Ring Side Report-Esper Genesis 5E Sci-fi – Core Manual

ProductEsper Genesis 5E Sci-fi – Core Manual

System-Dungeons and Dragons 5e

Producer– Alligator Alley Entertainment

Price– $ 24.95 here https://www.drivethrurpg.com/product/240798/Esper-Genesis-5E-Scifi—Core-Manual?cPath=26435?affiliate_id=658618

TL; DR-5E IN SPACE!  92%

240798

Basics-Want some DnD 5e but also want some spaceships and don’t want the less serious nature of Starjammer?  Then Esper Genesis is the game for you. Hard space opera on the level of a Mass Effect with the crunch of the Forgotten Realms.  Let’s go into the pieces first and then my thoughts on it.

Base Mechanic-Can you play DnD 5e? Then you know this system.  That’s it. That’s not a bad or a good, it’s just the basic mechanics you know and you may love.

Classes-Like any system that bases itself on another base game there will be some reskins and some out of the box thinking taking the game in new directions.  You have a not-fighter and a not-rogue, and the DnD 5e system needs those to work, but you also have whole new classes and a different magic system relying on new abilities, due to a new material found in moons across the galaxy.  These new classes feel like combinations of clerics and wizards, and truly it’s not bad. It breaks fun new ground on the mechanics of the system.

Spaceship Dogfights-DnD is NOT a crunch heavy system that requires a battle map to play, so the spaceship part of the game can’t use that either.  Each player gets a role on the ship and can do different actions in a round from repairs to shields to killing people with lasers.  However, this is all done quickly via theater of the mind.

Those are the basics.  Let’s look at my thoughts.

Mechanics or Crunch-Honestly, this is the shining highlight of the book.  You have the cloned classes that you know were going to be there from the not-fighter to the not-rogue, but the changes in mechanics really help the players see a new universe of potential to the system.  I like what I see here. Now, this is a reskin and cut and paste of some DnD things from spells that have to be healing word and cure wounds, but it is different enough so you get new things for you to explore. Heck, you can’t even say this is just a combo of Starfinder and DnD5e, as the stuff feels fresh enough that it has its own feel distinct from either of those properties.  This isn’t just a hack job of reworked DnD 5e material, this is its own thing that stands strongly on its own two feet. 5/5

Theme or Fluff–  I like what I see here, but like any gourmet meal, I left wanting more.  There is a whole universe here to explore, but I felt like not enough time was spent on the world itself.  It’s some amazing stuff, even if it does take some strong references from the Mass Effect series with elements like humans fighting then joining a galactic UN, a mystery element that gives powers.  Now, this doesn’t make this game and its world derivative. The basic plot of “magic/science things give magic/science powers to people and now we deal with it” is a staple of the scifi and fantasy field, but what I don’t like is the limited amount of information on display.  I wasn’t so much as left wanting more as I was left not getting enough. I wasn’t full waiting for my next book, but was more often than not given enough story to start strong. The world is fun, but not flushed out enough. I’m down to play and read more. What is here does draw you in, but I feel I need another 30 or so pages to really know the world or universe, from bad guys to who the main races are.  That said, what is here is well done. I enjoy every piece of it, but just need more of it. 4.25/5

 

Execution–  PDF?  Yep! Hyperlinked?  Yep! Ok, all the things I want standard in a book!  The book is laid out well and typeset well, but the big issue I have is too many pages of double column text.  Even the best world book or rule manual is simply a guide book or math textbook, and those NEED to be broken up to keep the reader involved.  So I want more pictures to show me cool stuff of your world. Also, this is a third party product, so it has a limited budget. Many cool things are discussed like the monster manual in the back of the book, but I need pictures to see what you’re showing me.  I want to see what you got. Also, as a new world that is whole-cloth your own, you NEED a short adventure to tell me your pacing and story structure. I read this as standard action adventure scifi, but you might have meant this to be hard R space horror. Overall, it’s well done, but it’s missing a few pieces to make it excellent. 4.5/5

 

Summary– From my review, you might think I don’t like this, but this is an amazing rpg. It’s got scifi using the nuts and bolts of the DnD 5e system while not just becoming spelljammer.  It’s full of new flavor that is all its own and not just a copy paste from Star Wars. It’s got solid layout in a format I BEG the major RPG producers to do. All these things mean it is a solid game!  My issues are minor, such as wanting more story in the base book, even though the authors clearly indicate other books that have come out since this game was published to build out the world like trailers for coming attractions.  The execution of the book is good, but needs more pictures. I just want more in the book, but for a whole RPG from a small press RPG company, this is an amazing product. However, the inevitable comparison comes forward-Is this just Starfinder with 5e?  And the answer, I think, is no. This is more light scifi with no space wizardry and none of the more fantastical elements that make Starfinder science fantasy while this is science fiction. The systems stay very separate from one another, as Starfinder embraces the hard crunch of Pathfinder while Esper Genesis has its own mechanics  from 5e and modified as needed to give this the speed that 5e is famous for. With this book and the base DnD 5e book, you could make your own Starfinder game, but honestly, I’d use this book by itself to play an awesome game among the stars. If you are looking for your fast, fun, 5e scifi, look no further than this game! 92%

 

Daily Punch 9-25-19 Medical Savant Alchemist feat for Pathfinder 2nd Ed.

I like being able to heal without magic. Let’s help those alchemists who specialize in medicine!

Medical Savant Feat 1

Alchemist

Prerequisite(s) trained in medicine

You mastered rapid fire medicine. You can attempt a treat wounds action as two actions instead of 10 minute. The target cannot be treated again as normal. If you roll a critical failure on this check, you get a failure instead.

Thoughts?

Daily Punch 9-24-19 Overt Threat feat for Starfinder

How about some more Starfinder?

OVERT THREAT

You are not subtle and after you speak, people continue to do exactly what you want them to do.

Prerequisites: Cha 17, Intimidate 10 rank, subtle threat.

Benefit: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes friendly rather than indifferent.

Thoughts?

Daily Punch 9-19-19 Freedom Fighter character theme for Starfinder

This came up in my latest Starfinder game, and I think it might be fun to play.

 

 

Freedom Fighter (+1 CHA)

You have a deeply held belief about something in the world, but the powers that be are holding you back somehow.  So, you have joined or started a group of like minded people who are actively fighting the authority who is against you.  The news labels you with horrible names, but you know one day your people or ideals with be lauded by all and children will say your name with pride.

Theme Knowledge (1st)

You’re reading of history and political thought has given you an edge over other when discussing governance or political philosophy.  Reduce the DC of Culture checks to recall knowledge about governance, political ideology, and history by 5. Bluff is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Use the Crowd (6th)

You know how to move among a crowd and get into and out of places you should not be. When you attempt a Stealth check to hide among a group of people, you can roll twice and take the higher result. Additionally, whenever you are trying to sway a group of people to your side via a Diplomacy or Bluff check, once per day you gain a +4 bonus to this check.

Civilian (12th)

You have mastered the art of looking harmless until it is time to strike.  When you make an attack against someone who is aware of your presence but does not suspect you are a threat, instead of the normal -2 flat-footed penalty they take, they take a -5 penalty to AC instead and your critical range for any weapon you are wielding is tripled on this first attack.  This only applies to the first attack against that target in a day.

Revolutionary (18th)

You are now fueled by the victories you achieve over those in wrongful power against you.  Up to twice per day, when you successfully defeat someone who has authority over you that you do not agree with such as an oppressive military group, you recover 1 Resolve Point.

Daily Punch 9-18-19 Skill Savant rogue feat for Pathfinder 2nd ed

I love rogues, and I want them to be the skill masters they were made to be. How about this feat?

Skill Savant FEAT 8

ROGUE
You pick up and learn skills at an amazing pace. You gain training in two skills, increase your skill level up one level to master in two skills, or gain training in one skill and increase your skill level one level up to master in a second skill.

Thoughts?

Daily Punch 9-11-19 Grave Spike magic item for Pathfinder 2nd ed.

Took a bit, but here is the Pathfinder 2nd Edition version of the item!

 

Grave Spike ITEM 10
MAGICAL NECROMANCY
Usage held in 1 hand; Bulk 1
This heavy cold iron spike contains some of the oldest necromancy in existence.
Activate [two-actions] Make a melee attack against an undead creature that is adjacent to a surface, either vertical or horizontal.  You are considered trained with this attack and the spike counts as a finesse weapon.  If a hit the creature, the target must make a DC 30 Fortitude save.  On a failure, the creature is impaled against the surface.  The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control.  A creature may willingly removed the spike ending the effect against the original target.  On a successful save, the creature just takes 1d6 piercing damage with no other effect.
Type greater; Level 10; Price 900 gp

 

 

Thoughts?

Daily Punch 9-10-19 Undead Spike magic item for Starfinder

And now starfinder!

 

 

Undead Spike

Level 13

Price 52,000 Bulk L

This heavy cold iron spike contains some of the oldest necromancy in existence. As a standard action,, you may make a melee attack with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal.  On a hit against an undead creature, the target must make a DC 20 Fortitude save.  On a failure, the creature is impaled against the surface.  The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control.  A creature may willingly removed the spike ending the effect against the original target.  On a successful save, the creature just takes 1d6 piercing damage with no other effect.

 

 

Thoughts?  Not a lot of changes between 5e and Starfinder.

Daily Punch 9-9-19 Undead Spike wondrous item for DnD 5e

How about an item three ways?  Here is the DnD 5e way.

 

 

Undead Spike

Wondrous item, very rare

This heavy cold iron spike contains some of the oldest necromancy in existence. As an action, you may make a melee weapon attack with with you are proficient with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal.  On a hit against an undead creature, the target must make a DC 19 Constitution save.  On a failure, the creature is impaled against the surface.  The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control.  A creature may willingly removed the spike ending the effect against the original target.  On a successful save, the creature just takes 1d6 magic piercing damage with no other effect.

 

 

Thoughts?

Daily Punch 9-5-19 Enrage Monster M1 mystic spell for Starfinder

How about some angry creatures in Starfinder?

 

 

Enrage Monster M1

School enchantment (mind-affecting)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration 1 minute/level

Saving Throw Will negates; Spell Resistance yes

This enchantment makes a humanoid creature regard all as an enemy. If the creature is currently being threatened or attacked by you or your allies, however, it receives a -5 bonus to its saving throw.

The spell does not enable you to control the affected creature as if it were an automaton.  The creature becomes hostile to all creatures it sees for the duration of the spell attacking or fleeing as it would regard as the best decision.

 

 

Thoughts?

Daily Punch 9-4-19 Enflame Emotions spell for Pathfinder 2nd Ed

Let’s make some people mad!

 

Enflame Emotions

CALM EMOTIONS SPELL 2

Emotion Enchantment Incapacitation Mental

Traditions divine, occult

Cast [two-actions] somatic, verbal

Range 120 feetArea 10-foot burst

Saving Throw Will; Duration sustained up to 1 minute


You forcibly anger creatures in the area, enraging them into a violence; each creature must attempt a Will save.

Critical Success The creature is unaffected.

Success Calming urges impose a +1 status bonus to the creature’s attack rolls.

Failure Any emotion effects that would affect the creature are amplified and the creatures become hostile to all other creatures in the area.

If the target is subject to a calm emotions spell, it ceases this effect.

Critical Failure As failure, but other spells can end the effect.

 

Thoughts?