Ring Side Report-RPG Review of We Hunt Bugs 2nd Ed Preview

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

Product-We Hunt Bugs

System- We Hunt Bugs 2nd Ed

Producer– Orcs Unlimited Games

Price– SOON on kickstarter!

TL; DR– A Solid Pamphlet RPG 83%

Basics–  Time to go on a hunt!  We Hunt Bugs is a SMALL rpg.  It’s honestly printed on a pamphlet and that’s the whole thing.  The GM/world guide is a slightly bigger book going 32 pages.  Let’s look at the preview of this micro RPG.

Base Mechanics- This is a d6 based game. You have two parts to a character: abilities and skills.  Abilities are like in any RPG; they are your base attributes. There are only three of them. Skills give  a bonus to dice rolls in the right situation.  For a check, you roll a number of dice equal to your ability.  If you roll a 6, you reroll and add to that six.  Then when you finish rolling, you then add a skill if you have it.  If you hit the target number for a check, you succeed.

Combat- Combat is resolved like the base mechanic above.  Turn order is determined by each acting character or creature rolling a d6 and highest goes first.  Successes mean damage and most players only have three boxes of damage they can take before they are knocked out.

And honestly that’s it.

Mechanics or Crunch–  This book honestly made me do some soul searching in a good way.    I LOVE good, crunchy, in depth RPGs.  This isn’t that.  It’s short and sweet.  It doesn’t waste time and that’s a concept at the heart of the games I love.  What is here isn’t much.  There is gear, toys, guns, and some light background bonuses, but not much else.  And it doesn’t need much more.  The crunch here isn’t deep, but it is done simply and well.  5/5

Theme or Fluff– Again, there is just enough to get you interested and help you build a world  the basic of the story is humans discover faster than light travel and instead of hell like Event Horizon, they fall into a bug dimension where bugs now join our universe and kill EVERYONE!  You play spacers who go kill those bugs.  We’ve mapped where bugs are now, but there are still bugs out and about that are killing space ships adrift.  Throw in some obvious evil space company shenanigans and a dash a cyberpunk and you got a solid game.  I like the story here.  It’s enough to help you get interested in where it goes and how you could play it next.  5/5

Execution– I’ve loved everything so far, but this is the low point of the book.  The book is a PDF.  It needs spaces, bold text, and a bit more layout work.  The player pamphlet explains things not in the book which is ok, but given infinite real estate, I want more in the book, so I don’t need the pamphlet as a GM.  It works, but some polish will help.  2.5/5

Summary– Monstrous bugs in space and a lightning fast system to deal with them and corporate evil?  Literally one page building a world and system?  SOLID FUN!  If you have d6s, you can play this on a car ride.  This might not be the 12 year campaign you play forever, but this is the fun one-night or few-week system that will be a solid adventure in the cosmos as you meet new creatures and kill them.  Needs a bit of polish to make the main book a bit nicer, and that might happen by the time the RPG goes to print for the 2nd Ed.  But overall, this is a solid game that you will easily get into and have a blast.  83%

Daily Punch 7-18-22 AND 7-19-22 Metaphysical Vision construct innovation and armor innovation for Pathfinder 2nd Ed

There are items that let you see magic. Why not some fun toys for the constructs and themselves?

construct innovation

Metaphysical Vision: You’ve worked to allow your creation to see the arcane. Using two actions, the construct can see magic as per the detect magic spell for as long as the spell would normally last.

armor innovation

Metaphysical Vision: Your work now allows you visons of the fantastic. Using two actions, while in your armor you can see magic as per the detect magic spell for as long as the spell would normally last.

Ring Side Report-RPG Review of Shadowrun Sixth World Companion

Product-Shadowrun Sixth World Companion

System- Shadowrun 6th Ed

Producer– Catalyst

Price– $19.99 here https://www.drivethrurpg.com/product/396661/Shadowrun-Sixth-World-Companion-Core-Character-Rulebook?affiliate_id=658618

TL; DR– If you want to build a new characters and are new to the shadows yourself, this is a solid place to start. 93%

Basics–  WHAT THE HELL IS THAT!?   Sixth World Companion focuses on how to build characters for Shadowrun players of all levels.  The book has rules for newer players to build characters with guided character build packs and blocks of gear with a simple cost like buying bundles off a shelf.  For more seasoned players you have new qualities, subraces, and methods to build characters instead of the older point buy.  Let’s dive into my thoughts on this one.

Mechanics or Crunch–  This book fills an interesting gap in Shadowrun.  Newer players are often intimidated by character creation needing a paired down method with less option paralysis, and more roleplaying heavy players want a more thematic character creation process.  This book delivers both these options to broaden the game’s appeal. Older, seasoned players get the rarer races and some newer toys but no magic options or real new gear.  What is here is good, but some players might not find anything they really want if you know what you want to build and don’t want to play some crazy creatures in the shadows.   4.5/5

Theme or Fluff– How much you like this book will honesty boil down to what you are looking for.  If you want some thematic methods for building characters or new races and lore for them, then you will love this book.  If you want a box of new net gear or some magic tomes to blast enemies with, then you will likely not get as much out of it. It doesn’t expand the main story of the universe, but it does fill in some edges on things that are missing in the sixth edition’s world. 4.5/5

Execution– Catalyst has learned many lessons on book layout and design.  This is a hyperlinked book with MANY tables to help you find what you’re looking for, as well as solid pictures, design, and text to make reading this a breeze.  I enjoyed the text and didn’t suffer through it like other books. Nor did I have any trouble finding what I wanted.  Solid book production Catalyst.  5/5

Summary– This is a book where your mileage will vary.  What you want will really determine if you will like this book.  If you need new character build guidelines or story build building options, then this is a solid book.  If you want lots of new toys, spells, or expanding the world and story of Shadowrun, then this is not the book you are looking for.  In either case, it’s a solid book with amazing execution showing that Catalyst has learned how to make books you will enjoy reading and easily navigate. 93%

Daily Punch 7-12-22 Starting Line feat for DnD 5e

Time to win the initiative war!

Starting Line

You like to work quick and efficient. Gain the following benefits:

  • Gain +1 bonus to initiative checks.
  • During the first round of combat gain a +2 bonus to attack rolls and ability checks and increase the DC of any abilities and spells you use by 2. This bonus starts at the start of your turn and ends at the end of your first turn.\

Thoughts?