Daily Punch 11-17-25 Direct Observer wizard feat for Pathfinder 2nd Ed

Something to help my brother.


Direct Observer [one-action] Feat 2

Animist Cleric Concentrate Spellshape Sorcerer Witch Wizard
Prerequisite: You have a summoned undead creature


You will assume direct control. As an action, you can enter a trance. You assume direct control of a summoned undead you have created or summoned. The creature gains three actions, but you lose all your actions. You can only perform actions the creature could normally do losing all your normal spell casting abilities. You perceive the world through the undead. You continue to control the undead until you spend an action to end the trance or the undead moves more than 300 feet from your body.

Thoughts?

Ring Side Report- RPG review of From Gongfarming to Grave Digging: A Manual of Skills for DCC RPG

Product- From Gongfarming to Grave Digging: A Manual of Skills for DCC RPG

System- DCC RPG

Producer- Miniature Giant Space Hamster Press

Price- $5.99  here https://www.drivethrurpg.com/en/product/544420/from-gongfarming-to-grave-digging-a-manual-of-skills-for-dcc-rpg?affiliate_id=658618  

TL; DR- A solid fit for adding more rules to DCC RPG. 98%

Basics-  What can you do?  Let’s bring skills to DCC RPG.  This book gives a simple skill system to DCC RPG.  You start with one and gain at first level and every odd level after.  When you use a skill you are trained in you roll a d20 and add your ability modifier.  If you use a skill you don’t know you roll a d10.  It’s a DC 10 to succeed.

Mechanics or Crunch-  How much do you like 3.5?  That’s how much you will like this system.  I think there are a bit too many skills compared to how many you get.  It’s VERY related to the number of skills for 3.5 DnD.  That’s not bad, but your character won’t have many compared to the total number.  That’s annoying, but VERY on brand for DCC RPG where min-maxing is for nerds.  5/5

Theme or Fluff- The rules to explain how to use skills are less than a page.  The explanation of what each skill  is several pages.  This is on brand for DCC.  Again, this system LOVES crazy/gonzo and dosn’t want people to min/max characters.  It fits.  5/5

Execution-  I like what’s here, but I might need an example or two.  The idea of rolling a d20 vs a d10 is explained decently, but show that.  There is some tell, but not much show in how to use the rules.  The explanation of the skills works.  I’d just like more examples. 4.5/5

Summary-  This is a fun product, but I want more examples.  Share with me how to use skills mechanically.  The absolute mechanics of them fit, but demonstrate the use a bit more to help me apply. Then again, DCC isn’t a game of rules.  It’s “vibes”.  If you like that and want skills, then this is awesome! 98%

Daily Punch 11-11-25 Vitality Punch mystic spell for Starfinder 2nd Ed

More fun with stealing life!

Vitality Punch [two-actions]Spell 3

Uncommon Concentrate Focus Mystic Vitality Void
Range
 touch; Targets 1 living creature and one ally in touch range
Defense basic Fortitude


Your touch pulls life and vigor in equal measure. You deal 6d6 void damage to the living target. You heal the chosen ally hit Points from your vitality pool equal to half the void damage the target takes (after applying resistances and the like).


Heightened (+1) The damage increases by 2d6.

Ring Side Report- RPG review of Wares Blade

Product– Wares Blade

System- Wares Blade

Producer– Lion Wing

Price– FREE!  here https://www.kickstarter.com/projects/basementgameboutique/wares-blade 

TL; DR-Blast from the Past!  90%

Basics–  WELCOME TO THE 80S!  Wares Blade is a very popular anime inspired table top RPG from Japan in the 80s.  It’s got swords, sorcery, and GIANT ROBOTS!  Let’s look at how you play

Basics- This is a d10 based system. You add your ability score + skill modifiers +d10 roll and attempt to hit a DC.  You do and you succeed.  You don’t and you fail.  Simple as that.

Luc-  Luc is the control the players have over the game.  Luc is a stat that you spend across a game session.  Each Luc you spend gives you an additional d10 on the roll.

Perfect success and total failures- If all dice come up 10, you score a perfect success.  If all dice are 1s, you get a total failure.  That’s the critical success and failure mechanic of this game.

Combat- Combat is like most other d20 systems.  You roll a d10+ your initiative score + a penalty from your armor.  Armor makes you move slower!  Characters with low initiative declare their actions first, then higher initiative declare after.  Going fast means you observe your opponents.  After that, you do what you said with high going first.  Combat is just like the basic actions above for the weapon or magic you are using.  If you strike your opponent’s Battle Number (this is exactly like AC), you hit!  Armor subtracts damage dealt instead of increasing target Battle Number, and heavier armor actually DECREASES your BN!  So you determine damage by rolling the weapons value and then subtract the value of the armor.  Each weapon has a different critical number and when you roll dice equal to or higher than the critical number you add one to the number of dice and multiply it by the weapon damage roll.

Damage- Damage in this game is different.  Characters don’t have hit points, but they do have limits to the punishment they can take.  Characters can take damage up to their constitution ability score.  Then when damage is more than that, they must make a WIL roll (think a wisdom saving throw in DnD) equal to the damage taken or pass out.  When more actions are taken, more WIL rolls must be made or the character passes out.  When damage gets to double CON, the character passes out regardless.

Magic- This is a cast-till-you-pass-out system.  Magic comes in a few flavors with it mostly being monks with magic going into their bodies giving them ninja powers or clerics with magic going out into the world. In both major traditions, it’s very much do anything you can with a skill check as above to see if you can and then a WIL check after to see if you take damage.

Mecha!- It wouldn’t be an 80s anime inspired RPG without giant magic robots.  The magic robots function just like everything above but they don’t pass out as easily.  They have fewer skills, but more skill checks to operate them.  This system works similar enough to everything else above.

Ok, now my thoughts.

Mechanics or Crunch–  This RPG is an interesting view of the past and the past of another country, at that.  I love cast-till-you-pass-out systems, and I love skill based systems that don’t need other subsystems like Attack Bonus being separate from skills.  That said, there are some things we left in the past for a reason.  Leveling up involves a lot more math than most characters are used to.  And it depends on what you did with gold stolen and damage taken being ways to get xp.  That math makes games drag.  So does reverse action declaration.  But, it’s a time capsule that I would open for a bit, maybe not for long though.   4/5

Theme or Fluff– Man this game brings me back.  80s RPGs and 80s anime were something else.  I like the pictures and the game feel.  I can see the Vampire Hunter D in this, and I love it!  5/5

Execution–  This is a good intro to the system, but I’m missing some basic things.  I don’t know if I can do a move and an action on each turn.  It’s a good intro to the game, but it’s missing pieces I need.  But it reads fast, has good art, and good layout.  4.5/5

Summary–  There is some solid here, and there are some things left behind here.  It’s an interesting mix of old systems and anime.  Since it was the biggest RPG in Japan in the 80s, I expect all those things.  There are also some things I just don’t want to have in my games here too.  But there are things from 2nd Ed DnD I don’t want at the table either.  That said, I am looking forward to this.  It might not be a game I play forever, but it will be one I’m glad to get a chance to try.  90%

Daily Punch 11-7-25 Instant Guardian feat for Pathfinder 2nd Ed

To me!


Instant Guardian Reaction Feat 10

Animist Bard Champion Cleric Druid Magus Oracle Ranger Sorcerer Summoner Thaumaturge Witch Wizard
Frequency: once per day
Trigger You are the target of the attack


Protect Me! When you are the target of an attack, you can choose to cast a spell with the summoning descriptor that is at least 2 ranks lower than the highest-rank spell slot you have. You stride once and summon the creature into the space you vacated. That creature is now the target of the attack.

Thoughts?