Daily Punch 7-23-15 Drawde’s Everchanging Enchantment spell for DnD 5e

Luck is fun to play with in RPGs.  Let’s do the same thing with spell DC!

Drawde’s Everchaning Enchantment

1st-level enchantment
Casting Time: 1 action
Range: Self
Components: V, S, M (a copper coin)
Duration: Instantaneous

Choose a spell of 1st level or lower that you can cast, has a duration of instantaneous, and requires a saving throw.  You are considered to have cast that spell.  Roll a d4 and a d20.  If you rolled even on the d20, add the d4’s result to the spell’s save DC.  If you rolled odd on the d20, subtract the d4’s result from the spell’s save DC.

At higher levels. If you cast this at 2nd level or higher, increase the spell level that can be cast by 1 for each level above 1st.

Thoughts?

Daily Punch 7-2-15 Battle of Whits spell for DnD 5e

How about a spell that could backfire, but may also work spectacularly?

Battle of Whits

1st level enchantment

Casting Time: 1 action

Range: 100 feet

Components: V,S

Duration: 10 rounds

Choose a creature you can see, and choose either Wisdom, Intelligence, or Charisma.  That creature and you both make saving throws of that chosen type.  Whoever has the lower saving throw is Stunned for one round.  The winner of the two saving throws repeats the process at the end of their turn until the duration of the spell ends.

Thoughts?

Daily Punch 7-21-15 Extra Spells feat for DnD 5e

How about getting extra spells based on your ability score for DnD 5e?  Let’s see what you think-

Extra Spells

You are a practiced spell caster who is either truly touched by the gods or a master in your own right.  Gain an number of extra spell slots equal to your spell casting ability modifier.  You may use these to cast one extra spell for each level you can cast spells.  You may not use these extra spell slots to cast more than one spell of the same level.  As an example, a wizard with an intelligence of 16 could cast three extra spells, and could cast those extra spells at spell levels 1, 2, and 3.  But that same wizard could not cast extra spells at levels 2, 3, and 3.  When you gain this feat, you must choose a spell casting class that will gain the extra spells.

Thoughts?

Dual Review!  Ring Side Report-Board Game Review of The Duke AND Jarl!

TWO reviews in one!  First The Duke, then Jarl!

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Product– The Duke

Producer-Catalyst Game Labs

Price– $ 40 here http://www.amazon.com/catalyst-games-CAT13000-The-Duke/dp/B000BU6F5I/ref=sr_1_2?ie=UTF8&qid=1437752656&sr=8-2&keywords=the+Duke

Set-up/Play/Clean-up– 30-45 minutes (2 players)

Type-Euro

Depth-medium

TL; DR-Chess, now with a touch of random.  94%

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Basics- Two meet on the battlefield, but only one can rule!  The Duke is a miniature war between two dukes.  The main goal of the game is to capture the enemy’s duke.  If this sounds like Chess, then you’re on the right track.  Two new mechanics separate this from Chess: 1) random piece draw and 2) variable piece movement.  On a turn, you can do one of two things: draw a new piece or move/activate a piece.  The pieces themselves have a miniature board on them indicating how they move, what squares they move to, and any special powers in each square.  Some actions are moving across spaces,  some are hopping over spaces, some moves are not moves as they just attack spaces at a distance.  What is interesting is after a player does use a tile, that tile flips to another side, thus providing two different tactics for each piece.  The other option is to spawn new pieces.  Each player has a bag of tiles, and when they spawn a piece, the player randomly draws a new tile and places it adjacent to his/her duke.  Play goes back and forth between the players as they capture tiles, move across the the board, and try to outwit one another to capture the opponent’s duke.  Last duke standing is the winner.

Mechanics-I’m not a Chess player.  Sure, it’s fun, but it’s never been my go to game.  The Duke, though, is fresh enough to draw me in.  The constant flipping tiles and random tile draw makes this an innovative game as pieces can change from a knight/bishop hybrid to some new version of a jumping rook.  However the best part of this whole thing is the new moves are all balanced, as well as easy to use.  No one peice will completely break the game, and no piece will leave you scratching your head as to how to play them. 5/5

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Theme-Theme is hard to do in a Chess game.  This game has some nice wooden pieces as well as some decent board art.  The tiles all do actions that their names would imply.  Overall, its a well done version of a war between two flat kingdoms.  4/5

Instructions-The rules to this game are a bit long.  The Duke has a lot of ground to cover, but does it well.  I’d like them to trim down the rules a bit, but they do have some excellent game aids to get you playing quickly.  Those extra cardboard sheets will be the thing you most often reference as you plan out your attack.  I’d rather have less than more, but sometimes more is not exactly more.  4.75/5

Execution-Chess is a classic game, but this not only improves on that, it adds new game modes.  You can fight a dragon, you can add new terrain to the map to challenge both players, and the game is expandable by adding heroes from classic literature.  I love what comes in this box.  See all the parts in our unboxing here! http://youtu.be/QvLnLKnO360  5/5

Summary–  I’m not a Chess player, nor is my wife, but we both liked this game.  The simple nature of each tile really makes this game approachable.  The random nature of the tiles also means that veteran players will have to adjust strategies on the fly, while new players won’t instantly be squashed.  It’s got great components.  I’d like to place the rules on a diet, and possibly give it a tad more theme, but overall, this is a game I can play.  The true test is that this is a two player, head-to-head game and my wife will ask to bring this one to the table.  That right there tell you that this is an excellently balanced, fun, fast game. 94%

The Duke was the base game.  Now let’s look at the stand alone expansion-Jarl!
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Product– Jarl

Producer-Catalyst Game Labs

Price– $ 40 here http://www.coolstuffinc.com/p/214869?gclid=CjwKEAjwxMetBRDJx6Sz2p7DsQ0SJADJHAqNSkh_fdZr_-s-PcavakfffwNNRmfdKrrIvPH6X2q4lRoC0ejw_wcB

Set-up/Play/Clean-up– 30-45 minutes (2 players)

Type-Euro

Depth-medium

TL; DR-The Duke, now with a touch of Vikings.  93%

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Basics- It’s time to go to war!  Jarl is a stand alone expansion for The Duke.  Just like The Duke, players start with a few pieces on the board, and on a turn can either move a piece which causes the piece to flip at the end of its movement, or randomly draw a new piece and place it on the board.  Aside from that simple introduction, this game plays like Chess.  Players attempt to maneuver their opponent into a situation where their king or Jarl will be captured.  Last man or women standing is the winner

Mechanics-This is chess, but fun.  The Duke has awesome, simple mechanics.  Instead of remembering how each piece moves, the simple diagrams provide all the explanation a player needs to make smart choices.  The flipping of each piece is just amazing as the quick transition is easily pulled off and creates a dynamic play experience.  I even love the randomness that comes out of this game.  Master players will always have to adapt to new pieces, while novice players won’t get steamrolled like most new chess players might.  5/5

Theme-This game is chess, so there is only so much you can do for theme.  I do like the nice touches to the pieces like the lettering and the rune like carving and imperfections on the tiles.  those are great additions, but as a standard game, you don’t have much motivation beyond kill the other player.  That’s fine as this is alternative chess, not a session of DnD or Shadowrun.  4/5

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Instructions– My only significant problem with The Duke was the rules.  I felt the rules were a bit too long.  Jarl trims down the rules to a few simple pages while still keeping the awesome cheat sheets for moves.  That’s what I asked for, and it’s exactly what I got.  5/5

Execution– Here is where I sound like a hypocrite.  I love theme in games, but there is a bit here that hurts the game.  I can’t read some of the tiles as the runic alphabet is a bit hard to make out.  I can still easily play the game, but I can’t read the pieces out loud.  Not the worst thing I’ve seen in a game, but it’s a bit of a problem.  Also, this game comes with fewer pieces.  That’s not horrible, but you don’t get the raw variety of game modes as you do with the Duke.  This game doesn’t even come with a mountain tile to make some terrain on the battle field.  None of these are game ending or even game changing changes, but it is a slight step back from the awesome parts in The Duke box.  See all the pieces here: http://youtu.be/QvLnLKnO360  4.5/5

Summary– Jarl feels like The Duke with Viking Additions.  That’s exactly what it should be, so this is a homerun from that standpoint.  It does have improvement such as trimmed up rules.  It also has some back steps like the smaller tile count.  Overall, if you like Vikings more than medieval kings, Jarl is an excellent addition to any two-player gamer collection.  93%

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Jarl vs. The Duke!

Let’s say you only have $40 and you step up the the Catalyst booth at GenCon-What are you going to buy?  Jarl and The Duke play extremely similarly.  Jarl and The Duke both have the exact same mechanic of either activate/move a piece or draw a new piece.  And, both do that well.  Jarl pieces tend to interact more with shield maidens protecting other pieces and so on.  The Duke pieces tend to be much more straightforward, not simpler, actions.

The major difference between the two is execution.  Jarl has less in the box but better theme.  The Duke comes with more pieces, options to make your own pieces, and even a dragon expansion in the box.  Jarl has more theme as the pieces are runes carved from almost bone and a runic alphabet.
So, you have your 40 bucks, what do you buy?  Well, I’m more of a fantasy guy, so I vote The Duke. I do like a bit more complexity in my games, but The Duke give me extra pieces, and more game options.  But, it’s a tough choice.  If you can’t get The Duke, and a copy of Jarl is nearby, that is an excellent alternative.

Daily Punch 7-10-15 Multitasking negative quality for Shadowrun 5e

How about another negative quality for Shadowrun 5e

Multitasking

Bonus: 5 karma per rank (1-3 ranks)

Everybody thinks they can keep all the balls in the air at once.  Some people open commcalls to their boy on the freeway, other try to text for pizza in a firefight.  When you attempt to use technology in any manner while performing another simple or complex action on a combat pass that is not part of the complex or simple action, you gain a penalty equal to the ranks in this quality to the dice roll.  Technology that is part of the action such as a smart link or using a deck to mark a drone does not impose the penalties associated with this quality, but sending video feeds from a drone you’re piloting on that pass would.

Thoughts?

Daily Punch 7-17-15 Tunnel Vision negative quality for Shadowrun 5e

How about a negative quality for Shadowrun 5e?

Tunnel Vision

Bonus: 7 karma

You are hyper focused.  No minute detail escapes your notice.  However the major details slip right by.  When you make a  Intuition+ Perception check to observe something, you must ask a detailed question regarding one situation, person, or object.  You can a +1 bonus for to the dice pool, but you only get the exact answer to your question.  You can never receive general details for any perception check.  As an example, you can look at people in the street and ask about on person in the street.  That one person may be the important target, but you may also be asking about a random person uninvolved in anything you care about.

Thoughts?

Daily Punch 7-16-15 Double Chop fighting style for DnD 5e

Watching my players play some DnD 5e, I thought this fighting style up watching my poor two weapon fighter miss way too many times.

Double Chop

When you wield two weapons, you may forego your second attack to make one attack roll.  If you do, you gain advantage on a single weapon attack.  Class features, abilities, spells, and other effects such as a rogue’s sneak attack do not trigger on advantage gained in this way.

Thoughts?

Daily Punch 7-15-15 Fortune and the Bold spell for DnD 5e

Let’s play with some of the spell rules a bit….  How about one where you gamble!

 

Fortune and the Bold

1st-level necromancy

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (a die)

Duration: instantaneous

You point at a creature in range as the forces of life and death coalesces around the hapless creature.  That creature may elect to make a Charisma saving throw.  If the creature does not, that creature takes 2d10 necrotic damage.  If the creature does make the roll and succeeds, that creatures heals 2d10 damage.  If the creature makes the roll and fails, that creature is dealt 4d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt and healed increase by 1d10 for each slot level above 1st.

Thoughts?

Daily Punch 7-14-15 Ravages of Nature spell for DnD 5e

How about a spell for DnD 5e?

Ravages of Nature

1st-level enchantment

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (sand of the desert and water of a glacier)

Duration: Concentration, up to 1 minute

You choose a creature in range and that creature in instantly ravaged by the harshest environments on the planet.  That creature makes a Constitution saving throw.  On a success, the spell ends with no effect.  On a failure, that creature receives on level of exhaustion.  Each turn as a bonus action, you can cause that creature to make another Constitution saving throw.  On a success, they do not improve, but on a failure, that creature increases their exhaustion level by one.  You can continue to cause the creature to be exhausted until it succeeds three saving throws in a row, it dies, or the duration of the spell ends.

Thoughts?

Ring Side Report- RPG Review of Steel and Fury: Combat Maneuvers of the Mighty

Product– Steel and Fury: Combat Maneuvers of the Mighty

System– Dungeon Crawl Classics RPG

Producer– Purple Duck games

Price– $7 here http://www.drivethrurpg.com/product/147952/Steel-and-Fury-DCC

TL; DR-A must have for the Dwarf or Fighter at the crawl! 97%

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Basics-Cry havoc and let loose the dogs of war!  Steel and Fury is a Fighter and Dwarf supplement for the Dungeon Crawl Classics RPG.  This book focuses on the Mighty Deeds of Arms for both of those classes by adding several new deeds that are specific for the type of weapon you are using as well as expanding the deeds by adding mighty criticals and mighty fumbles.

Mechanics or Crunch-Hands down a home run.  Every mighty deed gets its own page with descriptions of what happening.  Also, the addition of mighty criticals and fumbles really adds to the dice rolling crunch of this system.  And, the book has an amazing resource- an end of the book table showing which weapons can do which deed (MORE BOOKS SHOULD DO THIS!).  As the cherry on the sundae, even the old deeds get a revisit by adding the critical and fumble rules to them as well.  This is well done and slick. 5/5

Theme or Fluff-  Again, another home run.  Every deed has a ton of story to it.  Not only does each deed have a description, but also the deed has a quote from an appendix N fantasy story.  That right there is awesome.  Also awesome is the art.  I honestly didn’t expect much art from a small publisher, but it’s here and well done.  You will feel every crunch from this one as Steel and Furry builds on to a solid foundation of carnage. 5/5

Execution-We’ve had two home runs, so it’s time for a foul.  I love the book.  It’s got great spacing, great writing, text, tables, and great art.  What I don’t like is the price tag.  This book is $7 bucks for about 60 pages.  That’s a bit much as much of this book is pages with tables.  $7 isn’t enough to keep me away, but I think this should be around $4 to $5 to keep up with other publishers’ prices. 4.5/5

Summary-This is a great book and addition to the DCC rpg.  Purple Duck Games really made a top notch product by supplying quite frankly a ton of new content to the system.  Every weapon get some love.  At the back is an amazing chart detailing what each weapon can do with the new and old mighty deeds.  Even old deeds get new additions with mighty criticals and mighty fumbles.  The story this book tells is great proving that a straight crunch book can bring some story and panache to the table.  I think the book is a bit over priced.  But, if you can stomach the price, this is a necessary book for any fighter and dwarf that hits the table. 97%