Ring Side Report- Dragonlance: Shadow of the Dragon Queen

Product– Dragonlance: Shadow of the Dragon Queen

System- DnD 5th Edition

Producer– Wizards of the Coast

Price– $36 here 

TL; DR– kind of fitting for what we have been seeing from WotC.  73%

Basics–  Time for the War of the Lance… again.  Learn the basics of the Dragonlance setting and play through the most famous adventure.

Mechanics or Crunch– This book adds a bit, but not much, in terms of game mechanics.  You get a bit of background on the setting’s most famous addition, the kender, and you also get rules for mass battles and sidekicks.  Overall, it’s not bad, but it’s not much.  For this world, I would expect more, especially given the crazy things that have happened with magic, moons, and divine magic.  What’s here is good, but there is not as much as I would hope.  4/5

Theme or Fluff– This is a let down.  There is a story that is decent, but it’s been done.  Why not modernize the setting or deal with the fallout of many of the books?  This just feels like a rehash of things or a reboot.  Couple that with the fact that the whole setting is given 20 pages of background and you get something that works, but it’s not a solid effort.  3/5

Execution-You can buy a decently made book.  But there is no PDF available, legally.  You can buy a computer version via DnD Beyond, but you must deal with DnD Beyond.  It’s got good layout and text, but those two things itself knock this down many pegs.  4/5

Summary– This book feels like many of the most recent setting books WotC is putting out.  There are a few pages of setting and then an adventure.  You have a GIANT world out there with lots of stuff and you get 20 pages.  I just feel this isn’t done well.  If you want to replay the war of the lance and you want 5e to do it, this will be your book.  If, like me, you wanted a solid introduction to the system and you wanted it to tie in to where the world is now, then this will not be your book.  73%

Daily Punch 2-3-22 Motility skill feat for Pathfinder 2nd Ed


Motility
Feat 1 2 actions

General Skill
Prerequisites trained in Athletics or Acrobatics


You fly around the battle field as the attacks are fast and furious. Make stride once. At any time during this stride, make a melee or ranged attack at your current multi attack penalty.

Thoughts?

Daily Punch 2-1-23 Blending Magical Sight skill feat for Pathfinder

I think detect magic should get a bit more love from the schools that can cast it. Let’s fix up the Arcane Senses feat a bit.

Blending Magical Sight Feat 7

General Skill
Prerequisites expert in divine, occult, or primal


Magic bleeds from one tradition to another.. You can cast 1st-level detect magic at will as an innate spell. If you’re a legendary in a chosen skill, the spell is heightened to 3rd level

Daily Punch 1-18-23 Recycler Grenade for Starfinder

I’ve been playing Prey, and my favorite part of this Sci-Fi game is the ability to take apart creatures and make useful stuff from them. We can do this in starfinder too!

Recycler Grenade

This grenade causes bonds between atoms to brake and condense into a cube of cube of UPBs for all targets within range. This weapon does untyped damage to all creatures in the area. No damage resistance applies to this damage except for any creatures that lack a physical body of any kind. After the damage is delt to all targets and surrounding material and location, a number of UPBs are created equal to the total damage dealt.

 Recycler Grenade, Mk 1

Level 5; Price 950
Hands 1; Proficiency Grenade
Damage 1d8; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Specialexplode (1d8 E; 20 ft.)


 Recycler Grenade, Mk 2

Level 9; Price 4,350
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Specialexplode (3d8; 20 ft.)

Recycler Grenade, Mk 3

Level 15; Price 37,500
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Specialexplode (6d8 E; 20 ft.)

Recycler Grenade, Mk 4

Level 17; Price 82,500
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Specialexplode (12d8 ; 20 ft.)

Daily Punch 1-6-23 Rock Slide Monk feat for Pathfinder 2nd ed.

Building off the mountain stance.

Rock Slide 2 actions Feat 6

Monk
Archetype Martial Artist*
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.
* This archetype offers Rock Slide at a different level than displayed here.


You smash into a foe with the force of rock fall. Make a stride and then a melee attack using your mountain stance attack. If you hit, the target must make a Fortitude save. If it fails, the target moves a number of feet equal to half the distance you moved this turn, rounded down. On a critical failure, the target moves equal to the total distance you moved this turn. If you moved before using Rock Slide, add that distance to the total you moved this turn to calculate how far the target moves.

Special If you have this feat, while you are in Mountain Stance, you gain +2 status bonus to saves to avoid being forced to move or knocked prone.

thought?

Daily Punch 1-4-23 Mountain Stance feat for DnD 5e

Why not have stances for DnD?

Mountain Stance

prerequisite: monk unarmed attack feature

No force can move you! As an bonus action, you can enter the stance of the mountain. You can only be in one stance at a time When you do, gain the following benefits:

  • Gain advantage on any saves to remain where you are, remain stationary, and remain upright. Enemies gain disadvantage on any attempts via attacks, spells, or abilities to remove you or knock you down.
  • When you are upright and have both feet on the ground, one attack you make each round gains bonus damage equal to 1/2 your level, rounded down.

Thoughts?

Daily Punch 1-3-22 Camerlengo’s Hammer artifact for Pathfinder 2nd Ed.

time for a version in Pathfinder !

Camerlengo’s Hammer Item 21

Rare Divine Evocation
Usage held in 1 hand; Bulk 1
Base Weapon any hammer


This hammer is the most prized possession of the second of command of a faith and is passed down as the new leader is chosen to the new second in command. The hammer is a +3 major striking holy/unholy cold iron hammer of whatever hammer the faith prefers carved to be a holy symbol for the faith. This weapon counts as a holy symbol for any spellcasting purposes.


Divine Wielder If you’re a character capable of casting divine spells, you also gain the following two benefits.

  • When you critically hit an enemy of your faith, the creature is slowed 1 and enfeebled 2 for 1 round.
  • You can activate the hammer in the following way.

    Activate  command; Frequency once per day; Action three actions; Requirements You hit an incapacitated creature three times using the hammer; Effect The creature is instantly destroyed and turned to ash. The creature can not be resurrected to live via any means. The creatures soul is freed from any bonds. oaths, or deals it made in life and is instead sent for judgement and sent to the correct afterlife as a normal soul. The also means that any deals the creature struck to avoid punishment or gain power in another live are also null and void. The only way to return the creature to life is via miracle cast by a 20th level cleric of the faith where the soul was sent to in its afterlife .

Thoughts?