Ring Side Report- RPG review of Pathfinder Society Intro: Year of Immortal Influence

Product– Pathfinder Society Intro: Year of Immortal Influence

System- Pathfinder 2nd Ed

Producer–   Paizo

Price– $8.99 here https://paizo.com/products/btq03g2r?Pathfinder-Society-Intro-Year-of-Immortal-Influence 

TL; DR– A good, but not perfect intro.  97% 

Basics– Pathfinders, are you ready to PARTY!?  This intro scenario for this year’s Pathfinder Society season has you go hobnob with the snobs of Absolom to make a good impression.  All you got to do is be nice, show the Pathfinder Society is good, and make a friendly impression.  What could go wrong?

Mechanics or Crunch– This adventure’s mechanics are on point for an intro adventure. There are about four different encounters in this adventure.  It’s pretty heavenly split between some social, some light exploration, and combat.  All of them feel like they fit for the levels they aim for.  This adventure is the standard excellent Paizo crunch I expect.5 /5

Theme or Fluff–  Intro adventures have tough ground to cover, and this one does well, but it’s not perfect.  The adventure has the players go to the party, and start with a few different mini interludes.  These work well, but players can’t see all the characters and their small side quests and vignettes.  Not bad, as the forced adventures where players have to do all the side quests get a bit story heavy, but these all kind of boil down to “do good and learn that one person doesn’t like you”.  Next there is the new antiPathfinder group who aren’t evil, and you have to avoid them.  Then you quite literally have to fight devils and then save someone’s life.  After that people try to run you over.  After that you must convince everyone you’re awesome after literally saving people from the devil.  Lastly there is one last optional combat that’s fun.  The story gets a bit disjointed as you save them every step of the way, but people still don’t like you.  Maybe that’s more realistic than I think having just reread that again.  4.5 /5

Execution–  This is just a yadda yadda of all my other Pathfinder reviews.  Good layout, easy reading, good pictures, good resources, good handout….yadda yadda yadda.  I expected Paizo to make a good layout for the adventures, and I got it.  I might quibble about not having all the monster pictures in the book, but that has more to do with there being three different fights possible in the middle, but seeing as those on their free database with pictures, that feels too pedantic for even me to downgrade them for.  5/5

Summary– This isn’t perfect, but this might be one of the better year intro adventures out there.  The mechanics are good.  The flow is not perfect, but it works decent enough. The adventure itself is solidly crafted.  It players in under four hours, and is fun enough that everyone had a blast.  If you want to jump in to Pathfinder Society, this is a good starting point as either a GM or a player.  97%  

Daily Punch 1-17-25 Religion Dilatant religion skill feat for Pathfinder 2nd Ed

More religion, and times for the one for level 10!

Religion Dilatant Variable actions Feat 7

General Skill
Prerequisites master in religion


Your connetion to the gods continues to grow. Once per day, you can choose an divine 1st level spell that is not uncommmon and attempt a DC25 Religion check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an master to determine spell casting attack or save DC.

Thoughts?

Daily Punch 1-15-25 Fear of God religion skill feat for Pathfinder 2nd Ed

HEED MY GOD!

Fear of God two-actions Feat 7

General Skill Emotion Fear Mental
Prerequisites master in Religion
Frequency once per day
targets all creatures anathema to your faith, Defense Will save
Area 30-foot emanation


You bring forth the anger of your god upon their enemies! All creatures that are anathema to a faith of your choosing with in range must attempt a Will saving throw.

Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 1 for one hour and must flee for one round.

Thoughts?

Ring Side Report- RPG review of MythCraft Core Rulebook

Product– MythCraft Core Rulebook

System- MythCraft

Producer–   QuasiReal House

Price– $9.95 here https://www.drivethrurpg.com/en/product/460856/mythcraft-core-rulebook?affiliate_id=658618 

TL; DR-New and old combine to make a fun D20 game.  90% 

Basics– Welcome to the world of Ancerra!  MythCraft is a kickstarter from last year that works via several talents and a base system you already know if you played most other DnD style games.  Let’s look at how the system works.

Base Mechanics- This is d20+attribute for attacks and D20+attribute+skill ranks for skills.  You attack with a sword?  Add your Strength to that d20. You shoot a bow?  Add your Dexterity to that d20.  You know it, I know it, and we both love it.

Attributes- each level you gain +1 attribute point.  Your bonus in an attribute can NEVER be more than half your level +1.  So a sixth level fighter can’t have a strength greater than +4.  It’s easy enough to keep track of and familiar enough to be easily applied.

BOP-Characters are built from a Background, Occupation, and a Profession…. and a lineage.  Lineage is your race.  You gain features at specific levels that are lineage specific.  The lineages range from your standard human to constructs to even undead and kind of robot people.  Backgrounds give you skills you can put points into and occupations it should lead into, and professions are the job you do for money and it provides additional skills and bonuses.  Both professions and occupations deal with tags.  Tags are information that the game uses to identify important things and prerequisites for bonuses.

Classes- At second level you can choose a class and here is where the game REALLY opens up.  There are over 10 classes.  These classes have different paths that lead to different talents that give you different abilities.  This game uses talents for lots of different abilities and honestly you could use the word feat from DnD and Pathfinder and you would completely understand what the game means.  But unlike the strategic direction that DnD 5e went in to avoid feat trees, this game leans HARD into feat trees for the different classes and subclasses within each.

Skills-  Your background provides you with a number of skill points, and skill and subskill options you can spend those points on.  You gain skills each level as well.  The amount of skill points you can put in each skill is limited by your background.

Combat-All the normal things you know and love for combat are here.  You roll initiative at the start of combat but it’s based on your awareness attribute instead of Dexterity or Perception.  BUT here is where MythCraft separates itself from other games in the DnD space.  Each action takes action points. Instead of DnD’s Move, Minor, Standard or Pathfinders three actions, each character gets three action points and more based on your coordination attribute up to 8.  Each action you do takes different action point costs.  Some spells cost one point while some might cost over four!  Stab someone with a dagger will be two points, while some things like a Greataxe are eight minus your strength score, minimum four.  You may need to build up to the big boy big toys that do massive damage, but a nimble elf with a dagger might get four solid dagger strikes in a turn.  If you hit the armor score, you do damage via rolling different sized dice.

Magic-Magic is more akin to Final Fantasy in this game.  You get spells via talents and classes, but you don’t prepare spells like in DnD or Pathfinder.  You have your pool of points, and you spend those points as well as action points to cast spells.  You can cast the same spell all day long as long as you have the points you need for it.

Ok, Let’s do my thoughts.

Mechanics or Crunch-This game is different and the same at the same time.  The D20 system and its children are alive and well.  It’s put to good use here being both new and old at the same time.  It’s easy to pick up, but not a carbon copy of 5e, 4e, 3.5, or Pathfinder.  It is easy and fun to play.  I don’t know if most people will get to level 30 and have a crazy high coordination to get those crazy turns, but it is an interesting game where you get to do all kinds of different actions or the same action.  5 /5

Theme or Fluff– My complaint about this game is there is a lot here, but not enough story about the world.  The different character options provide a story, but there is not enough about the world as a whole to draw me in.  The races all have backgrounds that are cool and intriguing.  The classes have story in them and the art makes you see what they are.  The gods and pantheons are all interesting.  But, there is not a world story in this book.  You get that there is some planet you are playing on and there is some fantasy things happening like demons bad, but beyond that I have no idea who’s doing what.  I want to know more, but give me more in this book.  There’s awesome here, but I need more.  4 /5

Execution–  This book makes interesting design decisions that alternate between paying off and not quite getting there.  First, the simple issue of too many different words for the same thing.  You have talents and features.  Just call them one thing and give them different tags. This game gives out lots of tags to label stuff that’s important.  Good, so just have talents with tags for the linages and say you can take them at different levels.  It’s what Pathfinder does and it works.  The book has several pages with introductions of each class and a picture.  It then says go to page XX to see all the class stuff.  That’s cool!  Those pages are several pages of words explaining each talent.  That’s boring, but needed since this is a feat based game.  Then after all the feats, the book has each feat tree for each subclass.  Honestly I would put those in between each class to show how the different talents/feats have different requirements for each other.  I love the diagrams and don’t even mind if they are not hyperlinked inside the pictures.  But breaking up 50 pages of text with some pictures will help your readers.  Otherwise, this book does the job well, though with a few minor issues.  4.5/5

Summary–  This book is someone’s labor of love and how they see d20 RPGs being played.  It’s close enough to your old D20 favorites that you will learn how to get playing fast.  It’s also different and has enough options that you won’t call this a simple clone of any other game out there.  Its issues are in the execution, with a few choices that I feel need a bit more work to reach perfection, and a lack of world story that I feel other books will address.  I just wish they were in this one!  If you don’t want to play another 5e game but want the simplicity of the math,  and you don’t want Pathfinder but want the flexibility of the action mechanics, Then this is the game you and your group should pick up.  90%  

Daily Punch 1-10-25 Religion Dabbling religion skill feat for Pathfinder 2nd Ed

More religion, and times for the one for level 6!

Religion Dabbling Variable actions Feat 4

General Skill
Prerequisites expert in religion


You’ve figured out a bit more than the hymns at church.. Once per day, you can choose an divine cantrip and attempt a DC20 religion check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an expert to determine spell casting attack or save DC.

Thoughts?