Ring Side Report-Keeping It Classy: The Cleric

Product– Keeping it Classy: The Cleric

System-Dungeons and Dragons 5e

Producer– DMs Guild

Price– $ 5.95 https://www.dmsguild.com/product/290873/Keeping-It-Classy-The-Cleric?affiliate_id=658618

TL; DR– Routinely amazing 93%

290873

Basics-Time for class options for my favorite class-the cleric!  How does this one stack up compared to the others?

Mechanics or Crunch–  This is a well done book with a few things that I would not have done myself.  The book has new cleric domains. That was a given, and these are well done mechanics.  Perhaps a few too many rely on playing with the channel ability, but I like them all. The book has new items.  Again, solid things I expected. The book also has a new race. This I am less a fan of. It’s well done, but I want all the races set out before I start a game.  That’s just preference. What I would like instead is more spells and feats. But, that’s again a personal preference. What is here is solid, but I would just like more.    4/5

Theme or Fluff–  The Keeping It Classy series keeps it classy here.  The race is well done. The domains feel right. The items have good fluff to make you feel them in the world.  I love what is in this book! 5/5

 

Execution–  PDF?  Yep! Hyperlinked?  Yep! Ok, all the things I want standard in a book written in 2019!  It uses public domain art well to break up the flow and makes the book easier to read, so this honestly is how I want books written out.  New art is nice, but for the price you can’t beat what is here! Text is well laid out. If you want solid design of a book, this is a good example to use.  5/5

 

Summary-The Keeping It Classy series is a precision machine that keeps spitting out precision product.  Think less McDonald’s machine and more Fine Dining expectations-the routine should be phenomenal.  And this is true. The book has good races, items, and class parts that if you want new options for your cleric, then this is worth your time.  I’m not as much a fan of new races as other DMs, but the race is well done. I’d just like more other “things” like feats and spells, especially for this spell casting class.  However, that boils down to the problem of me wanting more from this book, which means I like what’s here. This is as always a routinely amazing book from a routinely amazing team.  93%

Ring Side Report-Review of Mage Company’s Premium Card Sleeves with Throat Punch Games

 

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Ring Side Report-Pathfinder Rulebook, 2nd ed

Product– Pathfinder Core Rulebook

System-Pathfinder

ProducerPaizo

Price– $60 here https://paizo.com/products/btq01y0k?Pathfinder-Core-Rulebook 

TL; DR-A solid mix of new good things, but some issues remain. 92%

 

Basics-It’s here!  Pathfinder 2nd ed is out in the wild!  Let’s dig into this thing! The basics from my previous review here:  Let’s look at the big changes.

Base Mechanic-The d20 system never really changes.  It’s still numbers + d20 vs other numbers.  Pathfinder 2nd Ed has the player add their ability modifier, their level, AND a modifier to the roll, depending on their level of proficiency.  The biggest change from the previous one is that the proficiency levels are now +2, +4, +6, or +8 instead of adding one to 4. Honestly, this feels like a change coming from 4th Edition DnD.  I know the heresy of that statement, but I like that mechanic.

Action Economy– Players still have the three actions per turn of the playtest with some spells or actions requiring additional actions to do.

Skills– If you are not trained it’s just a d20 + ability modifier.  If you are not trained, after about 4th level, it might not be useful to even roll.

Options–  This edition is labeled featfinder by its critics, but the designers use the word feat instead of options.  I’m ok with featfinder as I LOVE class options.

ITEM LEVELS!!!-Items HAVE LEVELS!  I love this as you know exactly what an item should cost, what kind of character should have this, and it means that some things such as alchemical items are going to be useful later as higher level options are available.

Character Advancement-  Characters now level at 1000 exp.  Monsters of your level give certain amounts of experience, and there are formulas for changing the experience points if you are fighting a creature of a higher or lower amount.

Those are the basics.  Let’s look at my thoughts.

Mechanics or Crunch-I really love this system.  Long ago, I toyed with the idea of making a 3.5/4e hybrid, and this is almost what I wanted.  I get the clean mechanics of the d20, but I add my level so leveling up made things matter.  I get the deep CRUNCH of 3.5/Pathfinder, but the ease of a 5e. I get cantrips that I can use all the time and not have a wizard firing crappy crossbows while still feeling like a wizard.  But it’s not perfect. Skills are kind of a big deal for me. I think the system kind of forgets about skills if you are untrained. I think a fighter could pick up some basics of magic from traveling with a wizard and I liked how previously untrained actions still added your level, just with a penalty.  Now you don’t add your level to untrained actions and that basically means you have silos where no untrained character can go. It’s a design choice that isn’t bad, but not one I love. Also, I really don’t like the new EXP system. Just keep creatures with different exp instead of having some crazy formula to figure out the exp!  It feels like a level of simplification that some players demanded but the rest of us hate. But overall, I really do like the simplicity of the system and the variety of options in this book. 4.75/5

Theme or Fluff-Everyone has their own idea of what “fantasy” should be.  Pathfinder has a niche of an almost industrial magic world where some elements of science are beginning to poke their timid heads out of the real magic with semi-magic, semi-chemistry potions and simple guns.  This new game nails that vibe. Also, this edition fixes a major problem others had before: alchemy. I love the idea of alchemy, but it’s always hard to add to a system Lots of RPGs add this in later due to fan demands.  But that system feels bolted on and not a core of the world, with alchemy basically being a new magic caster class but with a reskin. In Pathfinder 2e, with item levels, an alchemist makes alchemy items and the items are NOT spells.  They are their own special thing. I LOVE THIS! Pathfinder 2nd ed nails the Pathfinder theme even better than the original! 5/5

 

Execution–  PDF?  Check!  Hyperlinked?  NOPE! Come on Paizo!  This book is over 600 Pages!  Even random websites trading illegal PDFs have their stuff hyperlinked and for this size of document, it’s a major problem.  Also, I think 3.5 has the best layout for d20 systems in regard to class advancement and feats. However, in the new system the classes get a table of advancement for each level, but you have to read deep into each specific advancement to know what is really happening.  It’s less at a glance and results in slower leveling and progression. I LOVE table with the character level, short descriptions of mandatory class options, and saving throw bonuses, and even spells if needed. Now we get too many words that are not helping, and two tables that are seperate for magic and character options.  That is two too many! Nice concise tables would help this feel less wordy and less tiring to read. Next, feats for each class need a feat table with short, one sentence descriptions of each class option. This is going to take up space, but the current layout of listing several options and just making players read the possible rule in its entirety is too long and wordy.  Even if you keep the full feat description, adding these tables would make skimming for your next class option a breeze, but instead you end up reading lots of class options you do not care about. Reading about options you don’t care about is tiring! The rest of the book is fine, but those class sections could use some serious changes to make the material easier to read! Pathfinder 2nd ed charts its own territory, but it needs to learn from its roots for its readability.  4/5

 

Summary-My review of this system is not glowing, but I do love it.  The mechanics of 2nd edition Pathfinder are a mix of 3.5, Pathfinder, and 4th edition and 5th edition DnD.  Since I love all those games, I had no issues with all the best being blended together to make the best of everything.   I didn’t get EVERYTHING I wanted, but I got enough. I love the world, and the new mechanics of the new edition really emphasize the world.  The low point was the execution of the book. It feels way too wordy and made reading all the different classes a slog. The book isn’t bad by any stretch, but I feel that taking some clues on how other editions of RPGs work and displayed their information would really help here.  Now this might seem negative but overall I love this system. It’s easy to play, characters are made quickly, and I feel it’s going to be a fun system for a long time. Can’t wait to see what story I can tell with this system! 92%

Ring Side Report-Keeping it Classy: The Bard

Product– Keeping it Classy: The Bard

System-DnD 5e

ProducerKim Frandsen 

Price– $5 here https://www.dmsguild.com/product/281863/Keeping-It-Classy-The-Bard?affiliate_id=658618 

TL; DR-Another Solid Entry in the Series.  98%

 

Basics-CAN YOU HEAR ME!  Keeping it Classy: bards is another book in the keeping it classy series this time focusing on bards.  This book has items, bard colleges, a new race, and backgrounds all focusing on the musical characters in the party.

Mechanics or Crunch-What’s here is great!  I like the new mechanics, and they all feel balanced with everything else.  I like the items and the backgrounds as they fit as well. I’ve never been a fan of new races because it’s strange to just have a group of creatures that have always been here just appear out of nowhere, but the new race feels balanced as well.  What I want more of is feats. This book and the bard need some more feats, so this feels like a bit of a missed opportunity. Aside from missing feats, I love the stuff that’s here. 4.75/5

Theme or Fluff-This again feels right.  That’s what I want in a book for a class.  The stuff here feels appropriate for the class and the various settings that the bard plays in.  That means its done well. 5/5

 

Execution–  PDF?  Check!  Hyperlinked?  CHECK! Great layout and ease of readability?  CHECK! This is how I want products made. It’s got some original art, but the art that is there does exactly what it was supposed to do- break up the text and intrigue me.  The layout is nice. The font reads easily, and the overall presentation is top notch. 5/5

 

Summary-This is a 6 dollar book that provides a solid punch of material.  You get great mechanics that build the class in a new direction by playing with some different resources.  You get some new backgrounds, and you get solid items. I always want more,and here I feel a few feats would help round out the product.  But, aside from that, the book has an amazing execution, and all the new toys feel like they belong in the fantasy world of DnD. This is a rock solid book most bards should at least check out!  98%

Ring Side Report- Shadowrun Sixth World Beginner Box Set

Product– Shadowrun Sixth World Beginner Box Set

System-Shadowrun 6th Edition

Producer-Catalyst

Price– $30

TL; DR-Strong start to the six edition.  95%%

Basics-What’s old is new again!  Shadowrun celebrates its 30th anniversary with its 6th edition. Let’s dive deep into the new edition and see if its wizzer or hot drek.

base mechanics-attribute + skill, roll that many six sided dice, count 5s and 6s for good, over half 1s is bad.  Same dice pool mechanics you know and love and most likely won’t ever change under the current Shadowrun development team.

So What changed?

Edge– Edge is one of the two MASSIVE differences in 6th Ed.  In 5th Edition, you rerolled dice or rolled extra dice at the start of a pool.  Now, edge is more an ala cart menu where a character choices to reroll extra dice, add successes, or even change the critical glitch range of an opponent.  You can only choose one option each round, but now edge begins to flow a lot more. Gear, items, and even differences in ability between you and your opponent will earn you up to two edge an ACTION.  That means some people with impressive defences being fired at by multiple opponents will earn edge each attack, not each round! So edge is gonna flow quickly.

Combat-Combat keeps the spirit of the previous edition but massive changes to how actions work and the nature of killing each other.  For actions, there are two types of actions: minor and major. Minor are smaller actions like moving while major are your spellcasting and attacking.  This ties into initiative. Initiative is still reaction and initiative plus a d6. A character gets two minor action to start and one more minor action for each d6 beyond the first.  This ties into multiple attacks. Four minor actions can be converted to one major action meaning if you have 3d6 or more dice for initiative, you can make two attacks a round.

In addition, initiative isn’t rerolled nor do we ever remove counts as we go through a round of initiative.  Initiative is just rolled once, play moves from high to low, and goes back to the high. Just like most other RPGs.

Killing People– The bread and butter of Shadowrun is shooting people, and this is still strong in 6th Ed.  When you want to kill somebody, you now compare the attackers attack value (determined by the range of the weapon) vs. the defence value of the target’s armor.  If someone has an advantage of four or more in this comparison, that character earns one edge. In addition, both people may earn edge based on situational modifiers such as darkness and abilities.  The target of the attack rolls a number of d6s equal to the reaction and intuition while the attacker rolls a number of d6s equal to their agility and firearm skill with both sides counting fives and sixes as successes.  The side with more wins with ties now going to the attacker. If the attacker wins, the difference in hits is added to the attackers weapon damage. A massive change is now the defender only rolls a number of dice equal to its body attribute with the five and sixes reducing damage as in 5th edition.  Since the defender doesn’t have many dice to reduce the damage, weapon damage is also reduced as well.

Magic– Magic is also revamped.  When you cast a magic spell, you no longer choose a threshold as thresholds are no longer part of the game.  You roll a number of d6s equal to your magic and spellcasting attribute. Each spell has a number of success needed to cast the spell and expressly indicates how a target avoids the damage.  It’s clearly written and I not

Skills-Skills are massively reduced with multiple skills being rolled into one skill

Ok, now let’s look at my thoughts.

Mechanics or Crunch-The crux of the game is the d6 rolling system, and that doesn’t change.  I love the reduced skills and faster flow of the game. The flow of edge is fun as it provides more player control over the game and less like subjective story candy.  The nature of magic and matrix actions also works well. The one thing I’m kind of iffy on is the nature of armor. Armor and weapons having a separate state is ok, but I don’t like that armor is divorced from reducing damage.  That feels off. But otherwise, the nature of quick play becomes central to the gunfight nature of the game. I’m optimistic about the nature of the full game’s mechanics. 4.75/5

Theme or Fluff-It’s Shadowrun.  You like corporate dystopia and Tolken fantasy, you’re going to like what 6th edition still is.  This is more awesome future fantasy in Shadowrun 6th edition. 5/5

Execution-The box set is well put together.  I like the layout of the books. The character sheets teach the game well to new players.  The biggest issue I have with the quick start rules is I would like a few more pages of explanation to some of the materials.  I discussed the materials with a few other Shadowrun GMs and those discussions really helped me solidify the rules. Most people will not have that luxury.  The full rules will clear up those issues, but for now, a few more pages would help tie the material together. In addition the art looks amazing, so that gets me ready for a whole new attitude to play.  If you want to see a full breakdown of the product check out my unboxing here:https://youtu.be/ruxgYe5usLw   4.5/5

Summary-I’m looking forward to this edition.  The changes look good and thought out, for the most part.  I think it’s gonna take me a few games to come around on the armor thing.  It’s not bad, but it is different. Good different? We’ll see. The rest looks like well done, modern game design streamlining the process and avoiding the random crap that really don’t make a game fun.  The physical product is amazing as well. Solid cardboard and writing help get me into this one. I just need more of it to really make my life as a gamer easier. That said, I’m in. I’m invested in the 6th edition of Shadowrun. 95%