Daily Punch 9-14-20 Earth Glass Wondrous Item for DnD 5e

Saw the Lore Podcast and this stuck with me.

EarthGlass

Wondrous item, very rare

This cloudy glass orb is a size of a head. When placed on up to five feat of ground, 1 food to stone, or 1 inch of metal, the glass becomes instantly clear and you see through it into through the material. Then, you focus on an object in the room and summon it to you. It move at a rate of 1 foot per round floating to you. While you are silent, making no noise, it continues to float to you and will float through the wall. The moment you make a noise the object falls and the earthglass goes back to cloudy. You can use this item once per day.

Thoughts?

Daily Punch 9-1-20 Mental Fortitude advanced quality for Pip System

How about something new?

Mental Fortitude
Requires: Knowledge 3 (S), History 2 (Q) , Resist 3 (S), Fearless 2 (Q)

You mind is trained to the point where you can shake off the horrors that would break most men. Unless something significant happens as a result of another ability, you can’t be confused, distraught, and instantly snap out of hysterics. You can ignore the first Hit of mental damage on any attack that hits you.

thoughts?

Daily Punch 8-14-20 Improved Two-Weapon Fighting feat for DnD 5e

Quick idea from a game I’m running.

Improved Two-Weapon Fighting

Prerequisite(s): two-weapon fighting

When you stab and you swing, you’ll be surprised how hard you can hit on that back-swing. You gain the following benefit:

  • Increase your Strength or Dexterity, to a maximum of 20.
  • When you hit with both attacks as part of your two-weapon fighting ability, double your ability modifier applied to damage on the second hit.

Thoughts?

Ring Side Report-Board Game Review of Pan Am

Product-Pan Am

Producer– Prospero Hall

Price– $34.99 here https://www.target.com/p/funko-pan-am-board-game/-/A-79396299?ref=tgt_adv_XS000000&AFID=google_pla_df&fndsrc=tgtao&CPNG=PLA_Toys%2BShopping_Local&adgroup=SC_Toys&LID=700000001170770pgs&network=g&device=c&location=1019378&ds_rl=1246978&ds_rl=1248099&gclid=Cj0KCQjwgJv4BRCrARIsAB17JI5zgkskI0QJnO50_tOBEn0Zb9Q8dDmcrs18o43fB6wHDQrQisGabAoaAkyCEALw_wcB&gclsrc=aw.ds

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

Type- Euro

Depth-Light

TL; DR– Strong euro with a good, strange theme.  94%

Basics- Who’s ready to fly?  Pan Am is a game all about owning enough of Pan Am to be its leader.  The basic flow of the game is worker placement with an outbid mechanic.  Each turn an event is revealed, players place and replace workers called engineers, actions happen, and finally Pan Am buys routes and players buy stock.  Events change the stock price and set new things in motion from free planes to giving extra actions.  The options for placing engineers on the board are: build airports, win location cards, build planes, claim routes, and get directive cards.  These all factor into routes.  To claim a route you have to have an airport at the start or end of a route, have a location card of a start or end of the route, discard a card in the the same area as the route, or discard two cards from the same area that isn’t where the route you want is.  This makes airports and location cards key.  There are four types of airplanes with each being able to fly farther and farther.  Claiming a route gives you money every turn as income as long as you control the route.  Directives are wild cards that give you powers from free end game stock to extra planes and everything in between.  The key in this game is bidding.  Each airplane airport, or location space has different money amounts.  You can choose any location, but if a player is willing to pay more, you are bumped and you get to redeploy that worker.  The last part of the turn is Pan Am buying routes from the players.  When Pan Am randomly buys a route by following a marked flow on the board from a random die roll, it gives the player money based on the size of the route, but reduces your end-of-round income as you no longer control the route.  Lastly you get income based on the routes and airports you control. Income can be saved or spent to buy stock.  The game lasts 7 rounds.  In rounds 4 and 6 the options to buy bigger planes are revealed as action spaces.  Once the game is over, the person with the most stock is the winner!

Mechanics-If you want a euro that you can give a friend to show them that there is more to life than Candyland, this is a great game for that!  You place workers, maybe get outbid, but then you gain the actions.  The whole game is lightning quick.  Reading rules to punching out cardboard to play was 15 minutes for me.  And I felt like it was playing a decent game!  Now, will I bring my hard core, “twelve hours of thinking for each move” europlayers to this one?  No.  It’s pretty simple.  But simple isn’t bad! 4.75/5

Theme- Huh.  Had you told me a year ago that I would go to Target and buy a game about an old airplane company, and I’d feel like I was building a transportation empire in the 60s, I would tell you that sounds horrible.  But, it’s honestly a ton of fun.  You feel like you are making smart choices.  You feel like you are buying stock and making company choices.  I felt like I was a good businessman.  Art and colors also make this a phenomenal experience. 4.5/5

Instructions–  Solid rules in this one.  Now, it’s a simple game so I don’t have lots of edge cases to sort out, but I honestly understood what was up and didn’t need to consult the oracle of BGG to find how to play.  Well done rules that make reading a snap! 5/5

Execution–  I loved this game!  Check out all the pieces here: https://youtu.be/Tm3uREbgkc4  The planes are amazing.  The art style is the right kind of retro. Color looks old school.  Text is nice and easy to read.  The one thing that bugs me a bunch is give me extra bags for all the cardboard.  Bags prove you love me!    4.5/5

Summary-This is a solid, entry level euro that is well done.  The rules don’t scare away new people.  The aesthetic all look amazing. Actions feel like they should.  I just wish I had a few more bags and maybe make things a tad heaver for the hardcore.  But for the intro player, amazing.  It’s not bad by any means, but if you want a deeper than an hour experience, you will be disappointed.  If you want a solid intro to euro style games, then this will be a phenomenal game in your collection. 94%

Daily Punch 7-8-20 and 7-9-20 Conduit of Fate spell for DnD 5e and Pathfinder 2nd Ed

Got to make up a day, so let’s make a spell for a few different systems!

Conduit of Fate

1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: concentration, up to one minute

You speak words of power and twin two willing souls together. Chose two willing creature in range. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increases the number of creatures included in the hit point pool by 1 for each slot level above 1st.

Conduit of Fate SPELL 1

Healing Enchantment

Traditions divine, primal

Cast [two-actions]

Range 30 feet; Targets 2 willing living creatures

You speak words of power and twin two willing souls together. Chose two willing creature in range. Those creatures now share a total hit point pool which is the sum of their hit points. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die as normal. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.

Heightened (+1) The number of creatures increase by 1.

Daily Punch 6-30-20 Potion of Escalating Assault for DnD 5e

Been playing the witcher lately, and this is a potion that comes comes in pretty handy.

Potion of Escalating Assault

Potion, uncommon

When you drink this potion, you feel the anger build in you.

For the next hour, when you enter a fight, after each melee hit, increase your melee damage by 1, up to double your proficiency bonus. The bonus to melee damage is reduced to zero if you miss an attack or do not make an attack in turn.

Thoughts?

Daily Punch 6-1-20 Medical Training Feat for Carbon 2185

I like Carbon 2185. My review will be up soon, but I think it lacks feats. Let’s put a few in!

Medical Training

Prerequisite: non Doc class

Train long enough and you learn how to do a few things.  Gain the following:

  • Increase your Intelligence or Technology by 1, to a maximum of 20.
  • Once per short rest, you can use a Doc’s medical implant class feature to do basic healing or quick healing.

Thoughts?

Ring Side Report-RPG Review of Oracle of War- The Iron Titan

Product– EB-EP-01 The Iron Titan

System-DnD 5e

Producer– DMs Guild

Price– $4.99  here https://www.dmsguild.com/product/308553/EBEP01-The-Iron-Titan?affiliate_id=658618

TL; DR– Something for us all!  95%

308553

Basics–  Multi table event?  With my home group?  OH YES!  I’ve been part of lots of multi table events, but never one at home with a solo group.  The Iron Titan picks up with the players dealing with the giant they adventured under in the first Oracle of War adventure causing havoc in town.  How well does a multi table event translate to home?

Mechanics or Crunch– This adventure is pretty much the same event in both the multi table event and the single table.  The multitable event has rules for multiple tables, and it’s well written.  There are small sections added to this adventure that help you run it as a single table event.  The players honestly don’t get a different experience in terms of single table crunch vs a multi table event.  That’s quite frankly awesome.  5/5

Theme or Fluff– The story of this one is simple.  Zombies come.  You kill zombies.  Then Big Moe attacks, and you run around Big Moe killing pieces of him till you win.  Here is where something strange happens.  This is a battle interactive, and I liked it when I ran it with several other tables.  But I think I like it MORE as a single table event.  My players felt like they were the stars.  They blew up both arms then went for the head.  In the multitable event, you turn off a hand, but then another group does that as well.  That’s kind of strange…  It’s a fun story where everyone gets to play, but this multitable event actually runs better in single player mode!  4.5/5

Execution–  PDF?  Yep!  Hyperlinked?  No, but it doesn’t really matter (I’d still like it though).  This is well done.  I think the hyperlinks are needed more here than ever as this gets long and finding the sections you need on the fly is pretty important.  Overall I like what I see.  It reads fast, is well set up, and let’s you go from downloading to playing in about 10 minutes.  And you can play well after 10 minutes!  Solid execution in this one but I miss my hyperlinks.   4.8/5

 

Summary– I like this adventure, but this goes beyond me liking the adventure.  We’re in the middle of the plague.  Some people can’t make it to a regional con.  Some people have limitations on where they can play.  Some groups can’t travel.  Now every group playing the Oracle of War campaign can play this.  Of all the things I like about this adventure, that’s the best part-accessibility.  More groups will have the shared experience of this adventure.  You will enjoy this kaiju killing adventure, but the fact that any group anywhere can play this makes this a homerun I hope I keep seeing more of.  95%

Daily Punch 4-14-20 Heavenly Hitman class for DCC RPG

One more DCC RPG class!  How about a cleric/rogue?

 

Heavenly Hitman

Sometimes a church needs to fix a problem.  Sometimes that problem takes the form of a person.  In these cases the church sends someone specially trained in the ways of the faith to solve those problems employing spell and stiletto to silence these heretics.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 0 1d8/II 1d20 1 1 1 1 1
2 1 1d10/II 1d20 1 1 1 1 1
3 2 1d12/II 1d20 2 1 2 2 2
4 3 1d14/II 1d20 2 2 2 2 2
5 3 1d16/II 1d20 3 2 3 3 3
6 4 1d20/II 1d20+1d14 3 3 4 4 4
7 5 1d24/II 1d20+1d16 4 3 4 4 4
8 5 1d24/II 1d20+1d20 4 4 5 5 5
9 6 1d30/II 1d20+1d20 5 4 5 5 5
10 7 1d30/III 1d20+1d20 5 5 6 6 6
Titles
Level Title (all alignments)
1 Assaulting Alterboy
2 Death Decon
3 Massacre Minister
4 Murder Missionary
5 Brutal Bishop

 

Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 3 5 7 8 9 11 12 13 14 16
Hide in shadows 1 3 5 7 8 9 10 11 12 13
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 1 3 5 7 8 9 10 11 12 13
Read languages 0 0 1 1 2 2 3 3 4 4
Handle poison 0 0 1 1 2 2 3 3 4 4

 

Channel Harm Check Damage
1-11 Failure
12-13 1d6
14-19 2d6
20-21 3d6
22+ 4d6

 

Hit points: A heavenly hitman gains 1d6 hit points at each level.

 

Weapon training: A heavenly hitman is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.

 

Alignment: Heavenly Hitman walk the line between the orders of a church and the chaos of murderers.  They tend to be neutral because of this.

 

Magic: A heavenly hitman cast spells as a cleric.

 

Divine Wrath: A heavenly hitman chooses not to heal, but instead focuses on hurting.  Instead of healing as a cleric, a heavenly hitman can instead choose to make a channel harm check when the heavenly hitman makes a backstab and succeeds.  Instead of damage, the heavenly hitman makes a 1d20 + heavenly hitman level + personality modifier roll and consults the table below. You add your normal attack and backstab damage to the damage.

 

Thieving skills: A heavenly hitman learns certain skills that aid his divine pursuits. A heavenly hitman can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, and handle poison.  These function as a theif’s skills.

 

Luck: A heavenly hitman adds their Luck modifier to their backstab damage.

 

Action Die:  A heavenly hitman uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

Thoughts?