Author: fineyoungmisanthrope
Ring Side Report- RPG review of Daggerheart Playtest
Product– Daggerheart Playtest
System- Daggerheart
Producer– Darrington Press
Price– free here https://app.demiplane.com/nexus/daggerheart/sources/playtest
TL; DR– RPG fusion! 93%

Basics– The Critical Roll bunch have an RPG! Let’s look over this d12 fusion RPG!
Basics- This is a 2d12 rpg. You roll both, add abilities and statistics, and see if you hit a desired DC. Pretty simple for the basics.
Hope and fear or 2d12- The basics are not too strange, but when you roll, you roll 2 different colored d12. One is your hope and one is your fear. If the hope beats the fear value, then you gain hope. If the fear beats the hope, then the GM gets to stop the action and jump in or gets to bank a fear for later.
Using hope- Hope is used to either help yourself or an ally when they roll. You can spend hope to give your friend an additional d12 hope die and choose the better of them. Also, you have a set of experiences. These are akin to skills in DnD. When an experience you have makes sense for a particular action and you want to, you can spend hope to gain the value of an experience as a bonus to the roll.
Combat, turns, and damage- This is a VERY heavy roleplaying game with less focus on crunch. Combat is not round based. Players can do any action from using abilities or attacking and place a token on the action tracker. This continues until a character rolls higher on the fear die. Then the GM gets to play using each token on the action tracker to do something such as attacking, using abilities, and removing conditions on enemies. In either case, if an attack is made, the attack goes against an evasion score. If the attack hits, then the attacker rolls damage. Damage does not just reduce hit points by an amount, but instead the attack goes against damage thresholds causing between zero and 3 hit points. If the attack hits but fails to hit the lowest damage threshold, you take stress. Stress is another stat and represents your body gradually being beaten down, but not enough to hurt you hard. Stress can also come from the environment or abilities you or enemies have. In addition, armor allows you to reduce damage, but it also gets beaten down with use. If you choose, you can reduce damage by your armor value, but you have to check off a use. No uses left means you can’t use your armor. No stress left means you can’t use that ability and all rolls against you have advantage.
Using Fear- Fear is the GMs version of hope. Fear allows enemies to do some actions, for the environment to do some actions, or even for the GM to add additional tokens to the turn tracker.
Alright, thats the basics, let’s dig in.
Mechanics or Crunch– The mechanics here are interesting. It’s not deep enough to be DnD, but its also not deep enough to be Shadowrun. It’s heavily based on the Cypher system. That’s not bad, but it’s also really up in the air. If you want consistency, this won’t be the game for you. If you can handle the give and take of this game, it’s a solid game. 5/5
Theme or Fluff– For the story, what’s here is good, but it’s also not done. It’s got a solid adventure, but you won’t see much world building here, but more is coming as they write more. I don’t hate anything, but I need more details in the base game, not just the adventure. 4.5/5
Execution– This is an interesting one. I love online materials, but Nexus does not have an app. I also don’t like the lack of an index. If it’s present, I have a hard time finding it, so that’s just as bad. The basic functions work well, but again there is no app. So, using a phone for this can be a bit of a pain. The adventure is nice and is fun. The character PDFs are nice as well and have solid help sections for the players. 4.5/5
Summary– This RPG leaves me optimistic. The mechanics and theme are interesting. I want more. Give me an app and give me some more world building, and I’d be even happier. That said, if you need hard crunch this won’t be for you. But it’s free, so check this one out. At worst, you see the system building before your eyes. It’s also an interesting mix of several different parts from other RPGs. You got bits from DnD all the way to the cypher system. I like those, so I like this as well. 93%
Daily Punch 4-12-24 Impromptu Elemental primal spell for Pathfinder 2nd Ed
Time to change!
Impromptu Elemental one-action Spell 8
Concentrate
Traditions primal
Duration 1 minute
You rapidly turn into an elemental. You cast the elemental form spell but only use one action to do so.
Thoughts?
Daily Punch 4-11-24 Joint Pain negative quality for Shadowrun 6th Ed
Knees acting up, goona rain soon.
Joint Pain (1 to 3)
Be it an old injury, inflammatory, or just congenital, it always hurts to move.
• Bonus: 8 Karma per level
• Game Effect: It hurts to move. When you do any physical action, you take a -1 dice pool penalty per level to any physical roll you have to make.
Thoughts?
Daily Punch 4-10-24 Psychic Cracks occult spell for Pathfinder 2nd
The light of god!
Psychic Cracks one-action Spell 7
Manipulate
Traditions Occult
Range 100 feet; Area 30-foot burst
Defense Will; Duration up to 1 minute
You press HARD on the minds of all targets in an area potentially laying the ground work for their mind to shatter. All targets in the area take 4d6 mental damage and must attempt a Will save.
Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage and gains weakness 5 to mental damage for 1 minute.
Critical Failure The target takes double damage and gains weakness 10 to mental damage for 1 minute.
Thoughts?
Daily Punch 4-9-24 Haymaker MMA fighter talent for Everyday Heroes
The best offence is to just hit VERY hard!
Haymaker (Level 3). Once during your turn, before rolling to hit with an unarmed strike, you can declare it is a haymaker and gain disadvantage on the attack roll. You cannot declare an attack as both a haymaker and a takedown. If the haymaker hits, you double the damage for the attack. This replaces Jab or Takedown.
Thoughts?
Daily Punch 4-8-24 Badger Summer primal spell for Pathfinder
a burst of cold in the spring….
Badger Summer one-action Spell 7
Manipulate fire
Traditions primal
Area 30-foot burst around caster; Target All creatures in area
Defense basic Reflex
You bring the gift of summer into the heart of fall for but a moment. All enemies in the area dealt 4d10 fire damage and must attempt a Fortitude save. All allies in the area are soothed by the fire and restore 4d10 hit points.
Thoughts?
Ring Side Report- RPG review of Friends in Need
Product– Friends in Need
System- Shadow of the Weird Wizard
Producer– Schwalb Entertainment
Price– $2.49 here https://www.drivethrurpg.com/product/475523/Friends-in-Need?affiliate_id=658618
TL; DR– Solid start to a campaign. 98%

Basics– The blacksmith’s gone MAD! The kind hearted man has attacked and been contained but why… Can the heroes save the town from some deeper lurking threat?
Mechanics or Crunch– This is a pretty simple adventure, but solid enough to jumpstart a campaign. The adventure has exploration, combat, and social parts to allow the characters of all types to shine. It’s gonna be a bit hard, but Schwalb Entertainment adventures tend to be a bit killer. Complaining about that is like complaining that spicy food is spicy. It’s balanced for what it’s aiming to be, but still fun for those looking to get into the system and maybe even a campaign. 5/5
Theme or Fluff– Again, this is simple but what Schwalb wants in his adventures for this setting. It’s heroic with little to no gore and moral ambiguity. It’s just the heroes finding the cause, finding the solution, and killing bad guys along the way. Solid fun for a hero. 5/5
Execution– I like what’s here, but that’s contingent on there being more in the future. Right now, the item this links to is prepublication. If you want some Weird Wizard, then this is a good enough document (it even has a map!) that will get you playing in about 10 minutes. That’s good, but the layout is a bit lacking. Also, and this is a pet peeve, I want pregens. Give me at minimum a party of four with a better option being eight, two of each base class. They don’t even exist on Schwalb Entertainment’s website. That would make getting this play started even faster, and make getting my friends in even easier. That said, for the price you get a solid adventure with a map to explore. It’s good, but when fully published, it will even be better! 4.75/5
Summary– I do love me some “shadow” system by Schwalb. This is a good, but uncomplicated intro to his vision of how to play. It’s got the three pieces of a good adventure, and will let all the different characters shine. If you need Game of Thrones levels of background and intrigue you will be disappointed by this adventure. For the execution, it works, but this is a prerelease. It’s also pretty cheap, so even if it doesn’t massively change after layout, it’s still enough to justify the price. So far, I’m happy with how this system is working. 98%
Ring Side Report-Board Game Review of Around the World in 10-15 minutes
Daily Punch 4-5-24 Acid Vomit arcane spell for Pathfinder 2nd Ed
maybe something I ate….
Acid Vomit one-action Spell 7
Manipulate Acid
Traditions arcane
Area 60-foot line
Defense Reflex
You feel a gurgle in your stomach and make it everyone’s problem by vomiting acid in a 60 foot line dealing 8d10 acid damage to all creatures in the area. Each creature in the area must attempt a basic Reflex save. You gain sickened 1 after the spell is cast with a DC equal to your spell save DC.
Thoughts?




