Daily Punch 3-10-14 Chosen Feat for DnD Next

Been reading The Reaver novel for The Sundering, and saw a character do something.  Let’s make it so your characters can do the same thing

 

Chosen

You are chosen of a God.  You have a direct access to the power of a God…when they grant it

  • Gain a +1 bonus to your wisdom score
  • If you still have unused spell slots, you can instantly prepare a spell that you have access to by making a wisdom saving throw DC = 10+ spell level.  If you succeed, you can cast the spell and take damage equal to the spells level.  This spell uses a spell slot that you have not used.  You may do this as many times as you have spell levels or until you fail the saving throw.  If you fail, you lose access to this spell slot and can not use this ability until you prepare spell s again.

Blurbs from the Booth-What I need in a Living Game

I’ve written before about how much I love Living RPGs.  But, today’s post is about the dark side of Living Games.  I was at a con this weekend, running a battle interactive, and some things went wrong at my table.  I want to talk about some of what happened and some other Living RPG problems.

Most of this will break down to choice.  In a home game of whatever RPG is your favorite, you have choice.  You kill that Shoppe keeper, he’s dead, and you’re a marked man!  You save the village from goblins and perform a minor bit of genocide, those goblins are never coming back, and you’re a hero.  YOU have choice!

Living games have to tap dance around choice.  Maybe one person in 1,000 kills the Shoppe keep.  The people who run the campaign can’t kill him/her for everyone.  So you lose some choice, and when the player who killed that merchant encounter him again, the GM will have to hand wave why he’s back.  When you lose choice, your character matters a little bit less each time you lose choice.  In the end, if the village is saved no matter what, then why do I need to be there!?  If I kill every goblin in the world and then the respawn like in a MMORPG, then why am I even trying to make the world a better place!?

Let me provide a real example.  I was running a game where one player HATED another player’s race.  Now things were civil, but some words went across the table.  It was playful, but eventually a major artifact of the hated player’s race was found.  Most of the party wanted to leave the artifact.  Heck, a few wanted to destroy the location of the artifact so it couldn’t get free.  This led to some sadness and hurt feelings all around.  Things got worse when a group of the hated players race went back, found the thing, and then brought it out of the dungeon.  This made the hater player very mad and basically made him feel his choice didn’t matter.

I was the GM for this group of players, and honestly, I didn’t have a clue how to make this work out.  There is the standard rule of don’t play dick characters and hate group XXXX, but the system has a long history of allowing that behavior.  Should that item have been found regardless?  Should the players have just had a cut scene happen so the campaign staff could ensure that the item would have been found no matter what?  In either case, the players lose choice.

Choice is hard to get right.  Shadowrun give a lot of free reign to its GMs.  There, the campaign staff basically give a wealth limit for the players that the GM can give out, and say go have fun.  As a GM, I feel like that gives me the ability to make the right choices for my group.  However, Shadowrun doesn’t do Battle Interactive.  I wonder what would happen if they did.  Would they eliminate that freedom or embrace it even more?

Let me provide another example, this time with a happier ending, so I’ll name the system-Living Forgotten Realms (LFR).  I ran a battle interactive a year ago, and in it I had more misbehaving players.  They players were on sky ship, and they boarded an enemy sky ship just as theirs was destroyed.  My group decided to take over this new ship as their ship dropped out of the sky.  The people running the event hadn’t planed for that and had every table report if a player ship was destroyed as their crew was plummeting to their deaths.  My crew had technical done that, but found a loophole.  The campaign staff like the ingenuity and rewarded the player’s creativity.  Everybody left happy!

However, LFR does have its problems.  LFR and the Forgotten Realms novels no longer live in the same world.  I am a purist, so when I read something and I get to game in the same universe, I want those two to interact.  Because LFR and the novels don’t interact, I’ve basically decided one doesn’t matter.  I gave up playing LFR as my characters didn’t matter.  I lost any choice!

So the morel here is I need choice.  Choice means I matter.  When I play a single player video game, I matter and I’m the only one make choices.  When I play an MMORPG, I don’t.  If I kill every bear in the forest for a quest, the bears respawn after I leave.  If I would have never played, the game will be the same.  Make me matter!  Let my choices have an impact, and I’ll play.  Cut me out, even by inches, and I’ll walk away.

Daily Punch 3-7-14 Lame Negative Quality for Shadowrun 5e

If you can get a bonus to go faster, can you get karma if you go slower?

 

Lame

Bonus 3 karma per rating (Max Rating 3)

You’re slow.  It could because you have a bum leg.  Heck, you could just need to hit the gym a bit more.  Either case, you don’t make it out the door first when drek hits the fan.  For each rating of lame you have, reduce your effective agility by 1 when you calculate your speed.  If a rating of lame would reduce your agility to 0, you may not take that level of agility.

Daily Punch 3-6-14 Speed Demon Quality for Shadowrun 5e

How about something to give you character a bit more umph when they are running from the gunmen the pissed off in Shadowrun?

 

Speed Demon

Cost: 3 karma per rating (Max Rating 3)

Maybe you were on the Cross Country team in high school. Maybe you put a little time in at the Y to lose a few pounds.  Or, maybe you just got really good at beating feet when you were a kid so you didn’t bet pounded when you were in high school.  Either way, you run fast.  When determining your run or walk speed, your agility score is consider one higher for each level of Speed Demon you have.

 

 

Thoughts?

Daily Punch 3-5-14 Frost Bite Feat for DnD Next

How about a feat for DnD Next?  Ray of Frost is a good spell, but I don’t really need to keep people from moving.  What I realy need is a way to reduce the attack of an enemy….

 

Frost Bite

You are the master of the cold, and when you inflict it on others they can’t function properly

  • Gain a +1 bonus to whatever ability score you use to cast spells.
  • When you hit an enemy with a spell if it requires an attack roll or the enemy fails a saving throw against your spell, the enemy makes a constitution saving throw.  If they fail they take disadvantage on all checks for one round.

Thoughts

Ring Side Report- RPG Review of Animal Archive

Product: Pathfinder Player Companion Animal Archive

Producer: Paizo

Price: ~$12

System: Pathfinder

TL;DR-If you have pets, then get this book. 91.25%

 

Basics: This book adds options, abilities, and types for any character who has a familiar or a animal companion.  The book starts off right away with the inner cover discussing the magic items that each type of animal can use.  After the standard Player Companion line pages discussing the book’s intent, the next section describes what types of animals each race typically works with.  Next the book introduces new class archetypes for the rogue, cavalier, and barbarian that use animal companions.  Following archetypes, the book add new animal tricks for your companion to learn and new ways to teach tricks to animals.  The book then presents new familiars, equipment, and animals to buy in Golarion.  The centerfold of the book is six new animals that a PC could take as a companion and the parts of the world where these creatures are found.  Following the centerfold, new animal feats and archetypes are discussed for your companions and familiars.  The book then presents a section on what happens after you awaken your animal.  Like all player pathfinder books, the book adds several spells and magic items, before ending by adding new familiars and animal companion statistics.

 

Fluff or Story: This book isn’t very story heavy.  It primary focus is to give you new animal options.  What it does have is interesting, but don’t look for it to carry the book on that alone. 4/5

 

Crunch or Mechanics:  You want animal crunch?  You got animal crunch!  Some of the crunch is interesting like the rogue who uses an animal to do sneak attack, but some is left out like what bonuses you get for using tools to train an animal.  It’s not bad, but some minor things were missing.   4.75/5

 

Art:  This book has a surprising amount of art for primarily being a mechanics book.  It’s new, and looks like it belongs and is well done. 5/5

 

Execution:  The book has a nice flow, reads quick, and isn’t difficult to read.  I didn’t like that the book repeats some of its mechanics as the book is less than 30 pages.  Also, some of the choices of where things were laid out were a bit strange as there are two item sections. 4.5/5

 

Summary:  If you run animals in Pathfinder, you need this book.  That’s it.  It won’t really convince you to take up an animal if you’re the type of player who doesn’t want that complication in his life.  If you want to have some fun with an animal companion/familiar, then this book will give you lots of options and makes sure the ideas you have fit into the larger world.  It’s worth a read for any class that gets an animal pet. 91.25%

Daily Punch 3-4-13 Scatter the Pieces spell for Pathfinder

How about a Pathfinder Spell?

 

Scatter the Pieces

School evocation [Force]; Level sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature or object/ level in burst 20ft.
Duration instantaneous
Saving Throw Fort; Spell Resistance yes

DESCRIPTION

You call forth a burst of force that moves targets in an area.  You can target a number of creatures or objects equal to your level.  Each creature you choose to affect makes a fortitude saving throw.  Those that fail or choose to fail are moved 5 ft/2 levels out of the center of the blast.  This movement does not provoke attacks of opportunity.

 

Thoughts?

Daily Punch 3-3-14 One Unique Flaw (?/!) for 13th Age

I like the one unique aspect of 13th Age.  I also like flaws for characters.  Do these two great tastes taste great together?

 

In many games like WitchHunter or Fate, acting like you have described your character gets you benefits.  It also give the GM ways to (semi)reliably move the story.  An example is if you said you character is a drunk, and you enter a bar, your character should most likely get some drinks.  This will lead to trouble and story.  When you do that in Fate or WitchHunter you get chips that let you brake the game later.  That I like.  I like the give and take of narrative control and it gives RPGs a bit more of the “Eurogame” aspect rather then randomness.  If you bank some story, you should get to control a bit of the story.

 

In 13th Age, your characters are the most impressive in the world!  You can’t just be a drunk who swings a sword, you should NEVER be able to turn down a drinking challenge!  You can’t just be afraid of water, but you should have to be knocked out to be put on a boat almost like the A-team.

 

What I propose is playing a bit more with the relationship dice.  If I as the GM compel your one unique flaw, you should automatically get a 5 in your worst relationship.  If I compel your flaw and you have a 5, it moves to a 6.  Since those either become treasure or options in the story, it serves the role of bonus for the game.  However, since you are a PC, you get to choose if you take the bonus.  If you have a 6 and I compel your flaw, it moves to a 5.  If you have a 5, you lose your bonus.  If you have no good relationship dice, then you lose narrative control of the situation.  That’s when things become interesting….

 

What do you think?  Would this make an interesting addition to 13th Age?

Ring Side Report- Board Game Review of Oh Gnome You Don’t!

Product– Oh Gnome You Don’t!

Producer-Gut Bustin’ Games

Set-up/Play/Clean-up-90 Minutes

Price-$30

TL;DR– A simple, fun, roll-to-move game 87.5%

 

Basics– Time to beat the crap out of other gnomes for gems and profit!  Oh Gnome You Don’t is a simple roll to move based game with some additional decision making aspects.  Players take the roles of gnome as they move across the board trying to sell items at the most opportune times to earn gems.  Each turn a player rolls to move, can play one card, and finally draws one card.  Players can only move in one direction.  Cards are items, cards to attack other players, and cards that have beneficial effects like Oh Gnome You Don’t to prevent an attack.  Item cards have two prices.  The higher price is for a specific location on the board, while the lowers is a general sale location price.  When a player lands on another player, one person can fight the other.  Players have a deck of 10 cards each with an attack value.  Players select a card and play simultaneously.  The difference in the attack value is the number of gems the loser must pay the winner.  Play continues until all players cross the finish line with players who finish earlier gaining more gems.  Highest number of gems wins.

 

Mechanics-This is a roll to move game.  It’s not overly complex, but the cards and fight mechanics do add some fun.  Of the roll to move games I have played, this is one of the better ones.  This game does not rival some of the hard core Eurogames for complexity, but its goal is to be a simple, fun game.  And, it does that well. 4/5

 

Theme-The game has an interesting theme.  It’s not completely a gnome brawl, but it’s also not peaceful forest gnomes hugging either other either.  It’s fun, but I wouldn’t say I felt like I was a gnome while I played this. 4/5

 

Instructions-The instructions are well done.  They are much longer then you would suspect for a roll to move game, but that’s because of the additional mechanics in the game.  They are well but together though. 5/5

 

Execution/Art– The art is well done, but it does make some of the spaces difficult to spot.  It’s not game ending, but some spots are difficult to see if they are one spot or two.  The game is well done for the price with the gems being literal random shaped, plastic pieces.  This game could have easily just used cardboard tokens, but the plastic gems give this game a nice touch. 4.5/5

 

Summary-I liked this game.  It’s not a game that I would set aside just to play and make plans months in advance to play.  But, when the game day is winding down, and we want a simple game to play relatively quickly, this will hit the table.  It’s worth the price at $30 bucks. 87.5%

Daily Punch 2-28-14 ED 209 Design Challenge

Recently on forums.shadowruntabletop.com a forum cropped up asking for the specs on ED 209 from Robocop.  Heres what I think…

 

HANDL SPEED ACCEL BOD ARMOR PILOT SENSOR SEATS AVAIL COST
ED-209 1 (old movie)/5 (new Movie) 1 1 15 15 8 8 0 24F 2,000,000  Y

 

Armaments

Hellfire Missile-Use Anti-vehicle rockets

twin Yamaha Raiden assault rifles

Has built in recoil compensation of 10.

Is piloted using pilot-walker