Silver Screen Smackdown- Movie Review of Transformers 4: Age of Extinction

Movie- Transformers 4: Age of Extinction

TL;DR- BOOM! 73%

 

Basics- The transformers are back.  The Autobots are in hiding as the US government and CIA are now hunting down all transformers.  Alongside the government, the US and CIA are working with a transformer bounty hunter who is hunting Optimus Prime.  Can the Autobots save the day and Optimus?

 

Plot- A major complaint against the last few Transformer movies was that there was no plot.  Well this movie made up for all of that in one fell swoop!  This movie has WAY too many plots.  The movie itself stretches for over two hours.  And, the plots of those two plus hours are kind of convoluted and all over the place to boot.  The story itself isn’t that great.  There are a lot of problems here. 2/5

 

Acting-The acting in this one isn’t bad.  The characters are pretty consistent and somewhat believable.  Optimus has some major character swing, but the movie is mostly about his growth as a character.  The humans are there, but I didn’t go to a movie about giant robots fighting to care about humans. 4/5

 

Cinematography-The movie looks awesome.  This is a quintessential popcorn movie.  This movie is filled with lots of well executed violence and destruction that makes for an entertaining half of the running time.  When stuff is blowing up you will be entertained.  When characters are talking, it’s pretty boring, but at least it will look nice. 5/5

 

Summary-This is a popcorn movie. If you want to watch some crap blow up, it’s worth your time.  The movie is kind of a plot mess, but Bay knows how to blow some crap up! If you love transformers, then you will love this.  If you like good movies, then not so much. 73%

Daily Punch 7-3-14 Attention of the Death God feat for Pathfinder

How about one more Pathfinder feat for the chosen?

 

 

Attention of the Death God

You have failed your dark lord less than the other chosen.  For this, you gain more the the gods power.

Prerequisite: Chosen of Death

Benefit: Gain extra uses of Chosen of Death feat equal to your intelligence modifier.

 

 

Thoughts?

Daily Punch 7-2-14 Growing in the Healing God’s Power feat for Pathfinder

I’ve been focused on DnD Next, so how about some Pathfinder focused stuff for today?

 

 

Growing in the Healing God’s Power

You’ve grown in favor of the healing god.  This god has granted you power to heal those who need it.

Prerequisite: Chosen of Life feat

Benefit: You gain extra uses of the Chosen of Life feat equal to your charisma modifier.

 

 

Thoughts?

Ring Side Report- RPG Review of Basic Rules for Dungeons and Dragons

Product– Basic Rules for Dungeons and Dragons (5e)

Producer– Wizards of the Coast

Price– FREE at http://www.wizards.com/dnd/Article.aspx?x=dnd/basicrules

TL; DR-DnD IS BACK! 97%

 

Basics– DnD is BACK!  This rule packet is the free, public rules for DnD next/5th edition.  The rules have a complete level track for wizard, cleric, rogue, and fighter.  It’s broken down into three major areas: character creation, game rules, and magic for the two spell casting classes (wizard and cleric).  Since it’s FREE (!), go download this RIGHT NOW!

 

Mechanics or Crunch– Quick summary on mechanics: This game is basically 1st, 3rd, and 4th editions rolled into one.  Let’s give these rules a rundown, section by section, to explain what that means.

 

Base concepts: If you need to roll, you still roll a d20 and add a number.  This is classic, 1st edition DnD goodness.  However, Wizards of the Coast (WotC) has MASSIVELY flattened the power/number curve for this edition.   The highest you get for a bonus is +11 (+5 from a stat and +6 from something called proficiency-more later).  At 20th level in, say, DnD 3.5 or Pathfinder you are rocking at least a +30 for any skill or attack.  My wife is playing in the Encounters game and was quite shocked that she only had a +7 at level 7 wondering if her character is underpowered.  Its takes a bit getting used to but your character is now about 50/50 ability and training.  I do wish your character’s training would matter more, but that’s a small personal preference.

 

Where the numbers come from: As level one, a character chooses a background (what you did before you were an adventurer), a race, what your stats are, and a class.  You have your standard strength, dexterity, constitution, wisdom, intelligence, and charisma abilities that DnD/Pathfinder players know and love.  Character background and race give you skills (typically four) that you are “proficient” in.  To any skill you are proficient with, you add your proficiency bonus.  This bonus starts at +2 and gradually moves up to +6.  You can see the fingerprints of fourth edition here, but not in a bad way.  Find a sword you don’t know how to use?  Don’t add proficiency to your strength and roll to attack!  Find an upgraded sword you can use?  Add proficiency and attack away!  Trying to remember some religious information your background as a guild thief didn’t prepare you for?  Roll a check without your proficiency bonus.  It’s honestly quick, easy, and keeps the game moving.  Skills and attack rolls have about the same math, and that really helps as a GM and a player to keep things going smoothly.  I like this a lot.

 

Classes: You have the core four: Wizard, Cleric, Fighter, and Rogue.  This is a document designed to do a few principal things.  First, get players interested to play (Done!).  Two, explain the basics of play.  If you read above, you’re pretty clear so far.  Three, show off the base classes to give players an idea of where the design went.  For that you have your base four.  These classes do give a really good idea of what’s coming next.  Now, keep in mind, you don’t get everything!  You don’t get feats or a lot of options.  It’s broad, rather than in-depth, coverage of the game’s classes.

 

Magic: The magic in this game is a mix of 3rd and 4th edition’s magic systems.  Spell casters have at-will spells that do something and so many per day castings of others.  Casters get to prepare about 1+ level spells per day, regardless of level, and can cast spells at each level they know so many times per day.  In addition, each character typically gets a few 0 level spells that they can cast a bunch of times.  This means a low level intro character doesn’t get overwhelmed with options, but a high level character with lots of experience has lots of options.  Spell effects are also no longer dependent on character level, but the level at which the spell is cast. As an  example, a character casting cure wounds, a first level spell healing 1d8 HP, could cast that spell in a fourth level spot to heal 4d8 HP.  Also, all spell casting characters kind of function like 3rd edition clerics:  they prepare spells, but can cast any spell they’ve prepared at any spot.  Prep a fourth level spell but want to cast a super heal?  Just use the fourth level spell slot for your cure wounds and move on with your day.  You don’t get to cast the fourth level spell you prepared, however.

 

Hit Points and healing:  This is always a sticky point between RPG players.  HP is still the number that represents how beaten your character is.  You don’t take any penalties as you become more beaten (“More than none?  Ready to run!”).  I would like some rules to reflect a character being more beaten down, but I honestly think that will come with the Dungeon Master Guide as an extra rule.  Healing is typically done by divine characters as in any edition of DnD; however, 5th edition does add a bit here.  Each level you earn gets you a hit die.  So, a seventh level fighter has 7d10 hit dice.  When you rest for an hour (a short rest), you can spend hit dice daily to heal without a cleric.  You can spend as many or a few as you want adding your constitution modifier to each die rolled.  This represents a nice middle ground between the healing surge of fourth edition and the clerics-only healing of 1st/3rd edition.

 

Free Form Mechanics: This game takes a pretty strong stand in favor of giving the GM more power compared to fourth edition.  The game encourages the “theater of the mind” game style with the GM telling the players what’s in the room and letting the players decide how to deal with that situation.  Map free games tend to move the game much faster than 3.5/Pathfinder and extremely faster than fourth edition!  I like this as the players are much more engaged, because the turns move much faster.

 

Summary: The new DnD isn’t so much new as it is revamped.  It’s still the d20 game we know and love, but now its updated using what worked across forty years, four editions, and numerous play tests.  Also, these are not the complete mechanics of the game as the total player rules won’t be out for another month.  In general I like what I see, but some things bother me slightly (why does proficiency start at +2?).  But, I’m happy to see Dungeons and Dragons back.  When I play this game, I do feel like I’m playing my favorite game again, just much quicker and sleeker.  4.75/5

 

Fluff or Story- Again this is a whole system so I’ll review this across several subsections.

 

Setting: The game is assumed to be in the Forgotten Realms.  That’s where the Sundering has taken place and where the living game will also take place.  There are parts that discuss converting the game, but the document primarily assumes you will play in the Forgotten Realms.  I like the realms, so I don’t have a problem with this.

 

Races: Each race gets a sizable portion on how they view one another, and how to be a member of that race.  Each race also provides options for customizing your character (for example, you can be a Hill dwarf or a Mountain dwarf, with each giving a different bonus and feature). It’s well done and gets you into character quickly.

 

Backgrounds: This is new.  Your character is mechanically half background and half class for its mechanics.  I’ve already talked about your skills, but your background also has parts that discuss how you are bonded to the rest of the group, character flaws, and other little role-playing bits that will draw you into a session quickly.  I REALLY like this.  A major criticism of fourth edition was there was not enough role-playing.  This game front loads the role-playing into character generation!  Very awesome!  And as an extra benefit, the system introduces something called inspiration.  If you act in character, you gain inspiration.  You can spend inspirateion to roll two d20 and take the better, possible extra actions, reroll, or whatever your GM will let you do.  Think of inspiration as fate points from Fate.  Inspiration represents a clear link between role-playing an mechanics, and I love it!

 

Classes: It’s the classes we know and love.  You don’t get all the options, but you do get enough to have a lot of fun, both mechanically and story wise.

 

Summary: This “feels” like DnD to me.  I don’t feel like I’m playing a completely different game, a complaint often heard about fourth edition.  You’re playing DnD in the Forgotten Realms if you play by this document. 5/5

 

Execution- This is well done.  The book has the 3rd edition feel that I loved with something going on in the background of each page as opposed to fourth editions sterile, white backgrounds.  The book does need pictures to break up the monotonous look of all the words.  However, this gets more of a pass than most products because it’s a free document meant to introduce the system, not the final, purchasable product. 4.75/5

 

Summary- DnD is back!  I like what I see.  This document is meant to be a short introduction to the system, and I can tell you based on this; I plan to buy the system.  I can also tell you that you won’t get the full system with this.  Honestly, you can’t even play until WotC releases the free bestiary which will come out later this year.  Also, I can tell you that this does make more than a few plugs for the full player’s handbook.  But, if you want to go play Dungeons and Dragons again, then use the guide and find a local DnD encounters game to join in and have some fun.  97%

Daily Punch 7-1-14 Death Domain Power Infusion feat for DnD Next

How about growing as a chosen of the death gods?

 

Death Domain Power Infusion

You have yet to fail the god of death so far, and for that, the god will grant you a tiny bit of power.

Prerequisite: Must of the Chosen of death background to take this feat

Benefit: Gain the following benefits:

  • When you cast a spell that does necrotic damage, the spell is counted as being cast at one level higher for the purposes of level depended effects up to level 9.
  • Gain resistance to radiant energy.

 

Thoughts?

Daily Punch 6-30-14 Life Domain Power Infusion Feat for DnD Next

If you have characters as chosen of the domains, then those characters should be able to grow in those domains.

 

Life Domain Power Infusion

You have served the god of life well, and that god has granted you more power.

Prerequisite: Must of the Chosen of Life background to take this feat

Benefit: Gain the following benefits:

  • When you cast a spell that restores hit points without doing damage to another creature, that spell is counted as being cast at one level higher for the purposes of level depended effects up to level 9.
  • Gain resistance to necrotic energy.

 

Thoughts?

Daily Punch 6-27-14 Chosen of Light background for DnD Next

How about someone who is chosen by the Sun god?

 

Chosen of Light

You come from another life, but you had to give that up to follow another path.  You’ve learned things beyond your ken, but its cost you.  You are now chosen of a God focusing on bringing light to the darkness.  Whatever his or her goals are, those are your goals now.

 

Trait- Minor Powers bestowed

You gain the cantrip Light as an at will power.  You have no limit to the number of times you use it in a day.

 

Proficiences

Skills: Insight, Religion, Perception

 

Languages

Three of your choice

 

Equipment

Choose the equipment packages of another background.   This represents your past life’s belongings.

 

Thoughts?

Silver Screen Smackdown-Movie review-How to Train Your Dragon 2

Movie– How to Train Your Dragon 2

TL; DR– A little rushed, but an awesome movie! 90%

Summary– What happens after the hero wins? How to Train your Dragon 2 picks up with our hero Hiccup now that his town is safe, his people live with dragons, and his dad wants to retire.  Hiccup is being offered the role of chief by his father, but he doesn’t want to lead.  So, he now explores the world trying to find other dragons and land.  As he travels, he finds that others are trapping dragons, and someone is out there protecting the dragons.  Who is this someone and can Hiccup stop the dragon trappers?

 

Story- Just like the first, this story is amazing.   The world gets a decent yet quick introduction, and moves off from there.  My only complaint is this movie doesn’t give enough background to the characters. We are almost assumed to know who they are.  Also, this story will go MUCH further and faster than you think it has a right to!  It’s well done, but a little rushed to get the story in in the run time. 4/5

 

Actors– All the actors knock this one out of the park.  I wish some of the secondary actors would get a bit more screen time as they don’t get the time they deserve to shine.  Even the new actors do amazing jobs and feel like they belong in the world.   I just wish I saw some more of the second string get to play a bit more. 4.5/5

 

Cinematography– DreamWorks- you did an amazing job making this look at once beautiful, terrifying, and funny.  Monsters that can kill a man look scary one moment and friendly the next.  The fake dragons have as much personality as the people just through expressions alone. The movie has a consistent style that is phenomenal. 5/5

 

Summary– Let’s not split hairs here-This move isn’t as good as the original.  That is true, but this movie is still a great movie.  Well worth the price of admissions, and I honestly now want there to be a third movie.  I don’t often feel that way anymore about movies, but I want more from this world.  Next time, just give me a few moments to catch my breath and a few more moments with the minor characters! 90%

Ring Side Report- Board Review of Rococo

Product– Rococo

Producer-Eagle games

Set-up/Play/Clean-Up-30-40/player (2-5 players)

Price-~$60 at http://smile.amazon.com/Rococo-Rokoko/dp/B00GYB6R7O/ref=sr_1_1?ie=UTF8&qid=1404149257&sr=8-1&keywords=Rococo

TL; DR-A crazy mix of mechanics that work well! 90%

 

Basics– Let’s get ready to roc(k)! In Rococo, you play a business that makes clothing for the nobles of Louis XV court as you vie for the most prestige during one of the numerous balls.  I’m going to do a simple summary, but this game has LOTS of different game mechanics.  Each turn you select three different workers from your worker deck.  These workers come in three different types: master, journeyman, and apprentice.  The remaining cards from your deck are set aside, and you have to choose next turn’s cards/actions from those.  The different workers can do different things.  Masters can do everything, while journeymen can’t hire new people and apprentices can’t make dresses, hire people, or take the first player marker.  Then, with your hand of three cards you go around the board selecting different actions with no limit to the number of times the same action can be performed.  These actions are: become the first player, buy silk/thread/linen, make a dress, hire a new employee, send employees to the king for a monetary reward, and fund decoration at the ball for points.  After taking an action, most worker cards have a second action that they get to perform as a free action like shopping again or making dresses without a type of silk.  When you make a dress, you have to spend the type of silk it requires as well as thread and/or lace.  After, you can place the dress in one of five rooms in the ball or sell the dress for money.  Each round, new workers, resources, and dresses come out and you receive a few coins to fund more dresses.  After the seventh round, you score points.  Points are scored based on each dress, decorating the hall, having the most and second most dresses in each of the five halls, having dresses in all the halls, and other card effects.  The person with the most points is the best dress maker at this ball.

 

Theme– The theme is pretty strong in this one and it ties pretty well with what the mechanics are.  Yes, you make dresses, but all the steps in making that dress come across pretty well.  And the fact that your lowliest workers can’t make the fancy dresses makes this seem more real than you would originally think.  I won’t lie, as this game doesn’t have a perfectly integrated theme as I don’t feel like I’m sewing a dress when I make a dress.  But, I do feel like I’m making something.  The board makes this feel like a ball and you can feel the fight develop between the players as they out maneuver one another to get the dresses to the right places for the most prestige. 4/5

 

Mechanics– There is WAY too much going on in this game, but MAN does it work.  This game is like if you took all your favorite games from the last few years, put them in a blender, and it the heavy grind button.  This game could have failed so badly on the launch pad, but the people who put this together know what they were doing.  All the different mechanics work so well together.  There is a lot going on, but it’s all moving in the right direction.  And, it’s easy to quickly get a grasp of! 5/5

 

Instructions- The instructions have a lot of ground to cover trying to explain the full concepts I briefly explained before.  That said, the instructions do it well.  For such a complicated game the rule book is only FOUR double sided pages!  Well done!  5/5

 

Execution– I like the parts of this game, with a few minor reservations.  The components are nice.  I love thick cardboard.  The dresses come with a nice bag to randomize them, but why wasn’t there a nice bad for the cloth?  It’s hard to shuffle cardboard stacks, so give me a different bag!  Also the box comes with some plastic bags, but not quite enough to separate all the parts.  And, the box is a lighter grade cardboard then the tokens, so it’s kind of flimsy.  Those are minor concerns as the game in general is well put together.   4/5

 

Summary– I played this game at Origins because I had an extra ticket and I wanted to get my fifth card for a discount on a different game by this company.  Man, am I glad I sat down and played this game even though the theme put me off at first.  It is an amazing game that just “works”.  It’s like bees-scientifically they shouldn’t have been able to fly until we found out recently how they did.   This game features lots of differing mechanics that should clutter up a game and render it an unplayable mess, but the game mechanics all work so well together.  That, to me, is one of the more amazing things I’ve seen in a while.  This is a really smart game.  If you love hard thinking board game, then give this one a try. 90 %

Ring Side Report- RPG Review of Inner Sea Gods

Product– Pathfinder Campaign Setting: Inner Sea Gods

Producer-Paizo

System-Pathfinder

Price-~$30 at http://smile.amazon.com/Pathfinder-Campaign-Setting-Inner-Gods/dp/1601255977/ref=sr_1_1?ie=UTF8&qid=1404137191&sr=8-1&keywords=Pathfinder+Campaign+Setting+Inner+Sea+gods

TL; DR-If you want to know about the main Golarion gods, get this book. 90%

 

Basics– Inner Sea Gods is the first hard cover book discussing Golarion in a long time from Paizo, and as the name suggests, it focuses on the gods of the inner sea region.  Chapter one discusses the big 20-the top gods of the setting.  Each god gets a few pages discussing important stats for this god and prestige classes for characters of this god, the gods beliefs, the priesthood, the church, temples and shrines, a priest’s role in the world, how adventures see the god, clothing of worshipers, holy texts, holidays, aphorisms, relations between religions, the gods realm, planar allies, and a sidebar for characters of this god for different items, archetypes and character options.  Each god also gets a picture of a worshiper and the god itself.  After the main deities’ chapter, the second string of deities gets a chapter with each deity getting half a page followed by a section on race specific pantheons.  Next is a chapter on character options including three new prestige classes, feats, traits, domains spells, and items.  The book finishes with new monsters and quick stat tables on the gods.

 

Theme or fluff– I liked and didn’t like this one.  What was here was great, but what wasn’t was what really made this disappointing.  The first chapter of the book is amazing!  The write up on each god is an excellent resource for anyone who wants to learn about the gods of this world.  However, I would have gladly traded any items and spells in this book for more page space on the second string deities.  That was what I really wanted from this book.  Gods like Besmara already have a deity write up that could have been copy/pasted from the Adventure Paths (AP) right in this book!  And that’s the assumed default god of the second highest selling AP! Heck, some gods don’t even get the half page as some race deities get less than a paragraph in the pantheons.  Now, I know this is kind of nit-picking as +90% of players will pick a main god and use that, but those minor god details are important to me. 4/5

 

Mechanics or Crunch-This was done well even if I wanted more fluff in the book.  Instead of making an ungodly (ha puns!) number of different prestige classes, Paizo made three, BUT each god gives different powers depending on the god the character serves.  That right there, along with CMB/CMD, is the smartest thing Paizo has added to the 3.X system!  I don’t need a book with three classes per god (basically the standard Paizo three: skill monkey, fighter, and caster); I can have two pages explaining each class and 1/2 a page per god giving each god’s specific powers for those three. That frees up page space that was much better used and solved a problem in a smart way.  The feats, items, monsters, and powers provided by the book are also well done too.  Like any large book, there are winners and losers for all the options provided, but overall it’s not bad.  I think the alters and item are far overpriced for the bonus you get though.  As above, since the non-core gods don’t get much more than half a page, you can’t out of the box play the new prestige classes with the obscured gods.  But, those are minor problems. 4.5/5

 

Execution– It’s not a bad book.  I might have problems with content, but Paizo knows how to really put a bunch in each book.  The art helps keep the reader from getting bored since you are in essence reading at least 150 pages of fake theology textbook.  Item, spell, power, class layout is as great as ever.  I find nothing to complain about here. 5/5

 

Summary– If you play Pathfinder and are a cleric, then this book is a no brainer.  If you run a Pathfinder game and will use ANY gods at all, then this book is a no brainer.  I have my problems with what didn’t make the cut for this book as opposed to what did.  However, if you are the vast majority of people out there who pretend to worship some fantasy god in this system, then this book is for you.  If you want to worship some obscure god, you have a bit of work on your hands.  Since I love clerics in my 3.5 games, this a well done book I’m glad is part of my collection but not completely what I wanted. 90%