Daily Punch 11-13-19 Force Punch spell for Castles and Crusades

Ok, something the new school has over the old is wizards and clerics with cantrips that make them a wizard, not a fighter with crappy stats.  Let’s fix that!

 

FORCE PUNCH, Level 0 wizard, illusionist
CT 1 R 50 ft. D Permanent
SV none SR yes Comp V, S, M
A ball of force is throw from the casters extended finger at  a single target. The caster must succeed with a ranged touch attack to hit the target. The force punch deals 2 +1 per 2 caster levels damage if it hits.
The material component for this spell is a pebble.

Daily Punch 11-12-19 Channel Light Divinity spell for Castles and Crusades

Alright, time to run some games of C and C, and I want some modern in my OSR.  Here is spell for the clerics out there.

 

 

CHANNEL LIGHT DIVINITY*, Level 1 cleric , 2 druid , 2 illusionist
CT 1 R 30ft. D permanent
SV see below SR yes (h) Comp V, S, DF
When the caster yells a prayer to the heavens, all creatures in the areas are healed  for 1d4 hit points of damage. No saving throw is needed when the spell is cast by a cleric or druid. All undead creatures may attempt a wisdom saving throw or take 1d4 hit points damage.

The illusionist version of the spell acts in the same manner with one important exception. The spell recipient of the spell must make an intelligence saving throw. If the creature fails the saving throw, the spell acts normally. If the creature makes the saving throw, the spell fails as the creature realizes that the spell is an illusion. An illusionist cannot cause damage to undead.

The reverse of the spell causes 1d4 hit points damage to living creatures. In those situations, a successful wisdom save indicates half damage if cast by a cleric or druid, or no damage if cast by an illusionist.

 

Thoughts?

 

Ring Side Report-Keeping it Classy: The Bard

Product– Keeping it Classy: The Bard

System-DnD 5e

ProducerKim Frandsen 

Price– $5 here https://www.dmsguild.com/product/281863/Keeping-It-Classy-The-Bard?affiliate_id=658618 

TL; DR-Another Solid Entry in the Series.  98%

 

Basics-CAN YOU HEAR ME!  Keeping it Classy: bards is another book in the keeping it classy series this time focusing on bards.  This book has items, bard colleges, a new race, and backgrounds all focusing on the musical characters in the party.

Mechanics or Crunch-What’s here is great!  I like the new mechanics, and they all feel balanced with everything else.  I like the items and the backgrounds as they fit as well. I’ve never been a fan of new races because it’s strange to just have a group of creatures that have always been here just appear out of nowhere, but the new race feels balanced as well.  What I want more of is feats. This book and the bard need some more feats, so this feels like a bit of a missed opportunity. Aside from missing feats, I love the stuff that’s here. 4.75/5

Theme or Fluff-This again feels right.  That’s what I want in a book for a class.  The stuff here feels appropriate for the class and the various settings that the bard plays in.  That means its done well. 5/5

 

Execution–  PDF?  Check!  Hyperlinked?  CHECK! Great layout and ease of readability?  CHECK! This is how I want products made. It’s got some original art, but the art that is there does exactly what it was supposed to do- break up the text and intrigue me.  The layout is nice. The font reads easily, and the overall presentation is top notch. 5/5

 

Summary-This is a 6 dollar book that provides a solid punch of material.  You get great mechanics that build the class in a new direction by playing with some different resources.  You get some new backgrounds, and you get solid items. I always want more,and here I feel a few feats would help round out the product.  But, aside from that, the book has an amazing execution, and all the new toys feel like they belong in the fantasy world of DnD. This is a rock solid book most bards should at least check out!  98%

Daily Punch 7-24-19 Verrine’s Chosen Warlock Patron for DnD 5e

We’re fighting devils in a bit, so let’s find a devil who would steal from other devils…

Verrine’s Chosen

You’ve found a master who will grant you powers that you never knew possible.  Heal yourself,  have boundless energy, and control those around you all are part of the deal you made when you joined Verrine.  Now you go across the land and gain power through impatiences.

Expanded Spell List

Verrine lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Table: Fiend Expanded Spells
Spell Level Spells
1st cure wounds ,  command
2nd aid, enhance ability
3rd revivify, haste
4th confusion, compulsion
5th dominate person, geas

Renegades’s Blessing

Starting at 1st level, others hold no power over you.  You gain advantage on saves and checks against any effect that would charm your or control your mind.  If you already have advantage on these saves or checks, you gain immunity from those effects.

Verrine’s Dark Blessing

Starting at 6th level, your patron bestows a portion of his power unto you allowing your wounds to heal at amazing speed. You regains  Hit Points equal to your Charisma modifier at the start of its turn. If you take radiant damage or damage from a silvered weapon, this trait doesn’t function at the start of your next turn. You begin to die only if you starts your turn with 0 Hit Points and doesn’t Regenerate.

Blessing of Impatience

Starting at 10th level, you gain the speed of your dark master.  You may choose to gain the effect of the haste spell, but your extra action can be used to cast cantrip spell, melee attacks, dash, or disengage.  You must concentrate to use this ability as normal.  You regain this ability after a short or long rest.

Possession

Starting at 14th level, your masters teaches you the true power of possession. Once per day, you gain the ability to choose a creature in range and force it to make a Wisdom saving throw.  On a failure, you disappear possess the creature as per dominate monster, except the duration 8 hours.  When the spell ends you reappear at a point within 60 feet of the target of your choosing. Once you use this feature, you can’t use it again until you finish a long rest.

 

Thoughts?

Ring Side Report-Board Game Review of Professor Evil and the Citadel of Time

Product-Professor Evil and the Citadel of Time

Producer– Fun Forge

Price– $30.00 here https://www.amazon.com/Passport-Game-Studios-Professor-Citadel/dp/B06W56ZL3T/ref=sr_1_1?crid=2PIIRCWB14ZM3&keywords=professor+evil+and+the+citadel+of+time&qid=1557748520&s=gateway&sprefix=professor+evil+and+the%2Caps%2C153&sr=8-1

Set-up/Play/Clean-up– 30 to 45 minutes (2-4 players)

Type- American

Depth-Light

TL; DR-Let’s steal the Declaration of Independence -FOR JUSTICE!  97%

pic3495278

Basics- Saving relics in the knick of time!  In Professor Evil and the Citadel of Time, players take the rolls of victorian themed heroes attempting to rescue items stolen across time by the evil PROFESSOR EVIL!  This game isn’t subtle, but it is fun! This is a completely cooperative game, so each turn has a phase where the players help the team and a phase where the players hurt the team.  During the phase where you help, you can are given three actions and a card action. The basic actions are move from room to room, deactivate traps, unlock doors, and rescue treasure.  You can do any action you want multiple times. Also during this phase you draw two card from a deck specific for your character and you can use these special abilities to really help the team as a separate action!  These powerful, specific cards vary a lot from having the ability to move the evil professor to turning off all the traps of one kind! The goal of this phase is to have all the traps off of all the types for a given treasure, be in the room with the item to save, and have an action left to save it.  However, after you take your turn, you roll three dice to hurt your team. These dice advance the professor around his house kicking heroes out of his house, locking doors, resetting traps, or move time forward on the different treasures or all of them at once! Once a good hasn’t been rescued before its time is up, the good it put in the safe room where no player may go!  However, all is not lost. As the game progresses, players unlock different global and personal abilities making it a much fairer fight! The goal of the game is to save four goods and return them to their own times before the dastardly professor can put four goods deep into his safe room.

board

Mechanics-This is a simple game, but that doesn’t make it any less fun.  The basic turn of do good/do bad is a quick, easy, and fun way to do cooperative games and isn’t going away anytime soon.  Those three actions and a card action get nearly surgical when you have to get to a treasure in time ramping up the tension and thought process in a fun way!  I love this game, but the dice based nature of the bad action is very random, as dice should be. But, this makes it a bit harder to plan. Not a bad, but a different, and you can get absolutely wrecked on a bad day.  Keep that bit in mind, and you will have a great time dealing with all your plans falling to pieces because the professor teleported into the room you NEEDED to be in the get that last treasure! 4.8/5

cards

Theme- This game delivers its theme very much in the show don’t tell way.  The characters and items all look like they belong to the same world, and the victorian/steampunk setting looks fun.  I would like a bit more background as I’m very much a story driven gamer. That said, you do feel like a gentleman/gentlewoman sneaking around the manor of a madman hiding and stealing his ill gotten gains from across time.  4.5/5

Instructions– The instructions are six pages, full of pictures, and well written.  When I cracked this box, I was playing in five minutes. That’s a great “opening box to playing” timeline!  I also didn’t have to consult Board Game Geek to figure out any obscure rules. It’s a simple game with efficient, well written rules.  5/5

items

Execution-Quality components, quality box, quality art, and FULL CARDS make this a fun game.  I like good quality cardboard, and this game delivers! This game is simply put together well.  5/5

Summary-Good co-op is a hard balance to find.  Good, simple co-op is a much harder balance to find, and this game delivers in droves!  It has good, simple mechanics, great art, quick to read rules, and great components. All these combine to make a fantastic gaming experience.  The only word of caution is if you expect a 10 hour brain burning eurogame experience, keep walking. This is a fun, fast game in the tradition of Pandemic, but using dice, which have their own punishing randomness at times.  If you’re looking for a great way to spend an hour with up to three buds, you can’t go wrong with this game. 97%

Ring Side Report- Keeping It Classy: The Barbarian

Product– Keeping It Classy: The Barbarian

System-Dungeons and Dragons 5e

ProducerKim Frandsen

Price– $5 here https://www.drivethrurpg.com/product/275287/Keeping-It-Classy-The-Barbarian?affiliate_id=658618

TL; DR– Fantastic Third Party Content! 99%

Basics-BARBARIAN! Can you solve the riddle of steel?  Keeping it Classy: The Barbarian is exactly what it puts out to be-a barbarian splat book, but it’s even got a more for the rest of the table.  Tons of new content for your barbarian characters and a bit of extra stuff for the non-barbarians out there with a new race, backgrounds, and some new toys.  Let’s take a look at this book.

Mechanics or Crunch– This is a great book with lots of amazing content!  The new paths are great. The new race is fun, and the new toys and backgrounds will fit anybody.  Heck this one book has more barbarian content than almost all the current official DnD books out there!  It’s not perfect as a few small issues crop up in wording on abilities, but you can easily look past that to see a phenomenal product. 4.9/5

Theme or Fluff-Your barb is not just a dumb meat shield.  This book gives your hunk of muscle story from fun backgrounds to each path getting a full story treatment.  Each path entry is short enough to not keep it in one world or setting, but long enough for it to be something to latch onto and build more of.  This is the same for everything else here. Backgrounds? Not too long to wear out the welcome, but long enough to really get you hooked. Lizardperson race?  Fun and full of enough story to make it something you want to read, but won’t lose interest in like an encyclopedia. Weapons? Pictures and descriptions for you to see in your minds eye.  All told, this is a great product for the story based groups out there. 5/5

Execution–  PDF?  Check!  Hyperlinked?  CHECK! Great layout and ease of readability?  CHECK! This is a product you can fly through, see the flow and major beats of in five minutes, and then dive back into for each section you want to really learn about.  It’s a fun read that flies by. I also like the liberal use of pictures. Most of the pictures are free to use art, and that’s not bad! The pictures are related to the text, and the pictures break up the text while reinforcing the ease of readability.  There is new art, and that is well done too! There are a few things I do think are a bit different such as weapons getting two sections instead of one describing the weapon and any special properties. Not wrong by any stretch, but it’s different. Also of note the book is five bucks for 40 pages.  The core DnD book (which isn’t hyperlinked or a PDF!) is 293 pages for about 40 bucks originally, so this is below price for the content your are getting! All of this adds together to a well crafted, fun to read book. 5/5

Summary–  I really like this book.  It’s a quick read that’s a fun read while still being a satisfying read.  It’s a barbarian splat book that doesn’t just have barbarian stuff in it. It’s got enough fun pieces that any players may want to pick this up.  Have an hour and want to see a well produced book? Check this one out! 99%