Daily Punch 4-11-17 Spell Simpleton negative quality for Shadowrun 5e

We have a spell savants, let’s have the opposite..


Spell Simpleton

Bonus: 5 karma

REQUIREMENT: You must be mage or aspected mage

Not everybody get’s to be a doctor.  And other people can’t figure out the self-check out lane.  You’re kind of in the latter with magic.  When you want to learn a new spell, you must spend 8 karma to do so.



Ring Side Report- RPG Review of Homeward Bound- Simple rules for player-owned base

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product–  Homeward Bound- Simple rules for player-owned base

System-Dungeons and Dragons 5e

ProducerJan Sielicki

Price– $3 here http://www.dmsguild.com/product/201016/Homeward-Bound–simple-rules-for-playerowned-base?affiliate_id=239993

TL; DR-Finally a use for money! 94%

Basics– You’ve killed the dragon, gotten it’s hoard, and now you just want to go back to the inn to drink?  Savages!  Time to get and build up your own house!  Homeward Bound is a supplement focusing on maintaining a home in the adventure.  Instead of just drinking in a bar, you can own land, quest to keep that piece of land safe, and drink in your own home!  This book has options for the players and ideas for the DM.

Mechanics or Crunch-This book isn’t built to be a player option book, and that’s very important going forward.  This book does have benefits to the player in the form of different things you can build which are nice and some of these even have levels of benefits depending on how much you build up.  Those are all good additions to the players’ options in game.  However, the major problems I had were the lack of player specific character options and the build your own manner option.  Players can build things that give them a better start to the adventure, but there are not feats, spells, or player options that deal with their own manor.  Also, players don’t have options to build their own manor out right.  The typical ways to get a manor are find one or be gifted one.  I’d like to forge my own.  These don’t break the book by any means, but I’d like a bit more as a player.  Something that might help is a character sheet for your house showing what you’ve added, the rooms that are there, and what bonuses you get from each.  As a DM, I have enough from this book to do well with it in my game.   4.25/5

Theme or Fluff–  This is a book of how to get and build a manor.  Overall it doesn’t tell a story per se, but it gives you the theme of owning and building a house in DnD.  The book does include a possible campaign for a DM to throw at the players, which is a nice touch.  However, all the things in here have a good theme and description to them.  It’s an entertaining  read.  5/5

Execution-This book has got pictures, color, columns, art, tables, backgrounds, and story.  Then why the 4.9?  Size.  This book has tiny font. On a tablet, it’s ok because I can zoom in.  As a print out, it’s hell on the eyes.  That said this is some of the best execution I’ve seen for a DnD 5e book yet.  It’s organized well and even hyperlinked!  Compared to some of the other stuff with just black text/white background/5 pages/5 bucks, this does raise the bar for the competition.  Just be prepared to squint a bit. 4.9/5

Summary– I like what’s here.  Here is the biggest part-this book picks up where the core DM’s Guild doesn’t go.  You get a house/castle/tent anywhere, what do you do with it?  This book gives you options.  And the best thing this book does is give you options for what to do with money.  Players are drowning in cash with not option for magic weapons as standard int he rules.  Here, players get an awesome way to spend cash while building up a place to call home.  Is this book perfect?  No-I want larger text as I’m going blind, and I want player options.  But here is the thing.  This is a solo book done by one guy that’s as long as a Paizo player product, with pictures, and a mini-campaign, that  costs less than the black and white standard adventures from the Adventure League.  This book is not perfect, but book is what most of the DMs Guild need to aspire to be. 94%

Daily Punch 4-10-17 Spell Prodigy Positive quality for Shadowrun 5e

You learn spells by spending 5 karma.  Let’s play with that!


Spell Prodigy

Cost: 5 karma

You’re a quick study.  Either from a book or from a spirit, you learn quick, not wasting time dallying between runs.  When you want to learn a new spell, you only spend 3 karma to do so.



Daily Punch 4-5-17 Condemn spell for Pathfinder

I like disadvantage.  Let’s make this happen in Pathfinder

Healing Burst


School necromancy [emotion, fear, mind-affecting]; Level cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, witch 1


Casting Time 1 standard action
Components V, S, DF


Range Touch
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

Touching the target with your holy symbol, you ask your god to curse the subject before you.  The target must roll two dice on the first attack roll (weapon or spell) it does each round while under the curse.  At the end of each of the creature’s turns while affected by this spell, it may attempt a new saving throw to end the effect.  This save is a free action.   If this save is successful, the effect ends. If not, the curse continues on the creature continues laughing for the entire duration.

Daily Punch 4-4-17 Healing Burst spell for Pathfinder

How about a healing blast around a healer?

Healing Burst


School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1


Casting Time 1 standard action
Components V, S, DF


Range 10 ft.
Area The caster and all allies within a 10-ft. burst, centered on the caster
Duration Instantaneous
Saving Throw none; Spell Resistance yes (harmless)

Holding you holy symbol high, you shoot forth a blast of refreshing light from yourself.  All targets including the caster in range heal 1d4 hit points.  For every two caster levels beyond 1st, the spell heals an additional 1d4 hits points a maximum of 5d4.



Daily Punch 3-30-17 Conjure Fire Whip spell for DnD 5e

Conjure Fire Whip

1st-level conjuration

Casting Time: bonus action
Range: Self
Components: S
Duration: 1 hour

You clap you hands, and when you pull them apart, you generate a whip of fire.  The whip functions as a normal whip, but it does an additional 1 fire damage on a hit.  While wealding the whip, increase your AC by 1.  This bonus stacks with other spells and effects.  If you ever drop the whip, the whip turns to ash, falls aprt, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the whip is not a +1 flame tongue whip.  When you cast the spell using a spell slot of 5th level or higher, any target hit with the whip must make a Dexterity saving throw or fall prone.


Ring Side Report-Board Game Review of Ophidian 2360: Survival of the Fittest

Originally posted at http://www.throatpunchgames.com, a new idea everyday!

Product-Ophidian 2360: Survival of the Fittest

Producer– Hack and Slash Games

Price– $25 here http://hackandslashgames.com/shop/

Set-up/Play/Clean-up– 30-60 minutes (2-4 players)

Type- American




Basics-  WE WHO ARE ABOUT TO DIE SALUTE YOU!  In Ophidian 2360, you take a the role of a team of gladiators fighting another player’s team.  After setup where players get energy to buy cards and then draw a few cards and put some on the bottom of their deck, one player starts with momentum.  Momentum is the best new addition to card games from this game.  When you have momentum, you can keep taking actions as long as you don’t lose it!  This means that if you want to have all your characters attack, an action that has positive momentum, you can.  In addition to attacks, players can move character between the rows of combat.  Moving forward is positive momentum, and back is negative. Players can also play cards from their hand or activate abilities on cards.  Both cards and abilities have positive and negative momentum.  Cards and abilities have requirements to play like other games such as having enough energy to pay for the card and having the right kind of characters in play.  Some cards provide permanent bonus and penalties, some are new support characters, and some are one time events.

This is the fighting game, so combat is the main focus.  When you declare a character to attack, you choose what gladiator you will attack.  Both you and the defender may play cards that are responses, quick cards that do not change momentum.  After that, the defender can choose to just take the hit or have another character take the hit for the target.  If the hit goes to the original target, that attacking player gains one Cheer.  Cheer are victory points.  If another target intercepts the attack, the defender gains cheer.  Damage is quick as well.  The attacker has a damage value, the defender has a defence value, and the damage done is the difference of the two, minimum zero.  There are effects and abilities that do direct damage that is not reduced.  When a character attacks, it exhausts, and exhausted characters can’t attack again until the breather.  Attacking is an action that keeps momentum, but if a player spends Cheer, then the attacker gives up momentum and another player starts their actions.  

This stand alone expansion of the game introduces Rage.  Rage is a hit point value that when crossed, causes a character to do damage to attackers for free after defending.  This changes the game midgame as now you have character who start to kill your attacking if you are not careful!

The last action a player can do is pass.  This gives up momentum, and when all players pass, they enter a breather.  In a breather, you figure out who goes first next round (person with the most wounds on their characters), pay costs for things in play, unexhaust all their cards, gain back their energy, move characters around, and promote one character.  Promoting is the second most novel aspect of this game.  Character cards are double sided and not random.  When you promote a character you basically level them up.  They might do more damage, increase stats, or gain new abilities.  The most important fact is their disciplines increase.  You can think of disciplines as factions with levels in them.  All cards you play have a needed discipline requirements.  You don’t spend discipline as a resource, but if your character with the warrior level 3 discipline dies, you can’t play cards that requires warrior level 3 until you have another character with that discipline that high.  Discipline requirements can change the battle in an instant as your entire hand might go from amazing to useless if the enemy kills the right character at the wrong time!

The game continues in this way until one of four things happen.  You can win by killing all your opponents gladiators, reaching 15 Cheer, or ending the fourth round with the most points.  If you’d like to read the full rules, check them out here: http://hackandslashgames.com/wp-content/uploads/2016/03/OPHIDIAN-2360-RULES-SUMMARY.pdf  May the best team win!  


Mechanics-This is truly the  high point of this game.  The novel idea of doing almost as much as you want in a card game really draws you in.  It could go really bad as this might make the game spin out of control quickly, but the ability to spend Cheer to stop the momentum of combat easily balances this problem.  If you’re tired of the old Magic basic flow of combat, this game adds a new mix to fighting that is fresh.  This pack also adds rage.  This changes the battle dynamic as now you might have to think through your options before fighting people who can damage your own characters!  5/5

Theme-And here is the low point of the game.  This isn’t bad, but I want more in this box.  I feel like I’m fighting in an arena, which is good, but I don’t know why my characters are here.  I don’t know why there are wizards and a lady who has a lazer gun together in the same place.  There are only a few characters in the box, but I want to know more about who they are.   I like what’s here, but I just want a lot more!  3.5/5

Instructions-Instructions to this game are about as bad Magic rules.  They work, but you will have to look up a ton of clarifications on how to play if you only have the box itself to go on.  Overall, it’s not horrible, but even the developer is working on a more comprehensive set of rules to the game.  If you read up at other sources, you will do fine.  I don’t like when I have to look elsewhere to play a game!  3.75/5

Execution–  What’s here is great.  The cards are nice quality, the tokens are good, and the pictures are nice.  I’d like the icons to be larger.  That’s my main complaint.  I‘m getting old and reading what level you need for each symbol can be a bit small.  Same goes for some of the text.  But, that’s a pretty small complaint compared to the awesome in this gamebox.  Bonus-This game’s price point is amazing.  That alone makes it worth a look.  4.75/5


Summary-I like this game, and feel badly about giving this game the score it’s getting.  The game itself is great.  It plays well and you do feel like you’re fighting for the crowd’s favor.  The stuff in the box is good.  I just want more.  I don’t know why I’m fighting.  I have to work hard to figure out if I’m playing this one correctly.  That’s the stuff that hurts this game.  This game needs a bit more before you play and get involved.  I want more rules and story to help me understand the world and rules of combat.  Once you’re in though, you’re in.  If you are not as obsessed as I am with story  and you get past your first jittery game, this game is a fabulous fighting game with great execution.  85%