Daily Punch 3-25-15 Loyal Servants Lifestyle Option for Shadowrun 5e

I’ve been catching up on some Shadowrun, and I thought of this as I went through Run Faster….

Loyal Servants

Be it your loving parents, a wife/husband, or the kindly butler who rescued you from the orphanage, you have someone(s) who serve you in maintaining your house, but won’t turn you over the the first goganger who offers them money.  The people who maintain your house are loyal to you and will never provide an opportunity to hurt you or any information about you.  This does not guarantee their safety.  Increase the security level and limits by 1, and reduce the available points of the lifestyle by 3.  The base lifestyle must be medium or higher to take this option.


Daily Punch 3-24-15 Speed of Thought positive Quality for Shadowrun 5e

You can get lighting reflexes and stay mundane and not cybered.  Let’s build on that!

Speed of Thought

Cost: 30 Karma

Prerequisite: Lightning Reflexes

You’re faster than fast.  You’ve either trained for it, or you were born with it.  Gain +1 to initiative rating and a bonus dice.  This stacks with lightning reflexes and nothing else.  Also, increase the bonus on defense tests by +1.


Ring Side Report- RPG Review of Calidar: In Strange Skies


Product– Calidar: In Strange Skies

System– Pathfinder

Producer– Calidar Publishing

Price– $10 here http://www.drivethrurpg.com/product/133973/Calidar-In-Stranger-Skies

TL; DR– How about some Spelljammer in Pathfinder? 90%

Basics– Set sail for the first star on the right!  Calidar is a setting for a universe focusing on flying sky ships that sail between planets with most of the focus on the world of Calidar.  While the book goes small enough to detail the kingdom of Meryath on Calidar, the book also has enough universe detail to give any game master enough ideas for how to run the universe.  Let’s break this book down into its parts.

Mechanics– This is not a crunch book, but it also doesn’t want to be.  Any book that starts with 45 pages of story to introduce the world via fiction wants you to get the world feeling first before even considering the mechanics of the system.  For the majority of the crunch here, the system uses Pathfinder for its base mechanics.  It does build where it needs to by adding some creatures that are specific to the world.  The book does have new sky ships as well as maps for the setting as well.  It’s done reasonably well, but there isn’t anything that really builds on Pathfinder’s mechanics to make it its own.  That’s not horrible as building on established mechanics system is ok, but I would have liked a bit more to make Pathfinder its own.  4/5

Color- Hand’s down, this is the best part of the book.  The book begins with a fun 45 page story and spends most of its pages building a world for the players to play it.  The fantasy isn’t completely original with elements like orcs are evil and many common tropes, but that doesn’t made it bad by any means.  If you want Pathfinder Spelljammer, this is the setting for you.  5/5


Execution– This book does something different and uses three columns for its text.  The text isn’t bad, but the three columns don’t really suit my reading and understanding style.  The art here is well done as this is the first RPG book I’ve ever read where the air currents are laid out!  That kind of attention to detail is impressive.  Honestly, a little more art to break up some text and changing to the use of two columns, and I’d be much happier with the execution of this book.  That and maybe a small adventure to help me as a game master get into the world a bit better.  4.25/5

Summary-If you want Spelljammer in Pathfinder, then this is the book for you.  You will get the feeling of the old school with his book.  This book has lots of details while still giving the writer room to build out into the different planets and still zoom into the micro scale of each city.  It’s a good book that really does build its own universe.  It’s got its faults as I would have liked to see some Calidar specific Pathfinder mechanics to really own the rules it runs on, and I would suggest a few changes to the layout to help me as a reader get into your text.  That said, if you can get past a few minor faults and you want some planet sailing fun, then the best place is to start with a contributing author to Spelljammer back in the TSR days and this book. 90%

Daily Punch 3-23-15 Quick Study Feat for DnD 5e

One last DnD 5e feat for a bit.  I like the downtime mechanic, but I’d like to build on it.  How about a feat to be quicker at applying it?

Quick Study

You are a very quick learner picking up skills that would take years to master in weeks.  You’re nimble fingers make any time you would take to fix gear and build things pass in the blink of an eye.  When you use downtime days to do any activity or training, the amount of days and money necessary to complete the task is cut in half.


Daily Punch 3-20-15 The Stone People feat for DnD 5e

Let’s keep the hits rolling with a new idea for Goliaths

The Stone People

You are the bedrock your people build upon.  You can not be stopped, only slowed.  Gain the following benefits:

  • Increase your constitution or strength by 1 to a maximum of 20.
  • Your stones endurance increases to 2d12.  At level 5 it becomes 3d12.  At level 10, it is 4d12. At level 15, it is 5d12, and at level 20, your stones endurance is 6d12.  You must still take a short or long rest to refresh this ability.


Ring Side Report- RPG Review of Elemental Evil Player’s Companion


Product– Elemental Evil Player’s Companion

System– Dungeons and Dragons

Producer– Wizards of the Coast

Price– $FREE!  here http://www.drivethrurpg.com/product/145542/Elemental-Evil-Players-Companion-5e

TL; DR– If this is what WotC’s future looks like, I’m on board! 93%

Basics– Horrors of the elemental apocalypse are upon us!  It’s time for new heroes to rise!  This book provides new player options including new races like the deep gnomes and the genasi.  This book also proves a surprising number of spells for almost all the classes except for clerics

Mechanics or Crunch–   Honestly, it’s good to get ANYTHING from the currently quite WotC.  The new races are all well done.  These races are not anything new for the system, but they are new to the current rules set. The spells all look great, and they add some new diversity to the ones from the core set.  It’s just good to get some more!  The one problem I do have is the exclusion of clerics from the rules.  What here is good, but he absence of some things are noticed. 4.75/5

Theme or Fluff- This does have some fluff to it.  Each race has a write up that adds some impressive diversity to the races in the Forgotten Realms.  Again, these write-ups are not anything new as the races are all old favorites from at least fourth edition, but it’s good to hear what these races have been up to since fourth edition DnD ended.  The spells all have some great elemental flavor.  What I did want that wasn’t here was some bonds to draw characters in as well as some background on the adventure.  My players all loved this new book, but the current season doesn’t have that much background to front load the adventure like the Paizo Player’s Companion books for their adventure paths.  I love what I’m reading, but I’d like a bit more to bring the playing in. 4.25/5


Execution– I’m really digging the new layout for the DnD books.  This book feels like an RPG, but it also feels fresh.  Sure it’s a short book, but getting this much content from another company would cost you $5 from Monte Cook games, and Paizo doesn’t even offer this much content in their free player adventure path companion books!  The font is good, the spacing is great, and the art is fantastic.  There is only one piece of art that I know has been reused, so that’s even more top marks for WotC, who has notoriously reused art in the past.  If you can keep this up, I’ll buy more player books when they happen! 5/5

Summary– This isn’t perfect, but it is amazing. And, it’s FREE!  I’m really surprised that this book is free.  It’s got an impressive amount in it for the first really player expansion out there.  I know that we, the player base, can’t expect to get free books forever, but if this is the treatment I’m going to get for all of the adventure seasons, I’ll be happy.  I would like more, but for the price and the content, I’m thrilled! 93%

Daily Punch 3-19-15 Genasi Focus feat for DnD 5e

The Deep Gnomes get a feat, but the other races don’t from the Elemental Evil Player Companion?!  Let’s fix this problem!

Genasi Focus

Prerequisite: Genasi

You are a paragon of your race.  A person truely chosen by the elements!  Gain the following benefits:

  • Increase to the same elemental specific statistic you normality gain a bonus from at character generation by one.  As an example a Air Ganasi would gain a +1 bonus to dexterity.
  • The elemental specific spells you gain at character generation now can be reused after a short rest instead of a long rest.


Daily Punch 3-18-15 Armored Flight feat for DnD 5e

With people flying around, someone is going to want to fly in some armor.  let’s make that happen!

Armored Flight

Prerequisite:  The ability to naturally fly with wings

You have worked hard to strengthen your wings to carry even the heaviest of loads.  Gain the following benefits:

  • Increase your strength or constitution by 1 to a maximum of 20.
  • You may now fly with any armor you are proficient with.


Daily Punch 3-17-15 Flight Mutation for DnD 5e

The Aarokacra can fly!  Devils and dragons have wings too.  Could a tiefling or a dragonborn get wings?  Maybe…with a feat

Flight Mutation

Prerequisite: Dragonborn or tiefling

Deep in your family history are flying beings, and you’re lucky enough to gain that too.  You gain wings that allow you a flying speed of 50 and to hover.  You have to spend an extra 25% of any armor or clothing’s cost to modify the armor or clothing to fit you.  This is not true for magic items as they resize for you.  You may not fly with heavy or medium armor.


Ring Side Report-Board Game Review of Kanban: Automotive Revolution


Product– Kanban: Automotive Revolution

Producer-Stronghold Games

Price– $60 here http://strongholdgames.com/store/board-games/kanban-automotive-revolution/

Set-up/Play/Clean-up– 60-90 minutes (2-4 players)



TL; DR– Almost too complex…Almost 90%

Basics-Who can build the best car?  In Kanban, each player takes the roll of a car designer in the Kanban Company.  Under the careful eye of your supervisor, players choose what departments they want to work in each day for three weeks or until there are three companywide goal assessment meetings.  I won’t go as in depth as the rule book, but here is a quick summary of the rules.  The departments players can work in each day include: administration, design, logistics, the assembly line, and testing and innovation.  Players can choose which department they want to work in and place a worker on one of two spots in that determent.  These spots determine how many shifts a player can take in that determent, usually two or three, an in which order they get to work with the first having fewer shifts, but being first.  Each shift in a department allows you to do a few different actions.  Here is a quick summary of the different actions:

Design: get car designs and car designs with upgraded parts

Logistics: pick up car part cubes for yourself or place part cubes on the main board for all

Assembly: spend car part cubes to build cars

Testing and Innovation: spend car designs to get cars OR spend car designs with upgrades and a car part cube to improve a car part

Administration: use one other area’s abilities

Players also have the option to train in each area.  By training players can unlock new abilities in each area as well as allowing more storage on their player board.  In addition, when it comes time to score points later, players order is determined by who is the most training in more areas.  The supervisor will move around the board, and if you take a shift in a location with the supervisor, the boss will evaluate your performance in that section.  Here is where the game adds an extra layer with two modes of play.  One mode the boss is nice and gives you extra points if you are being productive.  In the other, the boss punishes you if you fall short!  The boss also moves between sections to move the game forward.  When she moves back to administration, she advances the week marker.  When the game reaches the third week, the game is over.

Also, when players use car designs to put cars in their personal garage on their player sheet, this moves a pace car in testing and innovation depending on how far back the car they took was.  When the pace car in testing and innovation moves to a certain point on the testing track, you have a meeting at the end of the business day.  Meetings are the major way to score points.  As you do other actions in the different departments, you will earn chairs at the business meeting.  Some of the actions to earn chairs are building specific cars or training in a number of different departments.  At the meeting, players can place chairs on goal point cards to score those points.  Most cards will allow you to have multiple chairs, but the boss will want to hear less and less about the same topic, so scoring later on the same goal card will win you less points until no one can score on that goal at all.  Also, each player can play one card from a hand of goal cards as a pet project that they and anyone else can now score on.  The first set of public goal cards are random, but the second and possibly third set of cards all come from the players hands as you start with three, use one each meeting for a pet project and then play one as a new public goal before being dealt two more cards.  The most important thing to know here is if you don’t have seats, you can’t score points!  The game can also end when the third meeting happens.

The last thing the happens at the end of the game is players can use seats to score points on the game goal conditions.  These end game goals can be scored by as many players as are out there and, as an examples, are having five cars, being training in so many departments and so on.  Then, players get points for each car they have in their player board garages, and they score points for how upgraded each car they have, but only if they have they have the upgraded the car part in one of those cars he or she has.  Players also get points for being first, second, or third on each sections training track and for how many resources they still have at the end of the game. Person with the most points in the end is the winner and best designer in Kanban!

Mechanics– WOW there is a lot going on in this one!  But, honestly in a one page summary without the pieces to play with, it’s a bit harder to digest than when you sit down and play.  It’s still a lot to digest, but it’s not nearly as bad.  The hardest thing for me to wrap my head around was scoring.  How to get the chairs at the meeting is really important, but you can make up for blowing a meeting if you have the right cars and upgraded car parts at the end of the game.  It’s a ton of fun making sure you choose the right department and actions at the right time.  It’s not too hard, and it is a lot of fun.  But, it is a brain burner to understand initially. 4.75/5

Theme– Now, the theme of being an office worker in a car company might not sound like the most fun thing in the world (I’m from Michigan, I know this!).  But, it does feel like you’re part of a company competing to be the best.  Having to get seats at the meeting does feel like you maneuvering politically to get noticed by the boss at the right time.  Having to move between the department really did feel like you were doing different jobs each day to make sure that you got everything lined up to succeed.  Even the limits on the number of activities you could do feel like a really like job.  I can’t work 30 hours in a 24 hour day.  It all adds up to some positive stress that makes a good Eurogame fun!  It’s not perfect though.  While I know Ford gives some good discounts on cars to its employees, you don’t just get to take them home for free!  It’s a few minor things that break some of the illusion of the game.  It’s fun and feels like the real offices experience, in a good way, but some minor things do break the fourth wall a bit. 4.5/5

Instructions– The instructions to this game are good, but they are not perfect.  The game comes with a link to an instructional video, and that really helps.  Also, the designer is spending a ton of time answering anybodies questions on board game geek in a thread.  It’s a really great effort by Stronghold to present this game to the players and to make sure everybody knows how to play it.  That said, the rules by themselves are ok, but it’s got a lot going on!  Even the rules themselves say that you have to read everything!  That should go without saying, but if you skip a little bit of say the Splendor rulebook, you’re going to be ok.  Miss or skim a paragraph in this one?  You will be lost and play the game completely wrong.  But, if you just want to complete board game experience without any internet guidance, the rule book itself will teach you how to play, but you have to make sure you really read this one! 4/5

Execution– As I’ve been doing lately, I made an unboxing video for this game!  Here is a link to the video https://www.youtube.com/watch?v=6628QbxggOs  All I have to say to make my day with this one is: CAR MEEPLES!  I love what’s in this box.  It does come with some bags showing that Stronghold Games does love me!  It also comes with a ton of cardboard for seats, tokens, and car designs.  The car designs are nice chunky cardboard, which makes it hard to shuffle, but it also makes it easy to pick up and play with, so I’m happy. The art on the tokens and the main board is also great.  It’s got a lot going on, but it also doesn’t overwhelm you.  One problem I do have with this game is the same problem I have with many of Stronghold’s Eurogames.  The box is somewhat thin.  I’d like the box to be made of a bit more sterner stuff. Overall, this game has some top notch components that really stand out. 4.8/5

Summary– I really like this game.  It’s truly a puzzle.  Kanban has levels and layers that will make even the most determined and smart players have to really consider what they have to do next.  That also makes it a bit harder to explain, teach, and understand.  I love this game, but I had to work at it to get to that point.  This game is almost too hard for me to understand.  That’s the double edged sword of Eurogames.  Too simple and no one will play it.  Too hard and no one CAN play it.  This might not be my favorite Eurogame of all time, but this is one I will keep going back to as, no matter what I do, I still see new options in this game all while having a blast playing it.  If you want something simple to play game at the end of the night after you might have had too many beers to do calculus, then this is not the game for you. However, if you want a well done, extremely intellectually, surprisingly quick game, then this is for you.  I know I can’t wait to get it back to the table.  90%