Ring Side Report- RPG review of MythCraft Core Rulebook

Product– MythCraft Core Rulebook

System- MythCraft

Producer–   QuasiReal House

Price– $9.95 here https://www.drivethrurpg.com/en/product/460856/mythcraft-core-rulebook?affiliate_id=658618 

TL; DR-New and old combine to make a fun D20 game.  90% 

Basics– Welcome to the world of Ancerra!  MythCraft is a kickstarter from last year that works via several talents and a base system you already know if you played most other DnD style games.  Let’s look at how the system works.

Base Mechanics- This is d20+attribute for attacks and D20+attribute+skill ranks for skills.  You attack with a sword?  Add your Strength to that d20. You shoot a bow?  Add your Dexterity to that d20.  You know it, I know it, and we both love it.

Attributes- each level you gain +1 attribute point.  Your bonus in an attribute can NEVER be more than half your level +1.  So a sixth level fighter can’t have a strength greater than +4.  It’s easy enough to keep track of and familiar enough to be easily applied.

BOP-Characters are built from a Background, Occupation, and a Profession…. and a lineage.  Lineage is your race.  You gain features at specific levels that are lineage specific.  The lineages range from your standard human to constructs to even undead and kind of robot people.  Backgrounds give you skills you can put points into and occupations it should lead into, and professions are the job you do for money and it provides additional skills and bonuses.  Both professions and occupations deal with tags.  Tags are information that the game uses to identify important things and prerequisites for bonuses.

Classes- At second level you can choose a class and here is where the game REALLY opens up.  There are over 10 classes.  These classes have different paths that lead to different talents that give you different abilities.  This game uses talents for lots of different abilities and honestly you could use the word feat from DnD and Pathfinder and you would completely understand what the game means.  But unlike the strategic direction that DnD 5e went in to avoid feat trees, this game leans HARD into feat trees for the different classes and subclasses within each.

Skills-  Your background provides you with a number of skill points, and skill and subskill options you can spend those points on.  You gain skills each level as well.  The amount of skill points you can put in each skill is limited by your background.

Combat-All the normal things you know and love for combat are here.  You roll initiative at the start of combat but it’s based on your awareness attribute instead of Dexterity or Perception.  BUT here is where MythCraft separates itself from other games in the DnD space.  Each action takes action points. Instead of DnD’s Move, Minor, Standard or Pathfinders three actions, each character gets three action points and more based on your coordination attribute up to 8.  Each action you do takes different action point costs.  Some spells cost one point while some might cost over four!  Stab someone with a dagger will be two points, while some things like a Greataxe are eight minus your strength score, minimum four.  You may need to build up to the big boy big toys that do massive damage, but a nimble elf with a dagger might get four solid dagger strikes in a turn.  If you hit the armor score, you do damage via rolling different sized dice.

Magic-Magic is more akin to Final Fantasy in this game.  You get spells via talents and classes, but you don’t prepare spells like in DnD or Pathfinder.  You have your pool of points, and you spend those points as well as action points to cast spells.  You can cast the same spell all day long as long as you have the points you need for it.

Ok, Let’s do my thoughts.

Mechanics or Crunch-This game is different and the same at the same time.  The D20 system and its children are alive and well.  It’s put to good use here being both new and old at the same time.  It’s easy to pick up, but not a carbon copy of 5e, 4e, 3.5, or Pathfinder.  It is easy and fun to play.  I don’t know if most people will get to level 30 and have a crazy high coordination to get those crazy turns, but it is an interesting game where you get to do all kinds of different actions or the same action.  5 /5

Theme or Fluff– My complaint about this game is there is a lot here, but not enough story about the world.  The different character options provide a story, but there is not enough about the world as a whole to draw me in.  The races all have backgrounds that are cool and intriguing.  The classes have story in them and the art makes you see what they are.  The gods and pantheons are all interesting.  But, there is not a world story in this book.  You get that there is some planet you are playing on and there is some fantasy things happening like demons bad, but beyond that I have no idea who’s doing what.  I want to know more, but give me more in this book.  There’s awesome here, but I need more.  4 /5

Execution–  This book makes interesting design decisions that alternate between paying off and not quite getting there.  First, the simple issue of too many different words for the same thing.  You have talents and features.  Just call them one thing and give them different tags. This game gives out lots of tags to label stuff that’s important.  Good, so just have talents with tags for the linages and say you can take them at different levels.  It’s what Pathfinder does and it works.  The book has several pages with introductions of each class and a picture.  It then says go to page XX to see all the class stuff.  That’s cool!  Those pages are several pages of words explaining each talent.  That’s boring, but needed since this is a feat based game.  Then after all the feats, the book has each feat tree for each subclass.  Honestly I would put those in between each class to show how the different talents/feats have different requirements for each other.  I love the diagrams and don’t even mind if they are not hyperlinked inside the pictures.  But breaking up 50 pages of text with some pictures will help your readers.  Otherwise, this book does the job well, though with a few minor issues.  4.5/5

Summary–  This book is someone’s labor of love and how they see d20 RPGs being played.  It’s close enough to your old D20 favorites that you will learn how to get playing fast.  It’s also different and has enough options that you won’t call this a simple clone of any other game out there.  Its issues are in the execution, with a few choices that I feel need a bit more work to reach perfection, and a lack of world story that I feel other books will address.  I just wish they were in this one!  If you don’t want to play another 5e game but want the simplicity of the math,  and you don’t want Pathfinder but want the flexibility of the action mechanics, Then this is the game you and your group should pick up.  90%  

Daily Punch 1-10-25 Religion Dabbling religion skill feat for Pathfinder 2nd Ed

More religion, and times for the one for level 6!

Religion Dabbling Variable actions Feat 4

General Skill
Prerequisites expert in religion


You’ve figured out a bit more than the hymns at church.. Once per day, you can choose an divine cantrip and attempt a DC20 religion check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an expert to determine spell casting attack or save DC.

Thoughts?

Daily Punch 1-7-25 Create Spawn Vampire power for DCC RPG

TO MY MY MINIONS!

Create Spawn
Level: 1Range touchDuration: foreverCasting time: 1 minuteSave: fort vs check result, will vs check result to determine self control
GeneralYou turn a creature into a vampire
Manifestationroll 1d4: (1) bite into the creature and create a bloody mess (2) under cover darkness around you you turn them into a your thrall (3) With a touch you channel pure dark energy and revive a thrawl (4)With a deep, quick bite, you draw life out and put energy into your potental thrall
1failure, power may not be used again today
2-11failure
12-13You revive a target at a vampire of the same level or hit dice as it was before. If it fails the will save, it muse surve you for 1 day
14-17You revive a target at a vampire of the same level or hit dice as it was before. If it fails the will save, it muse surve you for 2d3 day
18-19You revive a target at a vampire of the same level or hit dice as it was before. It gains +1 to its Personality. If it fails the will save, it muse surve you for 2d3 day
20-23You revive a target at a vampire of the same level or hit dice as it was before. It gains +2 to its Personality. If it fails the will save, it muse surve you for 3d3 day
24-27You revive a target at a vampire of the same level or hit dice as it was before. It gains +2 to its Personality. If it fails the will save, it muse surve you for 3d6 day
28-29You revive a target at a vampire of the same level or hit dice as it was before. It gains +3 to its Personality. If it fails the will save, it muse surve you for 3d6 day
30-31You revive a target at a vampire of the same level or hit dice as it was before. It gains +3 to its Personality. If it fails the will save, it muse surve you for 3d8 day
32+You revive a target at a vampire of the same level or hit dice as it was before. It gains +3 to its Personality. If it fails the will save, it muse surve you for forever.

Thoughts?

Daily Punch 1-6-25 Take 2! performance skill feat for Pathfinder 2nd Ed.

Let’s take it from the top!

Take 2! three actions Feat 20

General Skill
Prerequisites legendary in Performance
Frequency once per day


You make such performance even the gods and time will take notice. Attempt a DC40 Performance check. If you succeed, you reset time to the start of you last turn for the entire universe. Hit points, spell slots, abilities, and any used items are reset to their previous state. Only you are aware that this happened.

Thoughts?

Ring Side Report- RPG review of SagaBorn

Product– Sagaborn

System- Sagaborn

Producer–  Lone Wanderer Entertainment

Price– $9.95 here https://www.drivethrurpg.com/en/product/422906/sagaborn-roleplaying-game-v-1-5?affiliate_id=658618 

TL; DR– Fun, but not beginner friendly.  83% 

Basics– Time to adventure!  SagaBorn is an old school/slighly modern RPG set in the world of Uteria.  This RPG offers an interesting mix of old and new RPG mechanics.  Let’s break this down

Basics– Know 3.5 DnD?  Then you know this.  This system is d20+ modifier vs a DC.  The modifiers are what you know and love with base attack bonus + ability modifiers + maybe magic weapon bonus to hit guy.  Its a well worn and comfortable as your favorite shirt.

Skills and levels– Characters max out at about level 8, but there are epic levels if you want to continue the game.  Characters get skill points.  You can have skill points equal to your level +1 in any area.  Then you get expertise points as well.  These are  like subskills within a skill or specializations.  So a skill check is your ability modifier + skill points in an area + expertise points if applicable +d20.  Again, it’s that same game you know how to play.

Magic- Magic is different.  This is much more like the later final fantasy games and less like DnD.  You have a pool of mana, you cast spells with different amounts of mana, and the magic happens.  DC for saves is based on the amount of mana a spell takes, so mana spent is close to the spell level/rank.

Ok, thats the basics,  Let’s review.

Mechanics or Crunch– SagaBorn is an interesting mix of DCC and DnD 3.5.  If you love 3.5, you will get the game you wanted with this one.  For the DCC crowd, you might not get exactly what you want.  DCC is more rules light.  This has more character options and such, and that might annoy the old school gamer who just wants to take 3 levels in dwarf and smash the orc int he face.  I don’t hate what’s here, but it does feel a bit like its aiming for a niche that others might not know about.  The simplicity feels a bit muddled with the complexity of some mechanics.  Again, its not bad, but its not streamlined DCC nor is it granular Shadowrun.  4/5

Theme or Fluff– SagaBorn has a world, but it doesn’t get the love that it deserves.  This book spends a lot of time on the races, but the world doesn’t get nearly as many pages.  It’s here and the world gets covered, but There isn’t as much as I would like to really know the world.  This feels like a good meal I didn’t get enough of.  Good, but feed me more. 4/5

Execution– This book does not do the sins that a lot of rules light, simple systems does, but its got some rough edges.  I get hyperlinks and easy to manage text.  There is art, but I would like a bit more.  The things I want more of are some descriptions of mechanics.  It feels a bit muddled.  Also, some of my background made this work for me, but newer players will need help to really understand what is happening.  Not bad, but this book needs more to be user friendly.  4.5/5

Summary-This is an interesting mix that needs niche players.  If you want a DCC rpg with a bit more complexity, then this works.  If you want DnD 3.5 with a little bit less complexity, there you go.  SagaBorn does exactly what it sets out to do, but make sure you want what it is offering.  Newer players maybe shouldn’t start here alone, but with some help, they will have a blast.  Check this one out if it’s exactly what you are looking for.  83 %  

Daily Punch 12-27-24 Shape Shift vampire power for DCC RPG

He could be anyone?

Shape Shift
Level: 1Range PersonalDuration: variesCasting time: 1 actionSave: None
GeneralYou turn into another shape
Manifestationroll 1d4: (1) Your body ripples and molds into a new frame (2) Turn into a puff of smoke and reapear as a different person (3) turn to a formless goo and reform into the target (4)You just are the target
1failure, power may not be used again today
2-11failure
12-13You turn into 1HD of a humanoid creature for 1d3 rounds. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
14-17You turn into 1HD of a humanoid creature for 1d3 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
18-19You turn into 2d3HD of a humanoid creature for 1d3 hours. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
20-23You turn into 3d4HD of a humanoid creature for 1d6 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
24-27You turn into 4d4HD of a humanoid creature for 1d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
28-29You turn into 4d6HD of a humanoid creature for 2d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
30-31You turn into 6d6HD of a humanoid creature for 2d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
32+You turn into 6d8HD of a humanoid creature for 4d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion

Daily Punch 12-26-24 Death Scene performance skill feat for Pathfinder 2nd Ed

Such a final act!

Death Scene reaction Feat 15

General Skill
Prerequisites legendary in Performance
Frequency once per day
Trigger You are reduced to zero hit points


Your death is worthy of an award. You can attempt a Performance check when you are reduced to zero hit points against the passive Perception of the enemy that reduced you to zero hit points. If you succeed, you instead fall prone, act dead, and are at the hit point total before you were struck. The enemy believes you are dead.

Thoughts?