Ring Side Report- RPG review of DC20 Preview

Product– DC20 Preview

System- DC20

Producer– The Dungeon Couch

Price– $FREE here https://www.kickstarter.com/projects/thedungeoncoach/dc20?ref=7s275s&gad_source=1&gclid=Cj0KCQjwsaqzBhDdARIsAK2gqnc5Hg8g0LanCi5wZMQUViNcAlYb8RXGRme_aLk__R0LEqZN0HpldmQaAuo6EALw_wcB   

TL; DR– DnD5e, Pathfinder 2nd Ed, Final Fantasy, and OSR all in a blender.  90% 

Basics– Are you ready to RPG?!  DC 20 is The Dungeon Couch’s new RPG.  The kickstarter has a preview of the game with enough mechanics to run a level 1 to 2 character.  Let’s look at how it plays.

Base mechanics- It’s D20.  You know this.  Roll d20, add numbers, did it beat a different number?  The numbers you add are interesting though.  Each character has a prime attribute.  This doesn’t have to match what you think it should for the class.  The classic idea they give in the book is a barbarian who is a charismatic man who would use his charisma for his attacks because thats his best attribute.

Beating the DC by 5- This system often has you roll dice and compare to a DC.  Many of the things you do like attack and spells have you check to see if you beat the DC by 5 or multiples of 5.  Every 5 you beat often have you gain more effects, save, or even flat out damage.

Advantage and disadvantage- This takes more of a Call of Cthulhu approach with multiple advantage or disadvantage dice.  You roll all the advantage or disadvantage dice you have and you take either the better, advantage, or worse, disadvantage, die.

Actions- At the start of combat and end of each turn, you gain action points.  You can spend as many as you want to do actions.  Move uses an action point.  Attack uses an action point.  Making an opponent have disadvantage is an action.  Spells might use multiple action points.  At the end of a round you get action points back and you can use those for reactions, but you will then have less in the next round.

Leveling up- As you advance you gain powers, talents, and class features.  It’s very much like some OSR RPGs where you will not gain tons of hit points.  You gain additional mastery of skills and bonuses to attacks with some classes being able to exceed the normal maximum.

Abilities- Spells and techniques all have a bit of additional resources as well.  Some techniques can use stamina points to pull them off.  Magic uses magic points that spell casters can spend to cast spells.  So you can cast any spell you have, but bigger spells use more MP.

Combat- Won’t be fantasy without killing things!  Combat is initiative with everyone rolling, but the highest on a side determines which side goes first.  Then it’s back and forth between the players and monsters.

Ok, that’s the basics, let’s discuss

Mechanics or Crunch–  This game feels like all the things I love.  The base dice is DnD.  The base action mechanics are Pathfinder 2nd Ed.  The base leveling layout looks like OSR.  Spell casting feels like Final Fantasy.  I love all those things, so that’s fun!  I know this system, but because I’ve played all the things that made it multiple times over.  And, that’s not a bad thing!   5/5

Theme or Fluff– Not really a story as this is more to show off the rules, but what’s here feels right.  The classes feel like classes, and the included things feel like they should.  The kickstarter art is nice, but the book itself doesn’t have any.  I’d like a bit more of the creators’ world to help me understand what the story will be.  4.5 /5

Execution– This is a solid enough preview, but it’s missing a few things.  The book has lots of stuff and is decently laid out.  It’s easy to read with good directions.  It’s even hyperlinked, so I’m happy there.  The bad is there are no pictures in the book, nor in the monster book.  The kickstarter also doesn’t have an adventure.  Give me an adventure and four to six pregens to play with!  I think I like the layout, but if you have done all this, give me a simple “kill the goblins save the village lady” quest to kick the tires on the system.  In addition, some classes can exceed the maximum skill bonus. Why not just include the maximum skill bonus on that table instead of making me infer them?  Those are small issues but will help me better understand your system.  4/5

Summary-I’m interested.  This will be a big kickstarter.  The things I love are the basics that combine all the fun things from all the other fun things I enjoy.  I need more of the world and adventure.  Show me how you want this played.  Is this pure murder on the players or a cake walk?  I don’t know, so show me!  That said, I’ve backed it, and for free, I definitely think it’s worth a look for you too.  90%

Ring Side Report- RPG review of Starfinder Society Scenario #7-02: Zo! vs. Zo

Product– Starfinder Society Scenario #7-02: Zo! vs. Zo

System- Starfinder

Producer– Paizo

Price– $8.99 here https://paizo.com/products/btq02eza?Starfinder-Society-Scenario-702-Zo-vs-Zo  

TL; DR– Fun, logic be damned!  87% 

Basics– What’s ya name!?  In Zo! Vs. Zo, the Starfinders are asked to help Zo! Defend his semi-good honor as his name is threatened by a city called Zo.  How will your group of Starfinders fare as lawyers and in combat?

Mechanics or Crunch–  This is a fairly simple adventure with some combat, some social, but no exploration.  It’s all set in cities as the Starfinders have to prove they can do the fighting, then attempt to set up a legal defense, and finally a real defense in legal combat. It’s a bit on the rails, but still good.  The mechanics are well done and felt fair and fun. 4.5/5

Theme or Fluff–  The story is a bit off here.  The basics are to prove you can fight, do legal skill checks, do more legal skill checks, and then fight no matter what.  The legal stuff felt off.  I would like the option to just not do the second fight if the characters succeed enough or for them to just push for combat.  That’s how I would run this for a home group, but for Society, the flow makes the adventure feel strained.  It works, but the logic is a bit off. 3.5/5

Execution– Yeah, we all know this was gonna be a 5/5.  It’s a Paizo book.  I keep saying this exact sentence when I write about Paizo.  They know layout, text, and art.  It’s an easy to read adventure.  Maybe the one thing that would help is having separate art from the other legal combatants, but that’s extremely nitpicky.  This is well done.  5/5

Summary-This is a fun adventure, but maybe not the most logical adventure.  Any group of guys and gals will enjoy the adventure, but it’s a bit linear and a bit nonsensical.  That said, it’s an adventure to a world that most Starfinders have not been to and some courtroom drama that almost no players outside of those brave profession (barrister) players do.  You will have fun, but maybe don’t think too hard about why things are happening.   87%

Ring Side Report- RPG review of Pathfinder Monster Core

Product– Pathfinder Monster Core

System- Pathfinder 2nd Ed 

Producer– Paizo

Price– $59.99 here https://paizo.com/products/btq02ej4 

TL; DR-Another Solid Addition to the Core line. 97% 

Basics– We’re all gonna die!  Monster Core is the last of the three main books needed to play Pathfinder, providing the foes that the heroes will face in their journeys.

Mechanics or Crunch–  Paizo knows their math.  These monsters are the ones we know, mostly, and love.  The Paizo staff designed good monsters and this just gives them the 2.5 glow up new coat of paint the system needed to get them fully ORC compliant.  It’s well done. 5/5

Theme or Fluff–  The story of the monsters takes a tiny bit of a dip.  As we move from 3.5/SRD base to ORC/Paizo’s own world, we lose a few things.  A major example is alignment.  We have Demons, Daemon, and Devils.  We have three different groups that are basically out to destroy everything but all just end up with the bad guy banner.  There is a story, but it’s that part of the story supported by differences in alignment and motivations that really separate these different D-based bad guys (that and centuries of European occult history).  The same goes with different dragon types.  I want to reiterate that what’s here is good, but the theme of these different monsters does miss alignment. 4.5/5

Execution– Yeah, we all know this was gonna be a 5/5.  It’s a Paizo book.  It reads fast, well, and is pretty.  Monsters get art for me to show players.  I get a good layout and hyperlinks.  Heck, there are even a few player things like a few rituals to sell your soul or talk to god!  5/5

Summary-This is a good book.  My view might be tainted by the changes from 3.5 to ORC.  I love the ORC, but we do lose some things along the way due to the legalese.  Those are things you will have to bring with your own stories to the table now.  This book will easily give you the foes to make those stories full of conflict and victory.  97 %

Ring Side Report- RPG review of Starfinder Society Intro: Year of Era’s End

Product– Starfinder Society Intro: Year of Era’s End

System- Starfinder 

Producer– Paizo

Price– $8.99 here https://paizo.com/products/btq02ez9?Starfinder-Society-Intro-Year-of-Eras-End 

TL; DR-The start to the end! 93% 

Basics– New boss, new random magic thing, new place, who dis?  Year of Era’s End sets out to establish the next and final meta plot for Starfinder Society 1st edition.  The Starfinders have made new friends with the Anacites on their barren homeworld.  Will the Society understand how the latest found magic item works before evil robots try to kill us all?

Mechanics or Crunch–  This adventure is fairly simple and similar to the usual first adventures of a season.  You have a few fights, a few social encounters, and a few skill challenges as you explore.  It’s not crazy, but it all works well. 4.5/5

Theme or Fluff–  Much like the mechanics, this adventures is pretty standard for the first adventure of a season.  You will meet the new boss, meet some new friends/middle managers of the Starfinder Society, and a new adversary group.  The adventure is split in two, with two different goals in each as you try to understand the newly found device.  It’s standard, but decently well done.  4.5/5

Execution– Paizo knows adventure production.  Layout is good, text is easy to read, and organization is good.  The maps are all available, and the monsters and NPCs all have pictures that I don’t have to crop myself.  I’ve even adjusted to the increase in cost as nine bucks is about the price of a movie and this will take about three to four hours to play.  Solid work.  5/5

Summary-It’s the end of the world, and I feel fine!  Starfinder Society First Edition is going away, and this honestly is a decent start to that.  It’s some simple mini adventures that get a metaplot started, introduce new characters in the lore, and allow for some fun encounters along the way.  If all the final adventures work like this, it will be a good send off.  93 %