Daily Punch 8-10-18 At What Cost feat for Starfinder

Let’s close out the week on another Starfinder feat.

 

 

At What Cost

You will win, but at what price?

Prerequisites: level 10

Benefit: Once per day, you can activate an ability that spends resolve points to perform an action once per day a second time by spending twice the number or required resolve points.

 

 

Thoughts?

Ring Side Report- RPG Review of Wrath and Glory

Product– Wrath and Glory Warhammer 40K Roleplay Core Book

System– Wrath and Glory Warhammer 40K Roleplay

Producer– Ulisses Spiele

Price– $ 40.00 here https://www.gamenerdz.com/warhammer-40k-wrath-glory-rpg-starter-set-preorder?gclid=Cj0KCQjw77TbBRDtARIsAC4l83noBu-k1Ixh3su554S-3-k3nQS8VplfBm-A82w6EaBzdBMWaEWEzWIaAsxYEALw_wcB

TL; DR– In the Grim Dark Future there is only a surprisingly indie RPG!  93%

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Basics-For the God Emperor!  Wrath and Glory is a new RPG from Ulisses Spiele that covers the  world of 40K, a grim, gothic world of alien threats to mankind and the equally horrible men and women who fight the xeno threat while burning heretics by the score.  Let’s bust up how to play.

Core rules- Wrath and glory uses a modified d6 system like Shadowrun.  Every action taken by the character is done by adding up the character’s attribute plus their skill for that action and rolling that many six-sided dice.  One die is kept a separate color and is called the wrath dice, and is important later. Players then count all the dice that roll 4s and 5s for single successes.  Each 6 counts as two successes. Most tests require 3 successes to succeed, with some harder things requiring up to 11 almost impossible to get successes while easy things that always succeed might only require 1 success.  Players have access to a number of different pools to alter these rolls.

Icons and Exalted Icons-Each 4 and 5 counts as an icon.  This means successes, but it opens up design space.  Not only do sixes count as two success, but sixes also count as exalted icons.  All players share an icon pool that extra exalted icons can be shifted into or take from called glory.  Exalted icons provide extra dice on damage, making tests go fasters, getting better results, or moved into the glory pool. Glory give you extra dice, extra damage, increase critical hit severity, and mess with initiative.

Wrath-Wrath is the last pool players can play with.  Wrath allows players to reroll failures on a test, gain back shock (think stamina points from Starfinder), gain bonuses on some checks, and add elements to a scene.  This is the most powerful pool a player can use, so they only gain more points by role playing well, completing objectives, and some out of combat campaign goals.

Ruin-Ruin is the last pool that players can generate, but this is a GM toy.  Ruin operates like a combination of wrath and glory but for NPCs. Players generate ruin when the roll a 6 on the one separate wrath die.

Combat-Combat is interesting because combat has much more indie vibe to is.  Players take turns nominating characters then NPCs to act leading to a much more narrative structure.  Attacks work just like all other rolls with an attacker rolling attribute + skill vs. targets defence value.  On a success, the attacker rolls a number of dice equal to the exalted icons shifted from the attack or glory pool plus any from the weapon itself plus the weapons base damage value.  Success on the extra dice add to the base damage. If damage is equal to or lower then the targets resistance, then it takes some shock (again, it’s kind of like stamina points from Starfinder, they come back quickly on a quick rest but you can be knocked out when you lose them all).  If the damage if more than the resistance, you take wounds. When wounds equal your total, you’re dead! If you roll a 6 on the wrath die,not only does ruin generate, but you do critical hit damage.

In addition to the narrative structure of combat, players can spend glory to further mess with initiative.  Instead of nominating an NPC to go after a player, the players can spend glory to force another player to go after another player.  When the story demands awesome, the pools of player toys provide!

Also in combat are mobs of creatures.  It would not be Warhammer if you didn’t fight 40 orcs at a time!  When more then one unnamed creatures is present, they can fight as one giant mob with each extra creature beyond the first adding extra dice to the attack pool.

Psionics- Warhammer 40K doesn’t have magic, it’s got psionics or psykers!  Psionics fit in simply like any other skill roll. You make willpower + psychic mastery roll and need to hit a number of success based on the power to activate it.  In addition, each power also has a number of extra abilities called potency that can be activated if a character hit enough exalted icons.

Those are the major parts of the game.  Attribute + skill for rolls looking for 4s, 5s, and hopefully 6s to do cool stuff and move the story forward.  Let’s see what I think.

Theme or Fluff-Well done RPGs that introduce a new world fall into two major camps-story first or crunch first.  This game starts story first. Overall, it’s well done. I don’t know a lot about the imperium of mankind and the horrors of the warp, but I know there is A LOT.  This book CANNOT teach you all that you can learn about 40K. That is just impossible as there are entire youtube channels that release videos daily and still find 40K content to cover months later!  The book is more human centered, but later the book give lots of rules for non-human characters. It makes me want to know more about these xeno races. That’s not bad, but a bit more would make me feel like I could run a xeno game without needing other books.  However, as your first introduction to the world of Warhammer 40K, this is a great place to start from. 4.5/5

Mechanics or Crunch–   I really like the mechanics of this game.  Warhammer 40K is a game where you throw buckets of d6s at problems until they die.  This game uses the same mechanic, but slimmed down. Unlike the wargame, you do not compare defense values before rolling and checking charts to find what the numbers on the dice need to be to hit a creature.  This games uses a Shadowrun inspired d6 system that is amazingly slick. Shadowrun isn’t the perfect example, but its the system that comes to mind when I roll d6s and look for specific numbers. The comparison brakes down further when you add in glory, wrath, and ruin.  I love everything I see here as Wrath and Glory has carved out its own mechanics from other games. What’s more, the narrative nature of the game really draws you in. You can’t sit on the sideline waiting for your initiative. Every player has to be engaged to really survive as a team.  The tier system of character development and determining appropriate challenges will help the games running smoothly and let players know if that orc is just another nob loser to kill in a hit or a major problem that will kill the entire crew! Nothing here feels like it will just slow down the game.  I can’t say how much I love everything that I see here. 5/5

Execution-I like this book.  I was reading a PDF, so I can’t comment on if its hyperlinked, but it looks great.  It’s also over 400 pages so that’s amazing for the price. However, the one thing I wish the book had was more pictures.  I know enough 40K to hum a few bars, but I can’t keep up with the deep lore. I never got into the miniature game because models had to be accurate to play in a tournament, and I don’t know a bolter from a lascanon.  I’d like more pictures in the book to show me what all the weapons, armors, and toys are. Wanting more is a great place to leave your customers, and I can tell this one will have several more splat books. It’s a great book, but more fluff would help follow what all the action is about as well as break up the text in the book. 4.5/5

Summary-This game had a tall order to follow.  Wrath and Glory needed to deliver an RPG that let players throw a buckets of d6s, play quick, and let bloody glory for the god emperor rage across the galaxy.  And I think it does it! The system need more books to cover everything as ANY 40K RPG can’t be complete in one book. Just the 30+ years of lore means that any one book that is made can’t come close to explaining all of what is going on here.  But this tome does start the RPG at a good place. The mechanics are slick and play fast. The pools of different tokens make me feel like I have control of the action. The narrative nature of combat further brings in players to a visceral RPG where story comes first.  The fluf of the world feels good, and even a novice like myself feels like I’ve learned enough to at least start. The book is laid out well, but needs more pictures to help break up text and show not tell me more about the world. None of these complaints are game ending bad though.  I love what I’m seeing, and I just can’t wait for more! 93%

Daily Punch 8-6-18 Rain from the Sun Technomancer Magic Hack for Starfinder

Ok, one more technomancer/solarian hybrid for Starfinder!

 

 

Rain from the Sun (Su)

prerequisite: level 14

Once per day as a full action, you can spend 2 Resolve Points to grant all allies within 60 feet a Solar Manifestation for three rounds.  If an ally has a Solar Manifestation, they gain one point of attainment in any stellar mode they qualify for.

 

 

Thoughts?

 

 

Ring Side Report-Board Game Review of Duhr: the Lesser Houses

Product-Duhr: the Lesser Houses

Producer– Devious Weasel Games

Price– $25.00 here https://www.miniaturemarket.com/dwe4000.html?utm_source=google&utm_medium=cpc&adpos=1o1&scid=scplpDWE4000&sc_intid=DWE4000&gclid=CjwKCAjwkYDbBRB6EiwAR0T_-hBpzyMP4YvWog65j9suM5TGfDH83ZBpJP8u00fsGxLE0pZEMCN1UBoCfUoQAvD_BwE

Set-up/Play/Clean-up– 45 minutes to 1.5 hours (3-6 players)

Type- American

Depth-Medium

TL; DR-I don’t have to win for you to lose!  91%

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Basics- Why waste knives when words will do.  In Duhr: the Lesser houses, each player plays a minor, lesser house vying for power as the king will advance one, and only one, house to a major house, so it’s time to get dirty!  During set-up each player is dealt a secret goal that targets one or two players. Then, players take turns doing one or two actions. Houses that are favored (their house card upright) can take up to two actions, and disfavored or vilified houses can take only one.  The actions favored and disfavored houses can do are to put a card matching a house’s color onto the house face down, play a scandal face down on any house, discard a card of your color to use your house ability, play an event card, or discard two matching cards to do a masterstroke.  Masterstrokes are how you win the game. These reveal a card on any house, remove a scandal from any house, put scandals from the center on a favored house, or negate ANYTHING! This leads into house standing. When a house gets cards in front of it, it begins to lose reputation as unsavory things about the house come to light.  If a house has five cards in front of it it becomes disfavored. And when a disfavored house has three of the five card in front of it turned face up, it becomes vilified. Disfavored houses can only do one action per turn, have to shuffle their hands, draw two for the turn, and hope those cards let them do something good! After a disfavored house takes its one action, it draws cards, shuffles them with its other cards, draws two of that pile, and plays its next turn with two cards.  You now have less options but some effects can not target you. Vilified houses are hated by all, but they gain some awesome powers. A vilified house flips its house card over to a black and white side so everyone sees your status. Vilified houses no longer have a hand of cards. Villivied houses can just change a card in front of a house to a scandal, flip face up a card on a house, or play a scandal card face down on any favored house.

House powers radically change the game.  These powers range from moving cards between players, flipping cards face down, or even removing cards from in front of players.  This leads to people making friends quickly or you die even faster! Each player has an agent in another house. This person is a secret.  On your turn, you can flip this over, gain a card in front of you and can now play cards of that house’s color to use their power. But, if you ever become disfavored, you instantly reveal your agent, and that house gains a card in front of it.  That feels like it should as webs of secrets come to life and hit EVERYBODY!

Play continues like this until only one house or fewer remains favored, and then players add up points.  Favored houses start with 10, then lose one point for each face up card of their color and two for each face up scandal.  Disfavored houses start at nine and lose points like favored houses. Vilified houses start at 2 points and gain two points for each other vilified house!  Finally, players add points for their secret objective. Player with the most points wins!

Mechanics-I really like the mechanics of this one, but you need to know exactly what you are doing!  This game isn’t very forgiving, as social combat usually is. If you pick the wrong fight and do something stupid, you will lose quick!  The advice most people will give you is you need to play maybe three times to have the rules down. I don’t agree. I honestly think you can learn the rules in about five minutes, but that’s kind of like saying you can learn chess in about five minutes.  Now, you have to develop strategy. That takes time. But, I think that is time you will enjoy putting in. 4.75/5

Theme- This game does feel like noble houses knifing each other in the back.  You get agents in another player’s house, and sometimes getting that hated appointment causes him to flip his agent and screw you in the process.   That is a blast when it happens! I do feel like I am a Lord of a house fighting it out in the dark and in the streets to show that my house has its crap together and keeps our secrets safe.  Half the players in my games walk away exhausted because this game isn’t your standard DnD knife fight, but social combat. The other half want to reshuffle the cards and start up as soon as the winner is declared.  I’m in the reshuffle up and play again group! 5/5

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Instructions–  The instructions work, but you will need a few passes at it.  One major issue is you really need to pay attention to how cards are played.  Cards are played face down. That took me a few too many passes reading to get.  But, once you get the flow of the rules, you can easily play the game. 4/5

Execution-First things first, I HATE SMALL ¼ CARDS!  This game only has small cards, and I only have fat fingers!  That said, my only other complaint is the action guide cards. They are awesome!  They tell you what you can do what you can do on your turn, explain all the symbols, and are really well put together!  The bad part is they are rare. You get about ½ the player count. It’s not bad, but you often have to share. And, I don’t want to share with people I want want to die!  The other parts are great. I like nice chunky cardboard for the houses and secret agent cards. Even the dreaded ¼ cards are nice. I also like the symbols. There is no confusion on what each symbol is on the cards.  You can see our unboxing of the games here: https://youtu.be/3B7ECFtGU8I  4.5/5

Summary-I don’t own too many games where you play noble houses and knife each other in the back.  But, this game scratches an itch. It’s fun, it’s mean, and it’s quick. But it’s also not too mean.  I don’t have too many feel-bads. If several people vilify your house in a turn, then you just start wrecking other people with abandon!  Most games I’ve played, it’s not the favored house that wins! This game teaches you some fun lessons about politics. It’s not without its faults.  I’d like bigger cards, more pages to the rule book, and some extra explanation cards. But, overall, this is a blast to play, and one that when you finish, you’ll want to start up right away.  And, at its playtime, you can get this one back to the table easily. 91%

 

Daily Punch 8-2-18 Spell Revelations Magic Hack for Starfinder

More technomancer/solarian magic hacks!  Let’s use some solar revelations….

 

Spell Revelations (Su)

prerequisite:  level 8

As part of your move action to use Gift of the Sun or Spell-Powered Sun, you can expend a second unused level spell slots to give or gain the stellar mode ability and a stellar revelation of a Solarian of your level to another ally you can touch or yourself.  When the solar manifestation ends, so this this ability.  You use your technomancer spell save DC to determine the DC of any effect, but any ally touched would determine DC using their class level and their Charisma as normal for a Solarian.