Daily Punch 1-23-14 Brutal Weapons in DnD Next

How about some love for DnD Next?

 

Brutal Weapon

You’ve trained so much the the weapon always finds in its mark.

  • Increase your dexterity or strength by one to a maximum of 20
  • When you roll weapon damage rolls, if you roll a natural 1 on any damage die reroll that die.

My Love/Hate Relationship with the Battle Interactive

It’s almost Winter Fantasy, one of my favorite cons out there.  This is the first place I ever played in a battle interactive.  So for this week’s column, I’ve decided to talk about my love/hate relationship with the battle interactive.

A battle interactive is a multi table game of any RPG.  Each table acts simultaneously in the event and can even lend help to other tables.  Some battle interactive have multiple, different events occurring simultaneous while some have every table doing the same event at the same time.  Let’s give this a rundown of the good and bad at them so you know what to expect.

Good-

            Team Work-You and your friends are part of something much larger.  You get a feeling being part of the larger group while getting to see the rest of the group.  You and your closest over hundred friends are all gaming together at the same time.

Influence-I have a character who sacrificed himself to seal away an elemental.  His name is forever part of the Living Arcanis world.  Throat Punch, my gaming guild, is known for trying to prevent the capture of Myth Drannor from secret demons.  I have personally affected games that many people play.  I take pride in that.

Prestige-Battle Interactives are few and far between.  If you’re part of one, other players will want to learn about what happened at it.  You’re famous!

Reward-Battle Interactives are rare experiences.  When you do them, you travel far and wide to get there.  You play for long hours.  And, the organizers reward you for it.  Battle interactives have some of the best loot/boons that any event in a living game can offer.

 

Bad-

            Time- Battle interactive are about EIGHT hours.  Now eight hours of DnD is fun, but even I need a break after eight hours.  Once you’re in, you’re in, so keep that in mind when you go in to the event.

            Bad days are REALLY bad-When you have a bad day of DnD, it’s about four hours.  Maybe the dice are cold for you or maybe you’re not in a social mood today.  In either case, DnD just isn’t where you want to be today.  Battle interactive tickets are some of the first tickets to sell out so you buy those months in advance.  You don’t know what kind of DnD day you’re going into.  Now, when you play, it’s eight hours of bad DnD Day.  It still beats work, but maybe not by much.

Challenge mode!-A battle interactive isn’t your standard Living Game experience.  You don’t role-play much.  You don’t go shopping before in the town.  You don’t take things slow.  In a battle interactive it’s GO GO GO!  You will be hit with the highest challenge your party should be able to handle.  You will take your turn in under 30 seconds.  You MUST know your rules for your character.  YOU MUST BE READY!  A battle interactive is a stressful experience.  You get thrown into the hardest, most brutal fights with a timer.  You have to complete objectives that are nearly impossible, and you have to move fast enough to get them all done NOW!  If you fail you let the room and your organization down!

 

Mix-

            Your GM- I’ve been in awesome battle interactive, but I’ve also been in not so fun ones.  Even people who play the same game don’t have to see eye to eye on how the rules work.  If you and your GM are likeminded, then it’s eight hours of fun.  If you and your GM don’t like each other, then you’re going to have a bad time!

Friends/Enemies- If you go to a battle interactive and you bring a full table with your local gaming group, get their early!  You might get a choice table with your full party and life will be great.  If you are going alone then go early and find some new friends.  Hopefully, you and they will love one another and you will make friends with some people you’ve never met before.  And it will be a glorious eight hours of gaming.  On the other hand, if you don’t know these people and you get stuck with five alpha males or power gamers or some other group you hate, then it will suck.

 

That said, I still love Battle Interactives.  It’s a great day of DnD.  Even a bad day is awesome.  I hope I see you at Winter Fantasy!

 

How about a few tips:

-Bring some drinks/food in a small cooler

-When you get a break, go to the bathroom/smoke.  Get the biology stuff done when you can!

-Veggies and fruits are your friend.  Don’t just pack chips and cookies!

-If your character is complicated, bring books and have them marked with your powers/spells.

-Be nice to your GM.  He’s here to have a good time too!

-Be nice to your fellow players.  They are your life line!

-Be able to take your turn in under a minute.  Five players plus one GM with two monster groups means 14 minute rounds if every player takes a two minute turn.  You might only get 30 minutes in a particular scene.

-GET TO THE PLACE EARLY!  For life to go smoothly, you should get their 20-15 minutes in advance.  It makes making groups easier.  It makes getting GMs easier.  It makes every facet of life easier.  DON’T BE LATE!   Same goes for breaks!

-Have fun!

Daily Punch 1-22-14 Two quick feats for Pathfinder

I’ve been going through a few of the Pathfinder Player Companions and thought of a few feats I’d like to add-

 

Finger Trick

You’ve done this so many times before your fingers know how to do their work on their own

Benefit: If you have a weapon that you can modify to a different fighting form, you may do one step quicker.  An example is adding a bayonet to a firearm is usually a move action, but now is a swift action.

 

Fast Healing

In the midst of combat, the healing prayers are right on your lips.

Prerequisites: Divine spell casting

Benefit: A number to times per day equal to your spell casting statistic’s bonus, you can cast a spell with the healing descriptor as a swift action.  This spell may not be cast from a magical device.

Book Bout-Book Review of The Sundering Book III: The Adversary

Book– The Sundering Book III: The Adversary

Author – Erin M. Evans

Price- $8

TL;DR– Another good addition to the Sundering lineup 80%

 

Basics–  Time to return to the Realms.  Erin M. Evans returns to the Forgotten Realms continuing the story of Farideh and Havilar.  Farideh makes a deal with a devil and ends up being teleported through time.  Now Ferideh is caught up in a plot involving Asmodeus’ continuing godhood, devils vying for power, Netheril, and trying to do the right thing.  Havilar has to face the realities of what seven years can do to a relationship with a crown prince in Cormyr.

 

Setting– This book feels like it’s in the realms.  Everything feels right.  Lots of realm lore comes into play and those of us who are read lots of Forgotten Realms books will feel right at home and get a knowing wink from the author.  New readers will get a good background to at least part of the world. 4/5

 

Characters– This is truly an ensemble book.  Heck, the author doesn’t just have a main character; she’s got twin sisters running around stirring up trouble.  Every character gets a bit of time to shine, and when I was finished, I didn’t have a standout character who was my favorite.  I rooted for everybody all the way through.  However with the number of character running around, I did get a little confused from time to time on who someone was. 4/5

 

Story– I’ve talked before about the Sundering, and this book follows the same formula.  It takes a good story, introduces major players and what they’ve done since the last realms books came out, and sets up the characters for another book trilogy.  I like the story that this book has while it does set up major events in the realms, and I most likely will pick up the following trilogy.  The story itself is a bit long for my taste, and I did take a few breaks while getting through it.  I might not been the greatest page turner, but I am glad I read it.  4/5

 

Summary– I liked this story, maybe not as much as other Sundering books, but I did like this.  I know more about the realms now than I did before and want to see where it goes from here.  I like the characters I read about, and am honestly interested in what happens to them.  I can easily recommend this book. 80 %

Silver Screen Smackdown- Movie Review The Hobbit: The Desolation of Smaug

Movie– The Hobbit: The Desolation of Smaug

Run Time – ~2h 40min

 

TL;DR– A not faithful, but good movie 85%

 

Basics–  It’s the sequel to The Hobbit: An Unexpected Journey.  This movie picks up where the other left off.  The heroes move through Mirkwood, are captured by elves, escape, journey through Laketown, and then encounter Smaug with a cliffhanger ending.  The move has some significant departure from the source material and adds quite a bit of connections to the Lord of the Rings.

 

Cinematography– This movie looks amazing.  I loved the look of almost everything.  Peter Jackson knows how to make a movie look amazing.  Smaug is beautiful and terrifying.  However, some of the special effects do look strange.  I don’t know what the heck happened to Legolas, but he looks like he fell down the uncanny valley a bit.  4.5/5

 

Acting– This is another top notch performance by the Hobbit crew.  What’s great is how every cast member gets some spotlight time.  Sure Gandalf gets more than the others, but in this version he is more about his behind the scenes work and connections to the Lord of the Rings stuff.  However, every character gets a chance to shine.  Heck even Bombur gets a chance to show how amazing he is when the group escapes Mirkwood along the river. 5/5

 

Story– The story here is a good one.  Peter Jackson and Tolkien tell an amazing, family friendly tale. 5/5

 

Tolkien Faithfulness– Here is where things fall apart.  The Hobbit by itself will not take you 9 hours to read.  Jackson has to pad lots of stuff into those 9 hours, and he also started to whole sale change things.  Lots of time is given to Gandalf so a stronger connection to the Lord of the Rings can be made.  However, the Hobbit never had that connection.  Laketown is a brimming riot with 99% undertones.  Beorn is crazy and doesn’t get his moment of deception.  Now there are new elves and orcs.  Lots are added, and while it feels Tolkien in tone, it’s not Tolkien at the same time.  This really upset my wife.  I enjoyed it, but know that this was not the story that Tolkien wrote.  The story is there, but if you are a purest then this is not the movie you wanted. 2.5/5

 

Summary-It’s not a bad movie.  I liked what I saw.  I loved the first one, but only liked this one.  I’m glad I saw it, but didn’t have the desire to see this again right away like I did the last one. 85%

Daily Punch 1-20-14 Ranger Beast Companion Fighting Style for DnD Next

How about a little love for DnD Next?  I think Rangers should be able to get a faithful friend, lets see what we can do

 

Fighting Style Ranger Second Level

Beast Companion

You choose a natural beast monster (pending DM approval and environmental considerations) of your level or lower.  This is now your faithful companion.  It moves as part of your move, but you must use your action to cause the beast to attack.  Using your reaction, any creature that attacks another target while engaged with your beast companion gains disadvantage for that attack.

 

Thoughts?

Ring Side Report- Board Game Review of Thunderstone Advanced: Numenera

Game-Thunderstone Advanced: Numenera

Producer– AEG

Cost– $60

Set-up/Play/Clean-up– 1 1/2 hours

TL;DR– Great merger of two great things 92.5%

 

Basics– Are you ready for the 9th world?  Thunderstone is a deck building game.  All players start with a deck that contains some regulars (basic fighters), some weapons, some lights, and two thunderstone shards.  What makes this game more involved then Dominion is the options presented to you on your turn.  On a players turn they draw six cards then decide to go to the village (buys cards/level up), dungeon (fight monsters for points/exp to level), rest (destroy cards from you deck), or prepare (discard some cards then draw to six).  When you shop, you reveal cards with a gold value then purchase a card from the village.  The village cards range from more heroes with special powers, items, weapons, villagers, or spells.  You can also level up heroes.  If you have enough experience point chips (cyphers) you can spend them to level up a hero to his/her next rank, destroying his/her card and gaining the better version of him/her.  The dungeon is also an important addition to this deck building game.  Monsters have hit points and other powers as well as a rank.  Rank is determined by how closer to the dungeon draw deck they are.  The higher the rank, the more light you need to fight the monster and not take a penalty to attacking the creature.  When you do attack, you need heroes to attack as well as weapons for them to equip and spells or items for more light or damage.  When you defeat a monster, it goes into your discard pile and it give you points at the end of the game as well as cyphers.  The game continues until the Thunderstone bearer is reveled.  When the monster is defeated of reach rank one, the game is over.  Players count points in their deck, and the player with the most wins.

 

Mechanics: This is a good addition to the Thunderstone family.  Thunderstone and Thunderstone Advanced seem pretty similar.  Not to generalize to much, but if you have played one deck builder, then you have played them all in that managing what goes into your deck is the most important thing.  However, I really love this game more the other games like Dominon as the dungeon adds a whole new level of play.  The dungeon really ties the whole RPG/fantasy part of the game together making theme and mechanics go well together right from the start.  This game adds a few new twists: cyphers, a location, and treasures.  Cyphers are experience points, but you can spend one per turn for an additional effect.  The cyphers come in a little bag and are multicolored.  The multiple colors represent different one time effects.  This is a great addition.  The location is a card that dictates a bit of random effects from the environment.  The location activates when players begin to spend cyphers. Again this is another fun, Numenera addition to the game.  The final addition is the treasures.  These are cards that are mixed in with the monsters.  When you draw one, you draw other monsters, and that monster then uses that item.  When you defeat the monster, you get the card and use its beneficial effects.  Again, it’s another cool addition to the game.  All and all this game is great fun if you love deck builders. 4.5/5

 

Theme:  I am mixed here.  The game comes with some awesome Numenera additions that really made me happy.  I did feel like I was in a small village building up a group of people to battle the unknown.  I loved that.  I loved the little bag with the cyphers.  I love the cyphers!  I love the locations!  But, what I missed was a bit of flavor.  I liked the monsters, but I don’t know who they are.  I would have loved a little flavor text to build the Numenera world a little.  The same goes for the items, locations, heroes.  All great, all flavorful, but I wanted just a little bit more.  The locations are cool, but what is going on here?  Give me a half paragraph describing the place.  Also, I love the heroes, but I hate the final level of them.  The Numenera structure is adjective noun who verbs for character creation.  So why are the heroes Enhanced adjective nouns?  I know size/typeset, but I’ll take smaller typeface for the real deal.  Same goes for money.  I know Thunderstone has a set card face, but why not make the gold shins?  I just had a bunch of little things that got under my skin here. 4/5

 

Rules: The rule book is think and intimidating, however it’s well written.  I like what I saw.  Cards with difficult explanations get a full write up in the book.  Lots of examples are provided, so you learn how to play a deck builder.  While it’s a tome, it’s a well built tome.  5/5

 

Execution/Art:  AEG is learned a lot from the first Thunderstone and Dominion.  The box is great and has those awesome foam inserts so more cards will fit (AKA I will buy more and put them in this game).  The separator cards are giant, so I can sort them quick.  I love the new board design, so I have a nice place to put all my stuff that looks great and not messy.  I am ecstatic with the little Thunderstone cypher bag and the little chits. You get great Numenera flavor throughout the whole game.  This is a quality game. 5/5

 

Summary:  Thunderstone is my deck builder.  I loved the base game and spent way too much on Facebook buying cards I own in real life to pay online.  I love Numenera.  These two coming together is like peanut butter and jelly and less like sushi and chocolate.  It could have gone horrible, but it’s come out amazing!  If you want a great intro product to Thunderstone, then this is a great grab.  If you want to try deck builders and are a RPG gamer, then this is a good grab.  I’m just happy I was able to get one. 92.5%

1-17-14 Protecting adjective in Numenera

Ok, one more idea for Numenera, the protecting adjective-

Protecting

You’re a guardian.  You protect others.  If for gold or duty, you protect others as if your life depended on it. You will keep your charge alive at all costs.

You gain the following benefits:

Agile: +2 to your Speed pool.

Skill: You are trained in perception.

Skill: You are trained in defense rolls to resist physical attacks.

Ability: You gain the following benefit

  • Get Down! (2 Speed points): As a free action off turn, you may shove any creature at immediate distance from you to the ground and take any attack meant for them on yourself.  You must be aware of the attacker.  You may only do this once per turn.  Action.

Additional Equipment: You start the game with armor of your choice.

      Initial Link to the Starting Adventure:  From the following list of options, choose how you become involved in the first adventure.

  1. You are following your former master.
  2. You’ve be hired to guide some settlers to a place
  3. A friend in this location is in trouble.
  4. You feel a pull in your soul to this location.