Daily Punch 7-28-22 Bombardier’s Gloves worn item for Pathfinder 2nd Ed

Time to port this idea to another system!


Bombardier’s Gloves, lesser Item 8

Enchantment Magical
Price 500 gp
Usage worn gloves


These thick, burnt plastic gloves are worn by those who often are covered in burns themselves. When you throw a grenade, each die of the grenade gains +1 item bonus to the damage roll.


Bombardier’s Gloves, greater Item 16

Enchantment Magical
Price 9,500 gp
Usage worn gloves


These thick, burnt plastic gloves are worn by those who often are covered in burns themselves. When you throw a grenade, each die of the grenade gains +2 item bonus to the damage roll.

Ring Side Report-RPG Review of Starfinder Society Intro: Year of Redemption’s Rise

Product-Starfinder Society Intro: Year of Redemption’s Rise

System- Starfinder

Producer– Paizo

Price– $5.99 here https://paizo.com/products/btq02c6r?Starfinder-Society-Intro-Year-of-Redemptions-Rise 

TL; DR– A simple, yet solid intro adventure. 93%

Basics–  STARFINDERS!  The society calls you to make friends?  Year of Redemption Rise is the latest intro module for the 5th year of Starfinder society.  Starfinders meet three new factions, learn the basics of these factions, and help each with a micro adventure.  It’s the standard fare for a faction introduction adventure, so let’s see how it stacks up.

Mechanics or Crunch–  This adventure is a solid balance of fights and fluff.  Players will talk with just as many NPCs as they shoot at.  The crunch here for both sections is well balanced and thought out.  It’s not reinventing the society’s basics, but it does a good job with the pieces it does have. 5/5

Theme or Fluff– What’s here is good, but there is not much here.  The major adventure beats are leading a tour group, clearing an abandoned house, clearing a greenhouse, and cooling a political discussion.  Nothing bad and it does set up for the future conflicts of tech vs. self sufficiency, but don’t expect some crazy inversion of the adventure template.  You meet new groups, make friends with them, and then finish pretty quickly.  Short, simple, and sweet. 4.5/5

Execution– Short, simple, and sweet is a good description of the execution of this book as well.  Good layout, good pictures, a map for those who don’t have the specific map for clearing the abandoned facility, and easy to master intro and outro pieces for GM in a hurry.  Six bucks is a bit steep for this, but that is my only complaint for this module. 4.5/5

Summary– This adventure reminds me of many of the other faction intro adventures.  Paizo does their execution well, but it’s a bit pricey.  The basic crunch in them all is well done and shows a mastery of the system.  And while the story is basic, it does a good job introducing new major characters to the players.  Overall is this is a solid adventure and introduction to the next year as the society heals its rifts and repairs who it is. 93%

Daily Punch 7-27-22 Bombardier’s Gloves magic item for Starfinder

I have a character who wants to be a bomber but doesn’t want any magic. How do we help him throw more boom?

Bombardier’s Gloves

Bulk L

Description

These thick, burnt plastic gloves are worn by those who often are covered in burns themselves. When you throw a grenade, each die of the grenade gains bonus to the damage roll.

Bombardier’s Gloves lesser

Level 8; Price 3,500; Bulk L

The bonus to each damage die is +1.


 Bombardier’s Gloves, greater

Level 13; Price 12,500; Bulk L

 The bonus to each damage dice is +2.

Thoughts?

Daily Punch 7-26-22 Protective Pebble spell for Starfinder

Let’s keep a good idea running!

 Protective Pebble
Classes Mystic 1-6, Witchwarper 1-6
School evocation
Casting Time 1 standard action
Range personal
Duration 10 minutes
Saving Throw none; 
Description
You create balls of force that fly around you head. When an enemy comes within 10 feet of you a ball automatically flies at the target, making a ranged attack against its EAC and dealing 1d6 force damage. If the target is struck, it must make a Fortitude save. On a failure the target is knocked back 10 feet. Each projectile has the knockdown critical hit effect.

1st: When you cast protective pebble, you summon 3 force pebbles.

2nd: When you cast protective pebble, you summon 5 force pebbles.

3rd: When you cast protective pebble, you summon 7 force pebbles.

4th: When you cast protective pebble, you summon 9 force pebbles.

5th: When you cast protective pebble, you summon 11 force pebbles.

6th: When you cast protective pebble, you summon 13 force pebbles.


Thoughts?

Daily Punch 7-25-22 Protective Pebble spell for Pathfinder 2nd Ed

How about a different implementation of a spell?

Protective Pebble Spell 1

Evocation Attack
Traditions arcane, primal
Cast 2 actions somatic, verbal
Range 10 feet Duration 10 minutes


When you cast this spell you create three balls of force the size of a pebble that float around you head. For the duration of the spell or until all the pebbles are expended, when an enemy enters within 10 feet of you, as a reaction, make a ranged spell attack against the targets AC. On a success, you deal 1d6 force damage and the target must make a basic Fortitude saving throw. On a failure, the target is pushed back 10 feet. On a critical failure, the target is pushed back 10 feet and knocked prone. You determine the direction the target is pushed, and the pebble is expended regardless if the enemy is hit or missed.


Heightened (+1) The number of pebbles increases by 1.

Daily Punch 7-22-22 Protective Pebble spell for DnD 5e

Yep, Ed’s playing Elden Ring like all the others. Time to mine it for ideas!

Protective Pebble

1st-level evocation

Casting Time:1 action
Range: self
Components: V, S
Duration: up to one minute, see text

When you cast this spell, three magic pebbles of energy float around your head and last until used or the spell ends. When an enemy engages you or starts it turn engaged with you, a pebble launches itself at the target. Make a ranged spell attack. On a hit, the target takes 1d6 magic bludgeoning damage and must make a Strength saving throw. On a failure, the target is pushed back 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the number of created pebbles by 1 for each slot level above 1st.

Daily Punch 7-20-22 Extra Innovation inventor feat for Pathfinder 2nd Ed

You can build up yourself, but what if you want to build up your toy?

Extra Innovation Feat 1

Inventor


You focus on build up your inventions instead of yourself. Gain an additional innovation. This feat can be taken multiple times. If taken at level 7 or higher, you can choose a breakthrough innovation. If taken at level 15 or higher, you can choose a revolutionary innovation.

Thoughts?

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%