Daily Punch 10-24-13 Improving Grappling in DnD Next

I know some of my players wanted this last night in our DnD Next Game as a feat.

Grappling Master

You’re good with you hands, and even better at bending your opponents.

  • Gain a +2 to all grapple attempts to escape, maintain, or pin an opponent
  • When you have an opponent pinned, you may immediately do 1d8 +str damage.  This counts as a blunt weapon attack that you may modify with other feats or class abilities
  • You may grapple creatures that are up to two sizes larger then you.

Thoughts?

Daily Punch 10-23-13 Vampires in 13th Age?

Its almost Halloween!  How about an extra ghoulish race for 13th Age?

 

Nosferatu/Vampire

+2 Str or +2 Dex

Vampires may look like any other race, except they are unnatural pale.

Blood Drinker (Racial Power)

Once per day as a standard action, you may drink the blood of an adjacent immobilized, unconscious, or willing creature.  You gain a recovery and the creature loses a recovery.  Roll a save,on a +17 you regain the use of this power.  If the creature you drank blood from had no recoveries left, you still gain a recovery, but the creature will arise as a Vampire if not decapitated.

Champion Feat:  The value of the save may be +14.

 

Thoughts?

 

Daily Punch 10-22-13 Spell Sickened Heroes in Pathfinder

How about some love for Pathfinder for spell sickened heroes with a drawback?

 

Spell Sickened

Spells hurt you almost as much as they do your enemies.  You have learned to cast them with care.

Effect: When you successfully cast a spell with out an item, you must attempt a Fortitude saving throw. The DC is 10 + level of the spell. If you fail this save, you become sickened for 10 minutes.  If you case another spell while sickened from this effect and fail the fortitude save, you instead become nauseated for 10 minutes.  At the end of each round of combat while nauseated form this effect, you may attempt another fortitude saving throw for the second spell.  If you pass, you become sickened instead.

 

Thoughts?

Daily Punch 10-21-13 Spell Sickness in Shadowrun

Hay all, how about a negative quality in Shadowrun 5e?

 

Spell Sickness

Bonus: 15 karma

Your body rejects magic the way some people reject soy.  When you cast a spell, you become sick and take a -1 dice pool modifier to all actions until you do not cast a spell for two rounds.  If you cast another spell while you are sick, your dice pool modifier increases by another -1 that is cumulative.

 

What do you think gang?

Daily Punch 10-8-13 New background for DnD Next-Teamster

How about a nice fantasy background for all those games that start on a caravan?

 

 

Teamster

You’ve been everywhere.  You’ve driven caravans to the frigged north to the scorching south.  Now you’ve been dragged into a different adventure out of your control.

 

Trait-Stops on the Way

You’ve been to all the towns in your territory, and you know how to find them at least generally.  When you succeed on a nature roll, you can generate a rough map in your mind and find the nerest town you’ve already been too.  Also, in your travels you’ve memorized the best towns to rest at and the best towns to sell goods at.

 

Proficiences

Skills:Nature, Intimidate, Perception

Tools: Mounts(land), navigator’s tools, crossbow proficiency

Equipment

Backpack, bedroll, hempen rope (50ft.), navigator’s tolls, tent, tinderbox, traveler’s clothes, waterskin, winter blanket, 35gp, 30sp, and 80cp

 

Thoughts?

Daily Punch 10-7-13 New card type for Manhattan Project

Manhattan Project is one of my favorite games because I love me some good Euro, worker placement games that have combat between the players!

I was thinking though, would it affect the game if you could place two workers to the board in a turn?  Maybe a new building card type?

 

Card type – University

Requirments to use- two of any workers + one red money symbol

Benefit-Place one extra worker on the main board

 

Thoughts?

 

 

Daily Punch 10-2-13 More healing in Numenera?

So I was reading the Numenera book and I wondered why Nano’s didn’t have healing options at lower levels.  I know you can get one through your descriptor, but why not make one.  Here we go…

Tier 1: Healing thought (3 Intellect point). You restore 1d6 points to one stat Pool of any creature at  short distance. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same  creature, the task difficulty increases by one step. The difficulty returns to 2 after that creature rests for ten hours. Action.

Thoughts?