Daily Punch 9-9-14 Numeria Scavenger trait for Pathfinder

How about trait for your Numeria campaign?

 

Numeria Scavenger (regional trait)

You grew up in the wastes and know how to find the safe fluids from the dangerous

Benefit: When you roll on the random Numeria fluids table, add 10% to your roll.  A roll of 01% still counts as a 01%.

 

 

Thoughts?

Daily Punch 9-8-14 Prehensile Tail feat for DnD Next

How about some love for the stranger base races for DnD?

 

Prehensile Tail

Prerequisite: Tefling, dragonborn, race born with a tail

Benefit:  Gain the following:

  • Gain a +1 to str, dex, or con to a maximum of 20
  • You gain an extra hand.  This can be used for any activity, but if you make an attack with the tail holding a weapon the attack, you do not get to add your statistic bonus to damage from the attack.

 

Thoughts?

Ring Side Report- Board Game Review of Guildhall  

Game-Guildhall
Producer-AEG
Price– $50 here http://www.amazon.com/Alderac-Entertainment-Group-AEG5601-Guildhall/dp/B00AQJ5Y92/ref=sr_1_2?ie=UTF8&qid=1410285314&sr=8-2&keywords=guildhall
Set-up/Play/Clean-up– 40 minutes
TL; DR-An awesome, quick card game. 88%

Basics– Rise up through commerce!  In Guildhall, you play someone who starts a guildhall in the middle ages vying for power through the economy.  You do this by creating the most powerful guild in town.  You start with a hand of six cards.  These cards each show a profession and a color.  Each turn you choose two actions: play a card, discard and draw up to six, or buy victory points.  When you play a card, you place it directly in front of you and get a benefit based on the number of other cards of that profession you already have in your guildhall.  The current card does not count for this. That is really important! As an example let’s look at the weaver.  If you have no weavers in your guild hall, when you play a weaver from your hand, you get to place one card in your guild hall.  If you have two weavers in your guildhall already, you get to place two cards directly in your guildhall, but you have to take one card back to hand.  If you have four weavers in your guildhall, you can place as many cards as you want from hand into your guildhall, but you must pick up two cards from your guildhall.  There are five colors to each profession.  You can only play cards that you do not all ready have.  As an example, you can’t play a red farmer if you have a red farmer, but playing a blue farmer is ok with a red farmer in your guildhall.  When you have five different color cards of one profession in your guildhall, that stack is turned over and can be used with the second action to buy points.  As another action, you can spend one or two stacks of cards by placing those cards in the discard area to buy a victory card.  Some of these cards are just a ton of points while other cards give some points and extra actions or free cards.  The last action that you can take is to discard as many cards as you want and draw up to six cards.  After your two actions, you move all your played cards into your guild hall, and the next player goes.  The game continues until someone scores 20 points and is the winner.

Mechanics-I love this game. The mechanics are tight and card combos come out really quickly.  Nothing is too broken since any card you have a chance to get could always show up in your opponents hand too.  It moves quickly, teaches easily, and is a great game even in a short timeframe. 5/5

Theme-This is not a theme heavy game.  The art is all nice and the characters look like their concepts, but beyond that it’s just playing cards.  Some of the actions the cards do is related to the role on the card, but it’s not as strong as I would hope for some cards.  The game is really fun, but the mechanics and theme are just too separated. 2.5/5

Instructions-AEG does an excellent job on these rules.  It’s even written in two languages-English and German.  The rules have text, but columns and boxes to break up the text making this a quick easy read.  It’s read quickly and teaches the rules really well. 5/5

Execution-This game is executed really well.  The box is way too big for the cards in it, but the box also comes with some really cool plastic dividers to help make the size less of a problem.  The cards are nice quality and don’t tear easily.  The coins are nice and chunky.  And the iconography teaches the rules in a way that requires no language, just concept pictures.  Well done! 5/5

Summary-I love this game.  It’s a quick game to get out either between longer games as a filler or as a few games over a night.  It’s less than an hour even for four players.  I wish the theme was a bit stronger, but that’s my only problem.  This is a game I keep in my car when I’m out and about.  You never know when you might want or have the opportunity to get a good game in, and this one is easy to teach, quick to master, and a blast to play. 88%

Daily Punch 9-5-14 Masterwork Weapons for DnD Next

I didn’t see this in the Player’s handbook for DnD Next/5e, so I think it needs to be said

 

Masterwork Weapons

This is an exceptional version of the standard weapons.  Often crafted by the master of the forge instead of by his journeymen.

This version costs 100 gp more the the standard weapon price.

While using a masterwork weapon, gain a +1 bonus to attack rolls, no bonus to damage.

 

 

Thoughts?

Book Bout-Book Review of The Magician’s Land  

Book-The Magician’s Land

Author– Lev Grossman

TL; DR-A fitting end to The Magicians Series. 97%

 

Basics– Quinton is unemployed, no longer a king, and now needs money quick.  He’s lost everything, and now is part of some scheme to steal a suitcase belonging to one of the Fillory children.  Oh, and Fillory is ending.  Can Quinton save the day?  Will he end up a wreck like usual?  Is this the end of our favorite world in the wall?

 

Characters-This book has the most character growth of any of the books in the series.  The strange thing is most of the growth happens off scene.  You get a few stories about how characters have changed, but they have grown into better people over time, realistically.  Quinton isn’t the alcoholic I remember him as, and his friends have all grown to be better people.  Even the bitch is a bitch as a better person!  All the characters are believable and enjoyable with great dialog and well rounded personalities.  5/5

 

Setting– This book runs between New York, Fillory, other places in-between and out-between.  All of them seem real.  It’s a wild ride as the characters all experience places we’ve never seen before as well as hitting all the highlights from the previous novels. 5/5

 

Story-Of all the books in this series, this is the happiest book of them all.  It doesn’t even end on a saccharin note; it ends on a realistic note.  The dialog is amazingly fun, and it even had me laugh out loud a few times as I was reading.  It’s a story of growth, of finding what you want, and fighting for it.  It’s a great story.  My only problem is the characters don’t really get enough time to be introduced.  You can’t just hop in with this book in the series.  4.5/5

 

Summary– I loved this book.  It’s a great ride as you check in with all your favorite characters.  People grow, learn, and become better.  Quinton now is the man you always wanted him to be, and he’s learned what he wants out of life.  I could not put this book down, and I was surprised by how fast the book went.  I loved every minute of this book, but now it’s time for things to end.   I liked this series, but I think it should be over.  Any more books in this series will really spoil this book’s ending. 97%

 

Audiobook Extra-The narrator of this book does an excellent job as always. Mark Bramhall does an excellent job.  His tone matches what I would expect from Quinton, and he has read for all three books.  At in the first book, his tone conveys the sense of just going along with the flow because Quinton isn’t a strong character.  Then, he conveys a sense of strength and resolution as Quinton has become stronger and wiser.  He even does excellent reads for the other characters really helping to bring them to life. 5/5

Daily Punch 9-4-14 Superior Shield of Fortification spell for Pathfinder

This is a spell I made up on the fly for the final of my Pathfinder Game.  I had a crit happy gunslinger, and I had to find a way to keep my big bad in the fight for more then five seconds.  This is the result

 

Shield of Fortification, Superior

School abjuration; Level cleric 7, inquisitor 6, paladin 6

DESCRIPTION

This spell functions as shield of fortification, except there is a 75% chance that the critical hit or sneak attack is negated and damage is instead be rolled normally, rather than 25%.

 

Thoughts?

Silver Screen Smackdown- Movie Review of Dark Dungeons

Movie– Dark Dungeons

TL;DR– Is and isn’t a parody 90%

Basics-Its the classic Chick Track brought to life.  Don’t know what I’m talking about?  Read it here: http://www.chick.com/reading/tracts/0046/0046_01.ASP

 

DISCLAIMER!!!-I am a Roman Catholic who avidly plays several RPGs as well as several board games.  I attend church nearly weekly and married a pagan woman.  I am a ball of religious contradictions.

 

Story– For as bad as the Chick Track is, this movie turns out well.  The movie is FULL of hidden little RPG gems and call backs to other RPG movies.  That makes it awesome.  The movie also plays the plot completely straight-NO CHEAP SHOTS ARE TAKEN AT THE RELIGION.  If you, like me, saw all kinds of boarder line creepy movies full of strange logic applied to why we shouldn’t read book x or do thing y, then this movie will completely remind you of your childhood religious education films a little too much.  The movie is equally as welcome at a RPG convention as it would be in an extremely religious church afterschool program.  It’s not perfect as a few things do detract from its completely walking the line between both its tasks and a few things are added that obviously pan to the modern gamer audience, but overall it’s a damn fine story. 4.5/5

 

Acting– This was done pretty well.  It’s full of all kinds of faces that are pretty famous in the RPG film community.  The same people who did an excellent job making The Gamers as well as a ton of different Youtube series all do a great job on this project.  Also, this movie adds a bunch of people I’ve never seen before who do excellent jobs in their parts.  But, it’s not perfect, but it’s acted well. 4.5/5

 

Cinematography– This movie was made for less than $30K, but it doesn’t show that often.  It uses the same sets several times, but it’s fresh enough to keep you engaged.  There is a strange scene in the steam tunnels that somewhat cheap, but overall the movie is well done and looks great. 4.5/5

 

Summary– This is Reefer Madness for the modern RPG audience.  I could honestly see this back to back at a convention with Mazes and Monsters as a double feature.  Dark Dungeons is only 40 minutes long, but that time fits the plot well.  The original comic is something you can read in less than five minutes, so this movie doesn’t over stay its welcome.  I does deviate from the plot a few times by adding Cthulhu in with just to panders to the crowd, but overall this is a short, well done movie that works on an amazing number of levels.  If taken straight, it’s a cautionary tale of how RPGs ruin lives and drive you away from God.  If taken as the comedy it is, it’s a look at how some crazy, fringe groups view a hobby they completely don’t understand. 90%

Daily Punch 9-3-14 Player Adjustment for Shadowrun:Crossfire and dual roles

I like Shadowrun:Crossfire.  I’ve reviewed it, but its still a kick in the teeth with its difficulty.  What makes it even harder is playing the game with less then four players.  Here are my suggestions to fix it.

 

1-Dual roles-A few people have given this advice, but here is the general suggestion.  When you get two role cards, you don’t take four basic cards for that color and one off the others, but you take two cards of one color, three cards of the second color, and one card of the other two.  Now the player who has two roles might be targeted by two obstacles, but will be equally ready to fight back.

 

2-Extra hit points-few players means more crossfire events, more obstacles targeting the same player, and less turns to deal with any major obstacles in front of a player.  I suggest giving all players one extra hit point per player missing.  This will power up the players a least enough to help the players get a foothold in the game.

 

Thoughts?

Ring Side Report- Board Game Review of Shadowrun: Crossfire

Game– Shadowrun: Crossfire

Producer- Catalyst Game Labs

Price– $60 here http://www.amazon.com/Catalyst-Game-Labs-CYT27700-Shadowrun/dp/B000B2VCDG/ref=sr_1_1?ie=UTF8&qid=1409799537&sr=8-1&keywords=shadowrun+crossfire

Set-up/Play/Clean-up– 20 min per player (2-4 players)

TL; DR– Randomness hurts the story. 84%

 

Basics-Welcome to the shadows, chummer.  Crossfire is a co-op deck building card game where players take the roll of different Shadowrun characters.  Each character chooses a race and a roll.  The race give you hit points, a starting hand size, and  starting money.  The rolls are twofold.  The rolls give you a starting deck of cards as well as determine what cards will attack your character.  The players then choose a scenario.  The scenarios give you a set up conditions, new rules, and a story.  Aside from the scenario specific changes to the basic game, the game goes as follows.  A number of obstacles are dealt out equal to the number of players.  Each obstacle has a color and that obstacle will attack a player with the same roll color.  Then, players take turns as follows.  First, the start player draws a crossfire card.  This card will give an effect for the round such as increased damage to players or players not being able to heal.  Some cards also have an effect if enough crossfire cards are in the discard pile.  Next, the player play cards with icons that match the current icons on any obstacle to damage it.  If the players play enough cards to completely damage an obstacle, then the players get money.  Otherwise, counters are used to indicate the next icons that have to be played on the obstacles to defeat them, so damage to an obstacle is tracked between players.  When the player is done playing cards on obsticles, any obstacle in front of him/her damages that player.  Finally, the player draws cards if he/she has less than three cards, buys cards from the center, and play passes to the next player.  This player takes an almost identical turn except does not draw a crossfire card.  Play continues until it’s the start players turn, a new crossfire card is drawn, and the game continues.  If all the players do not have an obstacle in front of them, then the crossfire pile is discarded.  The game keeps going until the players beat the scenario or a player dies.  If the players beat the scenario, they score karma (experience) based on the scenario.  If a player dies, then the players run away and only get one karma each.  Between scenarios, players can spend karma to upgrade their characters, but they almost always start with the same basic cards in their starter deck.

 

Theme-This game feels like a stripped down Shadowrun game.  It’s fun, but you don’t get the complete experience.  There is a bunch of Shadowrun things here ranging from quotes and story starts for the scenarios, but the games random nature makes the cohesiveness come apart a bit.  You don’t get the story you would expect from a standard night of playing Shadowrun, the Pathfinder adventure card game, or the Lord of the Rings card game.  Both of those card games have more targeted effects and story.  Make no mistake, this is Shadowrun.  But, it’s not as Shadowrun as I wanted. 4/5

 

Mechanics– Your enjoyment of the mechanics of this game will directly reflect how many people you play with.  If you play with four, this game is awesome.  Each player gets a roll; everybody gets a ton of turns to help, even if one player has all the obstacles in front of him/her.  The mechanics of building a deck, using icons to target icons to damage an obstacle, rolls, karma, and money will all work pretty well.  But if you play with three players, or god forbid two, this game is a ride on the pain train.  With fewer players, the current players take more rolls.  But, those same players DON’T take more cards for those rolls.  You take two roll cards, choose one, and then get the base cards for the roll you choose, not the one you didn’t.  This means you get fewer icons and can still be target by obstacles from that color.  That’s a problem as the random nature of the obstacle deck means the Orc Decker/face could get all face obstacles even though Orc only has Decker cards.  That player will die, and his/her partner won’t be able to do anything because the center market cards could only be black attacking cards.  The balance is off if you are missing players, so that is a very troubling problem for me as my wife and I typically only play co-op cards together. 4 /5

 

Instructions– The instructions are ok.  The rules start with a quick start guide, but the quick start isn’t quick, and to really understand the game, you have to read the full rules anyway.  Also, the rules hide some of the more fiddly bits of the game in text.  They rules do a decent job of explaining the game, but it could use a bit more polish and a one page external summary of what to do to get you playing in under five minutes. 4/5

 

Execution– I like what I see here, but the game makes a very BAD sin!  This box is full of cards, room to expand the decks, glossy character cards, stickers, and lots of nice, hard tokens.  The cards don’t bend or tare easily.  A major complaint a while back was that the stickers would ruin the game.  But, the glossy cards and the stickers work together to hold the stickers just enough to keep them on the character cards, but not hard enough to make it a pain to change stickers.  However, this game could really use a start player marker among the many other tokens.  Also, the book says to just use a dry erase marker to track karma on the characters.  But, no marker comes in the box.  I HATE when instructions do that.  If you tell me to use something to do X, by god, you better have put X in the box!  This game has a MSRP of $60, and I don’t get a nice way to track karma besides buy another thing?!  Why not give me stickers? What’s here is well done, but what’s missing is pretty obvious. 4.8/5

 

Summary– This is a fun game, but your fun will really very with the number of players you got.  Like any good Shadowrun RPG game, you need all the bases covered-one person on magic, another on computers, a talker, and a guy/gal with a gun.  Playing a game without those people will really make life that much more hard, and that’s reflected in this game.  It’s fun, but it’s punishing if you don’t have that full party.  Another problem is the story.  It’s there, but get used to randomness.  I’d like a bit more targeted problems for my team to deal with, so each game fits the story, not just random encounters.  This game is fun, its one I want to play more of, but it’s one that I know the sheer randomness of could really make me hate playing.  A bad draw, and a bad night can really spin out of control easy.  What this game really needs is more options and cards.  I really want some more cards for characters, half rolls, and more scenarios.  If Catalyst promised semi-regular releases of this game, I’ll keep buying!  Keep that in mind, shoot straight, never deal with a dragon, and you will have a great time. 84%

Daily Punch 9-2-14 Skilled Wire implant for Shadowrun 5e

Been thinking about data jacks and directly plugging in to a device.  Why not have a cord you can control?

 

Device

Skilled Wire (rating 1-6)

Essence

0.1

Availability

4

Cost

rating x 300 Y

Skilled Wire is a single cord that is implanted either directly into your arm or leg and is directly connected to either a RCC, deck, internal commlink, or a datajack.  It can extend up to one meter.  Skilled wires have a pilot rating equal to its rating, can only be given commands remotely, never be actively piloted, but you are always consider to be directly connected to it and anything it connects to.  It can not be hacked as it and any device are consider to be connected, never in wireless mode. As a simple action, you can command Skilled Wire to directly connect to a device with a data jack.  Skilled Wire will attempt to do so stealthily with a stealth dice pool equal to double its rating.

 

 

Thoughts?