​Ring Side Report- RPG Review of RuneQuest-Free RPG Day Product

Product– RuneQuest Roleplauing in Golantha

System-RuneQuest

ProducerChaosium

Price– FREE TODAY

TL; DR-Call of DnD! 97%

Basics-Follow your passions!  In this revamp of a classic fantasy RPG from Chaosium, players take the rolls of heroes of Glorantha, a land of gods, monsters, and heros.   This world feels a bit like a more DnD’ed version of Rome.  Let’s break down the game into its pieces.

Base System- If you can play Chaosium’s Call of Cthulhu system, you are ready for this.  Players have a number of skills or attributes.  When you attempt to do anything, you get to roll a 100 sided die.  If you roll under your skill or attribute, you succeed.  if you get under half, you get a special success.  If you get under one-fifth your skill, you get a critical.  It’s slick.  If you are up against somebody, then you just compare the degree of success using this progression-critical Success bets special success beat regular success beats failure with ties going to the defender.


Passions-A major change from 7th edition Call of Cthulhu is the loss of the advantage die, but this system adds passions.  Each character has a number of things they care about.  When you want to see if you can dig deep and fuel an action through your love of a thing, you try to roll under the level of your passion.  If you succeed, you add to the skill you are trying to perform.  The higher degree of success the more you add.  Failure and critical failure cause you to LOSE from your skill.  It’s another slick add-on to the Call of Cthulhu system.


Combat- Here is a major departure from the Call of Cthulhu system.  Each action you do takes time.  Each round you select what actions you want to do, then everyone tells the GM.  The GM then ranks the combatants according to their action times with slower times going last.  These actions include moving, attacking, casting a spell, reloading, and many other possible things you can do in under 12 seconds.  Actions can take longer, but they happen multiple turns later if they need to.


Magic-Spirit vs. Runes-Magic in this system is an interesting mix.  First and foremost, its TWO systems instead of one.  Spirit magic is the base magic everyone uses with a character casting spells by spending points to make the spell go off.  This is the slow magic.  The second way you cast magic is through runes.  As you almost level up in different factions and religions, you unlock new runic magic and points.  Runic magic goes earlier in combat and is slightly more powerful, but you get less rune magic points.  So knowing when to use each spell is an important part of combat.  Some skills require resistance tests like saving throws, while some do not.  Beyond that the system effortlessly uses percentile dice for all its execution.

Ok, now the review!


Mechanics or Crunch-I love everything I see here, but maybe there are two things that sticks out a bit for me.  Overall, everything is amazing.  This system uses the base percentile system Call of Cthulhu 7th ed.  That would be a cop out if they just copy/pasted the system, but this system add more  pieces, so it honestly feels like a new, better iteration of the same product.  That’s amazing.  I even don’t hate hit locations as this game does it lightning fast.  That doesn’t feel like it slogs the system as players can just roll a D20 in the pile with their percentile dice and their damage dice.  I only have two minor gripes of the system, and one seems like it’s been corrected.  First, I miss penalty/advantage dice from Call of Cthulhu.  But, the game adds passions, so consulting your feelings can provide a similar function by adding or subtracting from your likelihood to succeed.  Second is the order of combat.  Combat is this game works well, but the game uses a system to track actions each round that is a bit more complex than I’m used to.  Players plan out their actions, and those actions alter when they get to act as faster actions go first.  It’s much more realistic, but it’s also a bit slower.  It might not be my favorite way to work initiative, but It’s not bad by any stretch of the imagination.  All told, this is a well put together percentile system.    4.5/5


Theme or Fluff-The book doesn’t have too much fluff, but what’s here is good.  It’s a new world of magic and gods where every character is a tiny bit a mage and cleric if they choose to be.  The world feels different and fun, but familiar enough that I get a DnD/Rome vibe.  I want more, so this book’s got me hooked.  5/5


Execution-This is a pretty meaty product for free RPG day.  I love what’s here.  It explains the system pretty well.  I have a few tiny questions like in what order to characters declare the actions?  But, this book can’t give me the whole system in a free RPG product.  The art is nice even if not color, and the story is fun.  Fantastic amount of material at this price.  5/5


Summary-This is a book I will buy when it’s out fully.  The combat is fun and new.  The world is a novel place for me to throw my players.  The characters have drives that affect the game through passions.  Players get a decent streamline view of the rules and characters in this short book.  I get the Chaosium percentile system I like, a Roman world to play in, and an amazingly well crafted book for FREE!  Even given my slight misgivings,check this one out, then look for the full book in the fall.   97%

Daily Punch 6-14-17 Muscle Memory spell for Shadowrun 5e

Let’s move onto the active skills in Shadowrun
Muscle Memory

(Mental)

______________________________________________________

Type: M Range: Self
Duration: S Drain: F+1

Coach
(Mental)

______________________________________________________

Type: M Range: T
Duration: S Drain: F + 3
You know Kung-Fu.  When you cast this spell, you can choose one active skill and you gain temporary ranks in the skill for as long as you sustain the spell.  Muscle Memory focuses the spell on yourself, and Coach is the same spell focuses on another individual in range.

Thoughts?

Daily Punch 6-13-17 Quick Learner spell for Shadowrun 5e

How about being able to learn quick with a spell?

 

Quick Learner

(Mental)

______________________________________________________

Type: M Range: Self
Duration: S Drain: F
Fast Teacher
(Mental)

______________________________________________________

Type: M Range: LOS
Duration: S Drain: F + 1
Sometimes you got to learn quick or you end up dead fast.  When you cast this spell, you can choose one knowledge skill and you gain temporary ranks in the skill for as long as you sustain the spell.  Quick learner focuses the spell on yourself, and Fast Teacher is the same spell focuses on another individual in range.

Ring Side Report- RPG Review of Psionics- The Next Stage in Human Evolution

Ring Side Report- RPG Review of Psionics- The Next Stage in Human Evolution

 

Originally posted at www.throatpunchgames.com, a new idea everyday!

 

Product–  Psionics- The Next Stage in Human Evolution

System-Dicepunk

ProducerEnd Transmission Games

Price– $20 here http://www.drivethrurpg.com/product/151035/Psionics-The-Next-Stage-in-Human-Evolution?term=psionics++end+transmi?affiliate_id=239993

TL; DR-Angry teens with psychic powers-THE RPG! 88%

Basics-We all want to crush someone’s head with our mind-BUT NOW WE CAN!  In Psionics, you play a person, most likely a teen, whose outsider status has fueled your transition to something greater.  You’ve developed psychic powers that make you now stand out.  However, now secret groups all over the world want you to study, to be a near god, to use as a weapon, or to just destroy as an act of faith.  Let’s break down the absolute basics.

 

Base System-  This system is called the Dicepunk System.  The basics of the dice punk system is roll under sometimes, but not the standard system you expect.  You have skills and attributes, and you want to roll under.  Want to sneak somewhere?  You roll 2 six-sided dice and try to roll under your Speed attribute (a value from 1 to 10) plus your Stealth skill (a +0, a +2, or +4 to the attribute).  A natural 2 is always a success, and a natural 12 is always a failure.  One of the saving graces of Dicepunk is EVERYTHING is a d6.  Dice will never be hard to find.

 

Combat-  Combat is an interesting mix.  Instead of roll under or using a flat skill, initiative is two six-sided dice plus a mix of attributes.  On a turn you can move, do an action, and do some free actions like yell something.  Action range from attacking, doing other things, to using psychic powers.  When you attack, instead of roll under, you roll two six-sided dice then add skills and try to beat a defense value.  Beat or equal it, and you do the damage on the weapon.  After you go, the next person goes, with each turn being 10 second of combat.  First one to die-loses!  Armor reduces damage, but you only have so much health.  When it’s out, you’re down.

 

Psychic Powers-Alright here is the main attraction to a psychic game!  This game uses Power Points for its magic which you spend to power your abilities.  Bigger powers use more, and smaller powers use less.  Psychic powers also have a cost to your health in the form of drain which causes half the amount of non-lethal damage as the power points spent.  This can knock you out!  Also fun is Overflow.  Every time you use some psychic powers, you fill your overflow.  When you completely fill it, you overload and unleash crazy psychic powers on the world and basically become a psychic hand grenade harming yourself and all others around you!  Overflow also fills as you get angry.  Remember you’re an angsty teen, so being angry is a big part of the deal!

Powers basically work as an attack or with targets making an attribute check.  If you throw a car at someone with your mind, you make an attack roll.  If you throw a fire blast at some people, some of them may have to make a speed attribute check to see if they get hit by the secondary damage of the blast.

Powers are divided into three groups based on colors with some subgroups.  Blue is telekinesis, red if pyrokinesis, and green is psychokinesis.  You can level up each individual group, and as you level them up you unlock more powers in each ability and the ability to take subgroups like mastering entropy, magnetism, or luck with pyrokinesis.  

 

Ok, now the review!

 

Mechanics or Crunch-Overall, the system is strong, but it has a few issues.  Dicepunk is a different beast.  It works well, but I always have issues with dice systems where you sometimes roll up, sometimes roll under, and sometimes have a strange mix somewhere else.  It’s not difficult, but it could take a bit to always make sure you’re doing the right thing.  Things are balanced, so it fun and feels fair, but my own personal preferences do take away a bit of the fun.  4.25/5

 

Theme or Fluff– This is the high point of the book.  You can tell the author really focused on bringing their world to light.  It’s got secret societies, anger management issues that fuel powers, stories for character development, and art to make you see what they saw.  The nature of emotion in the book is strong, and the really forms what the story of angry kids against the world.  Some of the aspects of the story are a bit cliche, but that doesn’t hurt this product.  4.5/5

Execution-This book is put together pretty well.  It’s laid out well,and finding what I need is pretty easy.  That’s good.  What I don’t like is the PDF isn’t hyperlinked, and it’s over 300 pages!  That can make life a bit harder as you scroll through the entire book to find what you want.  As for what’s in here, there are a lot of stories, which is good, but there may be a few too many for my taste in a RPG.  Also, I’m not the biggest fan of the art.  These are petty concerns though.  Overall, this is a well-crafted RPG with no major issues in execution. 4.4/5

Summary-If I was going to run a psychic teen RPG, this is the system I’d use.  It’s made well with lots of story starters and is easy to use.  It’s got a few issues like why some things are roll under and roll above, but those are problems you can get past pretty quick once you get into it.  The theme is on point, and overall the book has great execution.  The best praise I can give this book is this-this system feels distinct from magic.  Most psychic RPGs feel like it’s magic with people holding their heads.  Here, Psionics make me feel like I have psychic powers.   88%

Daily Punch 6-12-17 Skill Adapter for Shadowrun 5e

I was running a game this weekend, and I had a player run into some trouble when no one could drive the boat, and everybody was a mage. Let’s work on this…

DEVICE                                             AVAILABILITY                             COST
Skill Adapters (Rating 1-6)              Rating x 4                        Rating x 30,000¥

Skill Adapters: Modeled after the trode system of neural link, skill adapters are a system of trodes placed over the body to override the users normal impulses to implement any skill downloaded into the system.   While not nessasasrly the most attractive implementation as wires run the length of the users body, this system allows a user to link with a  communications device and upload a activesofts for use without affecting the essence of the user. Activesofts of up to the rating of the skill adapter can be used with the device.
Wireless: With the skill adapter’s memory cache expanded, all the skills you use with it receive +1 to the relevant inherent Limit (Physical, Mental, or Social).

Daily Punch 6-2-17 Circle Strike Feat for DnD 5e

Let’s branch out from just a fighter to other classes being allowed to strike more than one person!

 

Circle Strike

When you get an in, you make the most of it.  Gain the following:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you make an opportunity attack, you may make an attack with a second weapon following all rules for two-weapon attacks.

 

Thoughts?

Daily Punch 5-31-17 Lob feat for Pathfinder

u don’t want a long bomb!
Lob

Prerequisite(s): Throw Anything

Benefit(s): Whenever you throw something at a target within one range incriment, you can choose to throw through a number of squares equal to the distence that would normaly be thrown horizontally.  These squares must be conected, at least at a diagonal, and can go over other creatures.  If these squares do not have any cover from any objects or creatures, then any target of the throw does not have cover.


Thoughts?