Let’s port this idea to PF2 as well!
Home Cooked Meal Ritual 5
Cast 1 hour; Cost 10 gp; Secondary Casters 1
Primary Check Nature or Religion; Secondary Checks Diplomacy or Society
Range 100 feet
You spend an hour working to bring the flavors and feelings of home to your allies for a meal. At the meal’s end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the ritual is disrupted, but you still count as having eaten.
Critical Success The feast is feeds your soul. The magical food is affected by enhance victuals. Each guest also recovers 20 Hit Points and gains 10 temporary Hit Points for the next 12 hours. Guests also gain a +1 status bonus to saves against fear and poison effects for the next 12 hours.
Success As critical success, except guests recover only 10 Hit Points, gain only 5 temporary Hit Points, and don’t gain the status bonus to saves.
Failure Your food tastes bad and you feel sad your friends do not enjoy hour home cooking.
Critical Failure The strangeness of your homelands food poisons your friends and they become sickened 1 and can’t reduce the condition for 12 hours.
Heightened (+1) Increase the Hit Points recovered by 5 and the temporary Hit Points by 1 (or twice each amount on a critical success).
Product– Marvel Multiverse Role-Playing Games Playtest Rulebook
TL; DR-A solid evolution of GURPS 93%
Basics– AVENGERS ASSEMBLE! The Multiverse Role-Playing Game is the newest version of Marvel role-playing game. Let’s look at the game play, theme, and execution in our break down of the Marvel Multiverse role-playing game.
Basic mechanics/d616 system- Like most other RPGs, this system is roll dice, add number, see if successful. What sets this system apart is the basic mechanic of 2d6 and a separate d6. The separate d6 is your Marvel die where the six is a six, but a one is used as a six. Thus you have two normal dice and a die with two sixes increasing the likelihood of higher rolls.
Edge, trouble and Karma– Like most other modern RPGs, this system has reroll abilities. If your character has advantages like equipment or special powers, you can reroll dice, taking the higher roll. Trouble is the opposite of edge where the game master, called the narrator, can make you reroll dice and take the lower value. Karma is a resource you can spend when you choose to reroll a single die on any check.
Character Generation- Character generation is relatively easy. Your group chooses a rank between 0, basic human, to 25, god-like power, a concept, archetype, basically a class, spend ability points, pick backstory elements that function as traits, choose powers,and calculate final scores. This is a very class-based system, so you choose a class and that’s what you do. Right now you can’t blend classes, but this is a playtest. The archetype you choose determines how your different character attributes change as you level up and spend points to advance. Interestingly, each attribute also has a corresponding defense value similar to DnD 5e for saving throws.
Powers- Powers are the equivalent of feats in DnD. Your backstory, rank and concept affect what powers you have access too. Also interestingly, there are the equivalent of feat trees as you can become more powerful in a particular area.
Combat-Combat is similar to most other RPGs. You start with initiative and on your turn you can take different actions like easy actions, actions like talking quickly, standard actions, attacking or doing something complicated, movement, and off turn actions like reactions. Attacks are against specific defenses, and success means you do damage according to your archetype. Damage is reduced by specific damage resistances which give a specific value.
Ok, let’s see our thoughts on it.
Mechanics or Crunch– This system feels like an interesting evolution of the GURPS system mixed with modern ideas. The system works decently well, but the system makes a few strange steps to make the d616 system happen. The idea of a die having two sixes is interesting but it’s done because the basic universe for the Marvel comics is the 616 universe ( for reference we live in the universe 1218). That said, the basic ideas are things most RPG players will know and love and pick up quickly. 4.5/5
Theme or Fluff– There isn’t much to say except this is done well. You have the Marvel comics people doing the Marvel Comics RPG. They know their characters so what you see here feels like the Marvel comics. 5/5
Execution– I love everything I see here with one exception. The book has a great layout, solid writing, and good pictures. It has several premade characters and a whole adventure all for under 10 bucks! What I don’t like is I can’t just buy a PDF. I can buy digital via roll20, but I can’t just go to drive thru RPG and buy a PDF. This is good for the comic shops, but I want to read this via my tablet or phone via PDF. This is strange as I can buy via Kindle, so why not the usual places? 4.5/5
Summary– Marvel Multiverse Role-Playing Games is a good evolution of game design and production. The system is good despite the quaint use of the die that breaks down to two sixes on it. The story is solid as solid stories and theme is what Marvel does. The execution is great, but I am annoyed that I can’t buy this where I get most of my RPGs. Overall, this is a solid game that, if you or your fellow true believers want a comic book adventure oneshot, is well worth picking up. 93%
I’m at home and sometimes you just want a home cooked meal.
3rd Level enchantment
Casting Time: 1 minutes
Range: 30 feet
Target: up to three willing creature
Components: V S M (A meal)
Duration: 8 hours
Classes: Cleric, Druid
You take a small meal and through a small investment of divine will, the meal is turned in to a feast from your childhood. Up to three targets can consume this meal. the food is affected by the spell purify food and drink. In addition, you gain advantage on Constitution saving throws for the duration of the spell and 1d8 temporary hit points.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of targets increases by 1 for each slot level above 3rd.
Producer– Guildmaster Games
Price-$29 on kickstarter soon!
Set-up/Play/Clean-up– 10 minutes
TL; DR– Keep the fun running fast! 90%
Basics- Let’s get stacking! In Frog Logs each player stacks a bent frog card on top of a log and another frog. If your frog stays upright, then you score! If it falls or knocks others off, then you don’t score that round. First to six points or be out of frogs wins!
Mechanics– This is just pure dexterity based fun. It’s a fast game of stacking the frogs to get the most points. Simply a joy. 5/5
Theme-I like this game, but if you are looking for Gloomhaven levels of story, then you are out of luck. That said, it’s funny frogs jumping on each other and a log. For what it is, it’s solid. 4.5/5
Instructions– The print and play simple rules are fun and quick enough to get playing in shorter time than it takes to cut the cards. That said, the rules on the kickstarter do a better job of explaining exact car placement and finer rules points. But keep in mind, this is not a game where your friends argue over small details for hours in deep minutiae. Stack the frog and win the points. I think the rules in the box will do a much better job than the one page print and play files. 4.5/5
Execution– The game is put together well! The print and play is a fantastic version that get you playing in 10 minutes with print time. The physical version looks amazing and portable. That said, the price might be a bit high. The game is from Australia so prices and shipping will always be a bit higher. 4/5
Summary– Frog Logs was part of a quick design challenge, and honestly that doesn’t show. It feels like a solid, well designed dexterity game that doesn’t over stay its welcome. It will not be the weekend killer game that you play 72 hours straight in one epic game session, but if you are at the bar with the buds and you want to play a simple game, this is it. Or, if you and your friends finish a game before the other group of friends at the game night, this is an absolutely amazing filler game between the longer games to keep the fun rolling. The price is a bit high, but not out of the realm of other similar games. Honestly, if you have the extra cash, this would be a fine, quick game to add to your collection. 90%
How about our idea in Pathfinder?
Master Magic I Feat 12
Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic
Your good at what you do! Choose a 1st level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.
Master Magic II Feat 14
Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic
Prerequisites Master Magic I
The best get better! Choose a 2nd level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.
Master Magic II Feat 16
Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic
Prerequisites Master Magic II Your the best! Choose a 3rd level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.
Time to be awesome!
Prerequisite: bard, cleric, druid, paladin, ranger, sorcerer, or wizard, level 12
You’ve done this so much, you’ve mastered it. Choose a 1st level spell. You can cast this spell as a spell of your current highest spell level once per short rest.
Note: You can take this feat multiple times. If taken a second time at level 16, you can choose a 2nd level spell. If taken a third time at level 19, you can choose a 3rd level spell.
Ok, one last version of this one.
Classes Mystic 1-6
School abjuration (force)
Casting Time 1 standard action
Duration 10 minutes/level
The target in enveloped in a warm, protective glow gain damage resistance depending on the level of the spell cast.
1st: When you cast lesser protection as a 1st level spell, the target gains DR 2.
2nd: When you cast lesser protection as a 2nd level spell, the target gains DR 4.
3rd: When you cast lesser protection as a 3rd level spell, the target gains DR 6.
4th: When you cast lesser protection as a 4th level spell, the target gains DR 8.
5th: When you cast lesser protection as a 5th level spell, the target gains DR 10.
6th: When you cast lesser protection as a 6th level spell, the target gains DR 12.
Let’s see if this spell transfers into Pathfinder 2nd ed as well.
Lesser Protection Spell 1
Cast somatic, verbal
Range touch; Targets 1 willing creature
Duration 10 minutes
The target is enveloped in a warm protective glow. The target gains resistance 1 to all damage.
Heightened (+1) The resistances increase by 1.
Been playing a priest in Pillars of Eternity. Yep, finally got around to that kickstarter! My favorite spell us the level 1 spell to block damage. Can I do that in DnD?
Casting Time:1 action
Components:V, S, M (a shield)
Duration:Concentration, up to 1 minute
You touch up to three willing creatures. Until the spell ends, when the target takes nonmagical bludgeoning, piercing, and slashing damage, reduce the damage by 1d4.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.