target maximum per use)”
Added clarifying text to Shields in Equipment section: “(does not block Conditions)”
Added clarifying text regarding applying multiple Conditions to a single target: “A target may suffer one or more different Conditions at the same time. If a target currently has a Condition, they may not be affected by that same Condition again (nor does it add turns of effect to the current Condition) until the current instance has ended.”
Gamemaster’s Guidebook
Added Boar (EL1) to Bestiary
EARLY GRADUATION
Added a massive new piece of art from Helena Santana to the title page, depicting the Tacticians sparring with Imperial Army soldiers during the Field Day exercises!
Added Boar (EL1) to “BATTLE: Wolves in the Woods” and adjusted combatant numbers at various party sizes to more accurately reflect typical intended difficulty.
AHMIAN ALMANAC (NEW!)
Lake Traecine region added, includes the following:
5 Major Points of Interest: New locations for your Tacticians to travel to and explore!
20 Calls for Aid: Adventure hooks and strange happenings across the region!
1 Class: New classes, accessible only to Tacticians who prove their worth!
11 Abilities: New combat skills, taught to those favored by a certain faction!
2 Enemies: New combatants, unique to the specific region or faction!
2 Relics: New guarded/lost pieces of equipment, be they mundane, magical, or corrupt3d!
2 Factions: New groups, wielding political, cultural, or magical power!
1 Shop: A New specialty establishment carrying new and rare items!
4 Characters: New NPCs for your Tacticians to meet, interact with, and fight alongside!
More detailed (placeholder) map of the region with travel paths!
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darka-art · 2 days
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Boss battle.
I esitate so much with how I should darken the BG.
Hope it's still clear, and you can see a lil of the giant monster.
🛑
©Art is mine, do not trace/edit, clams as your own
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blumineck · 7 months
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"Why do so many action characters wear high heels?"
While you can do some badass tricks while rocking stiletto heels, they probably wouldn't be the first pair of shoes I'd throw on to go fight crime!
Find me on Patreon and YouTube!
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we-are-knight · 2 years
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illustratus · 2 months
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sakuga-shit · 10 months
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Mob
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DM Tip: Lining up the Pieces
A few years ago I saw a video that changed the way I design combat encounters, using chess pieces and 4th edition monster roles as a handy way of conceptualizing the enemy roster and making better combat.
I’ve wanted to refer back to it for ages now, but I can’t seem to find it.  As such, I’m going to reproduce it’s wisdom here for everyone’s benefit and hope I can find the source one day.  ( I feel like it was a Matt Coville video, but my searches have turned up nothing. Seriously, if you can find it I will be extra grateful).
TLDR:  You can break down enemy combatants into six (ish) roles represented by different kinds of chess pieces, and you can mix and match them when designing encounter to create fun tactical scenarios. You can also use this as an alternative to CR picking a “budget” of these enemy roles based on how many players are in the fight.  Check out the types below the cut: 
Infantry (pawn):   Generally weaker and mechanically simpler than any other type of combatant, the infantry uses teamwork or sheer numbers to overwhelm the party. This can be anything from rank and file soldiers to a necromancer’s skeletal minions to a pack of wolves, anything that takes up space on the battlefield and prevents the party from targeting who they want or generally getting their way in a fight. 5e combat is a numbers game, and the infantry is there to swing the numbers in the enemy’s favour (until the party cut through them to even the odds).  Infantry likes battlemaps with chokepoints they can hold and crossroads they can use to outflank opponents. When budgeting they’ll have a balance of 2 infantry per 1 player they’re matched against , but the weaker they are, the thinner you can spread them.
Brute (rook): High defence, high offence, the brute is an outright threat that the party should not want to take in a head to head fight. Giants, beasts, constructs, and heavy armoured warriors are your traditional brutes, but you could also go with a buffed to hell battlemage getting all up in the party’s face. Conversely, every brute has some kind of weakness that the party can exploit. They might be slow, or be unable to maneuver as easily, or like a werewolf, fiend, or troll, have particular weapons or damage types that overcome their natural resilience. Their job is to force confrontation, blunder into the middle of combat and force the party to act defensively rather than proactively. They soak up the party’s frontline’s attention while forcing the mid/backlines to scatter under the threat of too much raw damage.  The brute Likes open spaces where they can have a direct path to the party and dead ends they can corner their targets against. Budget: Around 1 per 3 players
Skirmisher (knight):  A very broad type of opponent, the skirmisher’s job is to bully  the party’s weapsots whenever they’re exposed. They can do this by being ranged fighters ( traditional archers, magic users) or by being highly mobile (stealthy, mounted, flying, teleporting). They’re the bane of the party’s backline, generally targeting whoever has the lowest armour/or least health, then using their evasiveness to deny any kind of retaliation when the group rallies to protect their squishy friends. Skirmishers have great offence but are generally pretty weak, made helpless when you can deny them their movement/terrain advantages.  Skirmishers like unfair fights, terrain that gives them a movement advantage, cover, or allows them the highground over their foes.  Budgeting: 1 per 1-2 players. 
Controller (bishop):  The controller’s job is to fuck with the party, Either by locking down some of their stronger options (counterspelling, mind control, status effects, grapples),  by manipulating the battlefield in some way that disrupts planning (aoe spells to prevent grouping together, summoning to reinforce numbers,  barriers and banishment to single targets out), Or by advancing the baddies’ goal while the party is otherwise occupied (the cult priest finishing the disastrous ritual, the master thief making off with the mcguffin) forcing them to split their attention. The controller likes to distinctly be away from combat, and will usually be on the otherside of some kind of hazardous/hard to bypass barrier, sometimes of their own making. Budgeting:  1 per 2-3  players: 
Support (king): Usually a healer, bodyguard, or some kind of buff-bot, the support wants to piggyback on other sorts of units or make them better at doing their jobs. Generally this means they’ll ignore whatever the party is doing to focus on staying with effective range of those who most benefit from their abilities. Supports will stay back in safety while throwing out buffs, bodyguards will put themselves between the party and their designated defendee. They tend to prefer whatever type of terrain most benefits their partners. 1- 2-3 players
Elite (queen): Something to be reckoned with, an Elite mixies the strength and abilities of two other kinds of combatants and uses both to devastating effect. Combine a brute and a support for an unstoppable frontline commander, or infantry and a skirmisher for an elite striketeam that attacks in perfect coordination before fading back into the shadows.  Mix and match for whatever combination you think would be most interesting for a situation, then supplement it with a different unit or two for contrast.  Elites make up your traditional “big bad and minions” bossfight, without escalating to the full party challenge of “solo” monsters. Budgeting: 1 per 3-4 players. 
Picking the right Pieces:
Generally what you're going to want to do when planning a combat is to first think of what the baddies are trying to acomplish with the fight then pick 2-3 different types of baddie that you think would work well in concert to achieve that goal. "Kill the party" is an all too common goal, but you could easily imagine others that provide for dynamic stakes:
A group of forest bandits intend to rob a caravan, so they unleash a captive warbeast as a distraction while their archers rain chaos from above (Infantry, brute, skirmisher)
A villain abducts an important npc into a carriage while their dutiful muscle run interference (controller, brutes)
A necromancer hurls curses from behind a barricade of gravestones while their undead minions pour from surrounding tombs ( Controller/infantry)
While the party is ambushed by an archer in a tower, a cloaked figure waits in the underbrush, waiting for them to thin out and begin picking them off one by one (paired skirmishers of different types)
After the fighter is tricked into single combat against the mounted arena champion, the rest of the party will have to search the crowd for the caster secretly channeling healing magic to their opponent. ( combined brute/skirmisher elite, support)
Once you've got your pieces picked out, you can start designing the battle arena taking the desires of each combatant into account while also throwing in any environmental flourishes you'd like to enjoy.
As an added benefit for DMs like me who don't have the inclination or budget to collect huge batches of minis, it's SUPER easy to pick up a second hand chess set or two and use them as stand ins. Your players will have an instinctive understanding of what each piece does which will help them understand the roles outlined above.
Artsource
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pantmonger · 2 months
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Are you a DM who sometimes feels like combat target priority is a bit arbitrary & inconsistent? I am. So I wrote some target preferences for critters based on their intelligence. Hopefully walking the line between believable & not onerous. V1.0 If you use it, let me know how it works for you. (My original not released attempt at this was 8 pages long and better suited for a video game… I must have been in a weird mindset at time)
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blogfanreborn777 · 6 months
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Approaching a Dragon by Jan Ditlev
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0gingercat5 · 1 month
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NINJA FIGHTING
Kai often is slow and groggy at the beginning of a fight. Taking more hits at the beginning. As the fight continues, his moves get more aggressive and bolder. He's harder to hit and throws harder hits.
Jay often won't throw the first punch. He is more dogging and distracting. When he does through for a hit, it's quick and often critical. Then he would back off for a bit before throwing another big blow.
Cole takes hits like a champ. Knowing knocking him down is almost impossible on sold-grown. He won't give his opponent time to breathe once he lands his first hit. He starts with strong blows and never wavers. He won't hit anywhere critical the first couple of times, but it will surely add up near the end.
Zane is tricky, smooth, and precise. He often mirrors who he is fighting. The only difference he moves more sharply and cleanly. And if he can't keep up, he'll switch to a more critical blow ending the fight faster.
Refrces are used found on google by searching ( Dynamic Fighting poses referces)
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blueiskewl · 2 months
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Avdiivka, Ukraine
Avdiivka after the Russian occupation.
The city was completely destroyed by the Russian army.
Putin calls this “help for the people of Donbass.” In fact, this is genocide of the people of Donbass.
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army-of-idiots · 5 months
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blumineck · 19 days
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This also goes for those “revolutionary bow designs” that are only ever shown piercing an empty drinks can from 3 feet away!
Have fun, enjoy this stuff, but be realistic about it! (Especially when the trick shooter in question is actively telling you something isn’t very effective!)
That said, warbow pole archery is clearly a historically useful technique! 😉
As always, please support these videos if you can!
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sgtgrunt0331-3 · 4 months
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U.S. Marines from Lima Company, 3rd Battalion, 6th Marines Regiment, engage in a shootout with Taliban fighters in Karez-e-Sayyidi on the outskirts of Marjah District, Helmand Province, Afghanistan on May 15, 2010.
(Photo by: Asmaa Waguih/Reuters)
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illustratus · 11 months
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Subduing an Opponent
The Thun-Hohenstein Album, long-known as the Thun'sche Skizzenbuch
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sakuga-shit · 10 months
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Gabimaru
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