Daily Punch 10-27-15 Diehard Feat for DnD5e

What?!  No Diehard feat in DnD5e?  Let’s fix this!

Diehard

You are a solid tower of stone.  No blow can fell you unless it would drop a kingdom.  Gain the following benefit:

  • Increase your Constitution by 1 to a maximum of 20 or gain proficiency on Constitution saving throws.
  • When you are reduced to 0 or fewer hit points, but not killed outright, you may make a Constitution saving throw with the DC equal to 5 + half damage dealt.  If you succeed, you are instead reduced to 1 hit point.
  • Gain advantage on Death saving throws.

Thoughts?  Too much? Too little?  I’d like to hear what you have to say!

Ring Side Report-Board Game Review of Space Cadets: Away Missions

Product-Space Cadets: Away Missions

Producer-Stronghold Games

Price– $ 100 here http://www.amazon.com/Space-Cadets-Away-Missions-Board/dp/B01068EDBW/ref=sr_1_1?s=toys-and-games&ie=UTF8&qid=1446045035&sr=1-1&keywords=space+cadets+away+missions

Set-up/Play/Clean-up– 60 minutes per scenario (1-6 players)

Type-American

Depth-Light

TL; DR-Simple, Sci-Fi Fun! 96%

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Basics-And now another thrilling tale of the ROCKET PATROL!  Enter the worlds of 60’s Golden Age Sci-Fi with Space Cadets: Away Missions.  In this game, the players take the role of different members of the Rocket Patrol as they undergo some of their most famous missions.  At the start of each game, a scenario guide instructs the players how to set up the game, what parts to use, what aliens will be necessary for this adventure, and an intro paragraph to set the mood of the game.  After set-up, turns are pretty simple.  First, players decide the player order, and then they take the tokens to signify that order.  Next, players perform actions based on their available actions on their player board.  Once all players have acted, the monsters all act in order of intelligence typically attacking the closest player and then attacking close players in reverse turn order.  Each player has a different member of the Rocket Patrol who has a number of health and oxygen, action tokens, a IQ score, and a special ability.  If ANY Patrol person runs out of health or oxygen, that player dies and all players lose the game.  A player’s action are: move, attack, subdue thrall/brain-in-a-jar, heal, open/close/lock hatch, and some scenario specific actions.  When you attack, subdue, heal, or do scenario specific actions, a player rolls a number of dice equal to the weapon strength at that range of the enemy (attack) or IQ (subdue, heal, som scenario actions) and counts the 1s, 2s, and 3s.  Monsters attack in the exact same way.  The key mechanic of the dice is overkill.  For any action to succeed, you only need one success.  However, if you roll more successes, you can spend these overkill successes to activate extra abilities such as one patrol person being able to take a free move action and another can attack another adjacent enemy.  The enemies even have some overkill options that can be activated based on who the player hit.  But, when the enemies score overkill, the also have options they can take to hamper the heroes.  Play continues in these rounds until the heroes achieve the scenario goal or one player dies!

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Mechanics– As you saw above, the rules are not complicated.  They might even be a bit too simple, but that also means a much larger audience can play the game.  I’ve already seen a six year old play this game and have a blast.  In terms of difficulty, I would place this game solidly in the company of Mice and Mystics.  That’s a good place to be!  However, I do have one semi-serious complaint-this game doesn’t really do a campaign mode.  There are some connected scenarios as they tell the story of the Rocket Patrol, but no real character progression and building.  The items you get at scenario start are dictated to you (with some wiggle room), and you won’t really get a chance to keep anything cool you find.  That does enhance a story a bit as you don’t have the crazy random events in some other boardgames, but you won’t find awesome  stuff to carry with you or have a way to better your character over time.  But without that, each scenario feels a bit like an old school Star Trek episode-you can jump in at any point, play, and not have to know an absolute ton of background to be involved.  It is a double edged sword to not build character progression as the easy of jump in play and play, but hampers the hard core set as they lose a bit of their involvement.  I’m a hard core RPG player, so I need my character improvement over time.  That said, it’s a more minor thing.  What is here is phenomenal and a blast to play through 4.5/5

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Theme– This game oozes theme.  You have awesome cards, sculpted figures, great tile art, and just enough rules to make things work.  You feel like some old timey announcer will read out the intro paragraph to each adventure.  Everything looks amazing, and that really puts you on board a old school rocket driving through the galaxy.  The game itself feels like it should.  Everything works together well making you feel like you’ve been sent out on an away missions to save the universe or destroy an alien menace.  It feels like I’m riding shotgun with either Buck Rogers or Flash Gordon! 5/5

Instructions– This game has some great instruction with lots of explanation, but the length will intimidate a few people.  What’s here is great, but then again, the rules don’t really need to be the complicated.  The game has an absolute ton here, but it’s mostly compartmentalized.  The rules explain it all, and that depth might put a few people off.  However, don’t let it!  The rules are honestly covered by two amazing inserts that the players use as a reference.  If you can get past the fact that there is a ton of rules, you will see that it’s mostly clarifications of the fine points.  There are enough pictures to help you understand how to play as well.  I like what I see here.  4.75/5

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Execution–  100 bucks for 100 minies is a price Reaper can’t match.  Now throw in an entire game beside that.  Add on top of that the art is great, the materials well constructed, and sparkly dice(!), and you have an amazing product.  Heck, FOR THE MINIS ALONE YOU’RE MONEY AHEAD!  The one minor criticism I have is I’d like a few more colors than green.  Maybe a blue for thralls?  That’s such a minor point, it’s barely a whisper.  Even the brains-in-a-jars are green, but they come with some awesome plastic around them so they look like a brain-in-a-jar!  Furthermore, this game put so much thought into the game that you don’t even realise when you start to play.  Overkill is the big, cool mechanic for this game, so you need to know what dice came from whose attack.  Normally you’d have to roll all the dice pairs separately, but in this game you get five pairs of differently colored dice.  So, you can roll your dice pool and look to see if red hit you twice, once, or not at all.  It speeds up the game in such a smart way, you won’t even notice it if you’re not careful!  If you’d like to see all the part of this game, I did a unboxing of the game here:https://youtu.be/J4igYLjvVzU 5/5

Summary-I’ve never been a miniature gamer.  Sure, I do like the co-op games out there, but I don’t like getting bogged down in a ton of random rules (I’m looking right at you Warhammer 40K!).  This game has just enough rules to make it fun.  You don’t need to break out some string to find range or if your shot is blocked.  You get to take quick, fun turns to attack the alien menace as a team.  This game doesn’t need a GM so everyone can play and be on the same side, and that right there sold me on this game.  Everyone get’s to play, try to win, and have an awesome time.  It has an amazing theme and a beautiful execution.  My only real problem is a bit with the rules and no real progression.  I’d like to build my character like in a RPG, but that would take away from the plug-and-play nature of the game.  The problem I have with the rules is that some players will get frustrated before they begin, but if you crack the cover of the rule book, you clearly see that 70% of the rules clarify sticking points about otherwise simple rules.  Overall, if you’re in the mood for an awesome, simple, and retro sci-fi game, Space Cadets: Away Missions is a great game to bring to the table. 96%

Daily Punch 10-15-15 Haphazard Slash feat for Pathfinder

Haphazard Slash (Combat)

Sometimes you just need to get that last hit in there to not die!  It might not be pretty, it might not even be graceful, but if the other guy is dead, later in the bar it can be the most amazing attack ever swung!

Benefit: When you make a full attack, you can gain one extra attack at your lowest attack bonus  – 5.  This may result in a negative attack bonus.  Add all other modifiers to this last attack as normal.

Thoughts?

Daily Punch 10-14-15 No Lost Blade Time feat for DnD 5e

How much is a feat worth?  Who would take a feat for just one extra attach each turn?  Let’s find out.

No Lost Blade Time

You blades move quickly.  So much so it’s a blur to the eye.  You gain a bonus action each turn that can be used to make a single extra attack.  This is not an extra attack action, but a single attack.  If you are welding two weapons, you may make an attack with each weapon.  If you have the action surge power, you may spend your action surge to take two full attack actions as part of the bonus action.

Thoughts?  Is this too much, not enough, or just about right?

Ring Side Report- RPG Review of The Served Brandolyn Red

Product-They Served Brandolyn Red

System– DCC

Producer– Goodman Games

Price– $7  here http://www.drivethrurpg.com/product/159410/Dungeon-Crawl-Classics-2015-Halloween-Module-They-Served-Brandolyn-Red&affiliate_id=658618

TL; DR– An awesome starter adventure! 95%

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Basics-It’s a good day for a white wedding!  Until the groom’s head is chopped off and the bride is poisoned.  Then, players and the guests of the wedding have to find out all the twists and turns in this adventure and recover the groom’s head to properly bury the man.  Why did this happen?  Only you can find out!

Mechanics or Crunch-Ah, the DCC RPG funnel!  Hit the players hard and see what falls down.  It’s a time honored tradition.  This adventure has all the great pieces of one, and the mechanics match enough to challenge first and zero level players as well as bringing enough weird to the party.  5/5

Theme or Fluff-This adventure is one that you as a GM have to bring to life.  There is a lot going on here, and it kind of goes in two directions.  Only one direction gets the PC’s paid, so they won’t care about family struggles as longs gold happens.  If you can bring that part to life, it’s a fun side of the adventure.  But, most parties and games won’t even care about some below the surface details that the adventure has due to the second part being a bit off base.  It’s fun, but a bit too unwieldy with the second story not bringing as much to the party as the first. 4.25/5

Execution– This is a DCC RPG book put out by Goodman Games themselves, so it’s going to be good!  The art is great, the pictures are phenomenal, and the layout is simple enough to help every GM run a fun adventure.  The book even has detailed family trees that you can use to enhance  the substory that I complained about in the theme section.  Even the hex crawl simple map is a great addition to the game!  This simple adventure has the tools and talent needed to really help you make a great time for the players.  Also, it’s out in time for Halloween, so get this now! 5/5

Summary-I love this one so much it might become my new favorite funnel.  My players get a place to explore.  I get some story to build off with a subplot that is fun, if a bit of a strange addition.  The mechanics of the adventure are built well enough that it’s got enough challenge to keep things interesting, but not a killer curve to destroy a party.  From the art to the layout, this is a phenomenal adventure and an excellent introduction to DCCRPG, and if a group was looking for a  place to start, this is probably the best adventure to throw your friends and yourself as the GM into. 95%

Daily Punch 10-12-15 Scald spell for Shadowrun 5e

I’m teaching at a college, and in chem class we’re covering specific heat.  Water has the highest specific heat I can think of.  Let’s use that in SR!

Scald
(INDIRECT, ELEMENTAL)
Type: P Range: LOS Damage: P
Duration: F rounds Drain: F + 2
Geyser
(INDIRECT, ELEMENTAL)
Type: P Range: LOS (A) Damage: P
Duration: F rounds Drain: F + 4
You know why the Stuffer Shacks Soupper Bites burn you so hard?  It’s the filling!  A few crazy mages are doing the same to their enemies.  It’s a tougher spell as it mixes water and fire magic at the same time, but it hurts like the dickens!  This spell hits either one target with a ball of super heated water or several targets.  The target(s) are all dealt fire damage as heat with none of that nasty extra fire in the area.  This damage is treated as fire for purposes of resisting and reducing damage.  However, what does happen is the targets are covered in boiling water that sticks on the target doing damage.  At the start of the targets first action each turn on its first initiative pass that turn, after the first the target is delta force – the number of rounds since the spell was cast fire damage again as the boiling water burns the target over time.  A target can avoid the subsequent damage by using a complex action to remove its soaked clothing or by brushing off the water.  If a mage critically cliches while casting this spell, the spell goes off prematurely and coats the mage in the water causing damage as if the spell was cast on the character.

Thoughts?

Ring Side Report- RPG Review of Pathfinder Player Companion: Melee Tactics Toolbox

Product-Pathfinder Player Companion: Melee Tactics Toolbox

System– Pathfinder

Producer– Paizo

Price– $12  here http://www.amazon.com/gp/product/1601257325?keywords=melee%20tactics%20toolbox&qid=1444860587&ref_=sr_1_1&sr=8-1

TL; DR– a one-feat-book 77%

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Basics-Why do it from afar when you can hurt them up close!  Melee Tactics Toolbox provides every up close and personal character with several new options ranging from spells, items, feats, class options, and even new archetypes much live every other player companion product.

Mechanics or Crunch-This is a major crunch book for players, but I wasn’t amazed.  There are several new options, but nothing here immediately made me want to build a character based around that theme.  Some of the new options seem like new expectations just for expansion sake as the archetypes underwhelmed me like the rogue archetype that strips out all the rogue powers that make a rogue a rogue.  Nothing here is objectively bad, but it’s not as amazing as I expected. 4/5

Theme or Fluff-This book has a bit of theme, but not as much as I wanted.  You get a few bits and pieces but not near as much as the world books the Paizo puts out.  It feels light. 3.5/5

Execution– This book has a ton it it, but it feels a bit overstuffed.  There are many things in the book, but it feels a bit like things were thrown in because of the melee thing and that was the sole reason that they made the cut.  So, things didn’t flow as well as other books.  Also, much of the execution was a bit off as there were a few too many walls of text to really draw me into and through the book.  But, as a counterpoint, the book does have a nice font, decent layout aside from a few too many text walls, and some nice art.  However, as a counterpoint to that, the book still has the standard Paizo price for its splatbooks which is a little high anyway. 4/5

Summary-This is my least favorite Paizo Pathfinder book to date.  Overall, it’s not a horrible book, but compared to Paizo’s other products, I wouldn’t suggest you start with this one.  Honestly, this is a one-feat-book meaning that you will find exactly one thing from this book that might, sometimes, help you PFS character.  And, you will buy it so you can show your PFS GM the feat/spell/item, so you can legally use it in your game.  But, truth be told, you can pass this book by and be ok even if you are a greatsword only fighter.  Too many options that are not worth the price, little world and character story, and a less than stellar execution make this a book that won’t find its way into many Pathfinder collections.  77%

Daily Punch 10-09-15 Calculating fighting style for DnD 5e

How about someone who thinks through his/her actions instead of charges in?  Let’s make that happen…

Calculating

When you take the attack action, you can forgo your first attack as part of that action and instead gain an extra reaction this round.  You can take this reaction at any time until the start of your next turn.  Also, if you gain an extra attack via two weapon fighting, you must give up the attack that has your ability bonus added into damage.

Thoughts?