RPGBOT.Podcast

RPGBOT.net

The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot. You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs. Support us at the following links: Patreon: https://www.patreon.com/rpgbot BlueSky: https://bsky.app/profile/rpgbot.net TikTok: https://www.tiktok.com/@rpgbotdotnet The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.

  1. 12h ago

    CYBERPUNK RED: How to Play 6 Series Wrap - Cyberware or Groceries: Choose Wisely

    After five episodes of Cyberpunk RED, we have finally reached the most dangerous part of Night City: giving each other constructive feedback. Randall begins with I mechanically didn't like this game, Tyler discovers he spent all his money on software that was permanently deleted, and Ash admits the five-page cheat sheet has ceased to meet any reasonable definition of cheat sheet. But somewhere between the action-economy arguments, cyberpsychosis, crushing rent payments, and the revelation that Tyler still wants to be a wizard even in a game without wizards, we arrive at an important conclusion: the vibes are immaculate, the rules are complicated, and apparently the real Cyberpunk experience is deciding whether to pay rent or install cooler robot parts. Show Notes We close out our Cyberpunk RED Quickstart with a full debrief of the system, the actual play, what worked, what didn't, and what we probably would have done differently if we had more time in Night City. Randall opens strong by saying he mechanically didn't like the game, but that position gets considerably more complicated as the discussion continues. The D10 itself wasn't the problem. In fact, the group generally liked the smaller die combined with large skill modifiers. When your character is good at something, they are really good at it, and that makes each role feel distinct. Combat also delivered the quick, dangerous feeling they expected, with armor degrading, damage piling up, and one bad decision potentially turning into a very short career. The biggest mechanical discussion is Netrunning. Everyone agrees that it is cool, but it creates an unusual action-economy problem. Dave could take three Net Actions plus a meat-space action while Marky might spend his entire turn doing something like hitting a guy with a chainsaw. That can make the Netrunner feel like they are playing an entire second game while everyone else waits for their turn. At the same time, the actual damage and effectiveness didn't necessarily feel unbalanced. Marky often accomplished more with his one physical action than Dave did with several Net Actions. The bigger issue was spotlight and pacing. The group thinks Netrunning would probably feel better when paired with simultaneous social challenges, physical objectives, security problems, and other jobs for the rest of the party instead of simply running two parallel combats. That leads into one of the biggest lessons from the actual play. Cyberpunk RED may work much better with a larger crew. A four-person team could have a Rockerboy distracting someone, a Solo handling security, a Tech solving a physical problem, and a Netrunner diving into the architecture at the same time. With only Marky and Dave, there were fewer opportunities to demonstrate that kind of coordinated job. They also acknowledge that years of D&D and Pathfinder trained everyone to solve problems by eventually rolling initiative. Cyberpunk seems to reward a different mindset. Talk first, manipulate the situation, use contacts, exploit skills, plan the job, and only start shooting when the plan inevitably catches fire. The skill system gets mixed reactions. The large modifiers make specialization feel meaningful, but there are a lot of skills, some of which feel extremely specific. Add difficulty values, environmental penalties, equipment penalties, conditions, combat rules, armor, range bands, critical injuries, and everything else, and Ash notes that the cheat sheet alone is five pages long. At that point, it is no longer a cheat sheet. It is another book. Cyberware is one of the systems everyone wishes they had more time to explore. Buying upgrades, improving your body, choosing programs, and slowly building a character over multiple jobs sounds like one of Cyberpunk RED's biggest rewards. The problem is that every improvement comes with pressure from Humanity and Empathy. The better the chrome gets, the more carefully you need to consider how much of yourself you are willing to sacrifice. That tension becomes even more interesting in a longer campaign. Cyberpunk RED has rent, lifestyle expenses, unexpected bills, jobs, downtime, gear upgrades, cyberware, and the constant temptation to spend tomorrow's survival money on something that might help you survive tonight. Do you pay rent, or buy the implant that might make the next job successful enough to solve the rent problem later? As Randall points out, that sounds suspiciously like real life. Ash clarifies that the fantasy is that sometimes you actually get to win. The group increasingly comes around to the idea that Cyberpunk RED is less a combat simulator and more a Night City life simulator. A long campaign built around episodic jobs, rival crews, personal contacts, planning between sessions, upgrading equipment, and roleplaying downtime could bring out parts of the system that a short Quickstart simply cannot. Randall especially likes the idea of extending that experience beyond game night. A campaign Discord could become part of Night City, with characters hearing about jobs, talking to contacts, gathering clues, competing with rival crews, and planning a heist during the week before everyone sits down to execute it. The conversation eventually moves from mechanics to the thing everyone seems to agree Cyberpunk absolutely nails: the world. Randall loves the gig-economy structure and the importance of personal networks. In a world where institutions have largely failed you, the people you know matter. Your friends, family, contacts, crew, and community become the thing keeping you alive. Ash takes that idea even further. Cyberpunk may look nihilistic from the outside, but the point isn't that nothing matters. The world is rigged, corporations control everything, society may never improve, and your story may end badly. Your friends still matter. Your community still matters. The time you have with them still matters. That, more than the chrome, guns, Black ICE, or chainsaw hands, becomes the group's real takeaway from Cyberpunk RED. The setting is bleak because caring about people in a world designed to grind them down makes those relationships matter even more. And naturally, the episode ends with chat comparing Cyberpunk and Shadowrun, Ash being accused of practicing trickle-down hero-point economics, and Tyler floating Shadowrun as a future Quickstart. Because apparently five episodes of dystopian corporate misery were not enough. Key Takeaways The vibes are immaculate. Even when the group disagreed with individual mechanics, everyone responded positively to Night City, the lore, cyberware, jobs, and overall Cyberpunk atmosphere. The D10 system worked better than expected. Large modifiers mean characters feel genuinely specialized, while the smaller die keeps results uncertain without making experts suddenly incompetent. Combat feels dangerous. Armor degradation and substantial damage support the fast, dirty, lethal tone the group expected from Cyberpunk RED. Netrunning is cool but creates spotlight problems. Three Net Actions plus a meat action can make the Netrunner appear to be playing considerably more game than everyone else. The action economy may be less unbalanced than it looks. Marky often accomplished more physical damage with one action than Dave accomplished with several Net Actions. The real issue was how much table time each character received. Netrunning probably works best as part of a larger encounter. Mixing hacking with social manipulation, physical objectives, security challenges, and combat would give the rest of the crew meaningful things to accomplish at the same time. A larger party might showcase the system better. Four characters with different roles could divide responsibilities during a job and make specialization feel more rewarding. D&D habits do not always translate. The group repeatedly drifted toward combat because that is how they are accustomed to solving encounters. Cyberpunk RED appears to reward planning, social interaction, contacts, infiltration, and avoiding unnecessary fights. There are a lot of rules to track. Skills, modifiers, range DVs, armor, conditions, cyberware, Netrunning, Humanity, and other subsystems create significant cognitive load, especially for a GM learning the game. Some skills feel overly specific. The huge skill list gives characters strong niches, but it can also make the system feel cluttered. Cyberware deserves a campaign, not a one-shot. Saving money, installing upgrades, changing your capabilities, and balancing improvements against Humanity looks like a major part of the long-term appeal. Humanity makes upgrades a meaningful choice. More chrome can make you more capable, but characters have limits, and traumatic experiences can create additional pressure. Downtime may be where Cyberpunk really shines. Rent, expenses, jobs, gear, cyberware, lifestyle choices, and trying to climb out of poverty reinforce the setting between missions. The game seems built for episodic campaigns. Take a job, prepare, execute it, survive the consequences, get paid, upgrade, pay your bills, and hope the next job goes better. A persistent roleplaying community could be fantastic. Contacts, rival crews, job offers, planning, and investigation could continue between sessions and make Night City feel alive. Community is one of the setting's strongest themes. When institutions cannot be trusted, your crew and the people you care about become your real support system. Cyberpunk is bleak without being completely nihilistic. The system may be rigged and the future may be awful, but relationships, loyalty, hope, and choosing what matters to you still have value. The Quickstart only showed part of the game. The group repeatedly stresses that they did not experience martial arts, car chases, much of the downtime system, long-term cyberware progression, or many other mechanics. Their opinion improved with familiarity. The second combat flo

    CYBERPUNK RED: How to Play 6 Series Wrap - Cyberware or Groceries: Choose Wisely
  2. 3d ago

    CYBERPUNK RED: How to Play 5 Actual Play Conclusion - Unpaid Internship Edition

    The good news is we found J-ZK. The bad news is her skull is open, Dave is fighting a man inside the internet, Marky has replaced diplomacy with a hand chainsaw, and everyone involved is eventually on fire. Welcome to the Cyberpunk RED finale, where friendship conquers evil, violence solves several problems, and our heroes save the girl, kill the villain, jump out of a twentieth-floor window while playing guitar, and discover the most important rule of Night City: heroic acts are not reimbursable. Show Notes Marky Day and Dave Costanzo face off against Mr. Frommiter, better known as Gangster 3D, in the finale of our Cyberpunk RED actual play. Marky handles things in meat space with his hand chainsaw while Dave battles Frommiter inside the Net Architecture. Both sides unleash Black ICE, people catch fire, programs get deleted, and Marky continues rolling numbers that make everyone suspicious of his dice. Dave finally chases Frommiter through the network and kills him by hacking his life-support systems. He then pushes deeper to disconnect J-ZK while Marky handles the important physical tasks, including putting out Dave's flaming head. With security closing in, Marky reveals that his escape plan has always involved parachutes. They smash a window, strap J-ZK to Marky, leave Hyperactive Hyena behind as a distraction, and BASE jump from the twentieth floor while Marky plays guitar. J-ZK is safe, Frommiter is dead, and Marky may finally have upgraded from backup romantic interest. Unfortunately, J-ZK missed her Sanru meeting, so nobody gets paid. Welcome to Night City. Key Takeaways Marky attacks Frommiter with a hand chainsaw while Dave fights him simultaneously in the Net. Black ICE turns the battle into a second combat happening inside the first one. Dave kills Frommiter by hacking his life-support systems. Dave successfully disconnects and rescues J-ZK. Hyperactive Hyena remains the team's extremely temporary murder-mascot ally. The crew escapes by parachuting from the twentieth floor while Marky plays guitar. J-ZK survives, but missing the Sanru presentation means the team earns nothing. Final accounting: save the client, kill the villain, lose money. Peak Cyberpunk. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    CYBERPUNK RED: How to Play 5 Actual Play Conclusion - Unpaid Internship Edition
  3. 5d ago

    THE PLANE OF BYTOPIA (Remastered): Land of Nice Weather and Adamantine Dragons

    Welcome to Bytopia, the Upper Plane for people who looked at Heaven and said, "This is nice, but could we make everyone work a little harder?" The weather is lovely, the neighbors are aggressively helpful, the economy is apparently powered by ethical commerce, and there's another entire world hanging upside down over your head. Also, there are adamantine dragons, because apparently even paradise needs something capable of turning your adventuring party into a fine red mist. Pack a lunch, bring your climbing gear, and try not to become so content that you forget you were supposed to leave. Show Notes This week on the RPGBOT.Podcast, we head to Bytopia, D&D's plane of good neighbors, hard work, beautiful weather, and deeply questionable planetary physics. Tyler, Randall, and Ash explore Bytopia's two facing layers, the people and creatures who live there, and what happens when an entire plane is infused with enough goodwill that visitors might simply decide everything is fine and never go home. We dig into travel between the layers, life and trade in Bytopia, intelligent plants, adamantine dragons, and the planar marketplace of Tradegate, where even the currency seems determined to make capitalism behave itself. Along the way, we consider the strange implications of an afterlife built around productive happiness and tackle the question of the week: if you built an "oops all" party using ancestries outside the Player's Handbook, what glorious collection of weirdos would you bring to the table? It's paradise. There's nice weather. Everyone is helpful. Naturally, we're suspicious. Key Takeaways Bytopia is good, but not lazy: The plane emphasizes community, cooperation, work, and the satisfaction that comes from building something worthwhile. The geography is wonderfully ridiculous: Its two layers face each other, creating one of the strangest landscapes in the D&D multiverse. Being happy can apparently be a planar hazard: Bytopia's pervasive goodwill and contentment could make visitors surprisingly reluctant to leave. Tradegate takes ethical commerce seriously: Its unusual currency and trading rules reinforce Bytopia's broader themes of fairness and cooperation. The wildlife gets weird: Intelligent plants and adamantine dragons help ensure that "pleasant Upper Plane" does not mean "nothing interesting happens here." Bytopia has strong adventure potential: Its unusual physics, settlements, trade, inhabitants, and planar travel offer considerably more than a peaceful celestial vacation. Oops All Weirdos remains a valid party-building strategy: The episode's non-PHB ancestry discussion proves that sometimes the best adventuring party looks like everyone ignored the character creation instructions. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    THE PLANE OF BYTOPIA (Remastered): Land of Nice Weather and Adamantine Dragons
  4. Aug 13

    CYBERPUNK RED: How to Play 4 Actual Play - Capitalism Has a Boss Fight

    Welcome back to Night City, where Tyler has acquired a another cat, Randall has acquired a bedazzled bulletproof vest, and Ash has apparently acquired the Cyberpunk equivalent of Five Nights at Freddy's. This week, Marky Day becomes Marky Knight and walks willingly into something everyone immediately identifies as a murder hallway. Dave gets set on fire by a computer, Marky discovers that cartoon mascots are weak against bullets, and together they spend every remaining resource to adopt a homicidal digital hyena. Somehow, all of this turns out to be the easy part, because at the end of the hallway is a cybernetic nightmare, their kidnapped employer, and a corporate executive offering them double their money to please stop asking questions. Welcome to Cyberpunk RED, chooms. Capitalism has a boss fight. Show Notes Marky Day and Dave Costanzo reach the twentieth floor of Discom and immediately discover that the cheerful corporate mascots are actually armed security drones. While Marky fights Buster Swine and Electric Bunny in meat space, Dave dives into the Net Architecture, battles a Hellhound, catches fire, and eventually hijacks Hyperactive Hyena to turn Discom's own security against itself. After stabilizing a seriously wounded Marky, Dave pushes deeper into the network and uncovers evidence that Discom has been targeting local 3D artists. J-ZK's name has been crossed off the list with the ominous note that she is no longer an issue. Behind the final door, they find J-ZK restrained and wired into machinery. Mr. Frommiter reveals that he is also Gangster 3D and admits that he kidnapped her after she refused to work for Discom. He offers Marky and Dave double their original payment to walk away. Marky chooses violence. Key Takeaways Marky battles Discom's armed mascot drones while Dave Netruns simultaneously. Dave survives a Hellhound attack, gets set on fire, and later loses his Sword program to an Asp. Marky is seriously wounded but stabilized with First Aid. Dave spends all his Luck to hijack Hyperactive Hyena and turn it against Discom. Discom has been pressuring and recruiting 3D artists across Night City. Mr. Frommiter and Gangster 3D are the same person. J-ZK has been kidnapped and forcibly connected to Discom's equipment. Frommiter offers the team double their pay to leave. The episode ends immediately before the boss fight. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

  5. Aug 10

    CYBERPUNK RED: How to Play 3 Actual Play - We have Cyberware, but no affordable housing...

    Welcome to Night City, where housing is a shipping container, breakfast is kibble, and your most reliable neighbor is a rat named Greg. This week, Marky Day and Dave Costanzo accept a perfectly normal freelance job involving stalking, blackmail, corporate espionage, breaking and entering, and possibly assault. Fortunately, Marky has love in his heart, a mandolin in his bag, and the negotiating instincts to voluntarily reduce their payment by half. Dave, meanwhile, is an elite Netrunner capable of defeating corporate security, provided nobody asks him to walk quietly across a lobby without falling directly onto his face. Show Notes Marky Day and Dave Costanzo officially enter Night City for their first Cyberpunk RED adventure, but not before Tyler reveals that peer pressure convinced him to contact Brennan Lee Mulligan and possibly recover DiceGoblin.com. Having exhausted all responsible business decisions, the group finally turns to crime. Marky wakes in his increasingly hot storage container, works out, eats some kibble, and contemplates writing a song about how love could solve society's problems. He is a rockerboy, vigilante, and aggressively compassionate street philosopher who will never judge someone too harshly, though he may beat them up for their own personal growth. Next door, Dave Costanzo lives among cables, computer equipment, and spilled kibble. His breakfast is quickly claimed by Greg, the local rat and apparently the most dependable member of the team. Their morning changes when Marky receives a call from J-ZK, a colorful fashion designer and 3D weapons artist who helped support his music career. A rival artist calling himself Gangster 3D has been stalking her, threatening her, attempting to hack her agent, and using stolen private material to blackmail her. She believes he may also sabotage an important presentation to Sanroo. J-ZK asks Marky and Dave to break into the Discom corporate building, find Gangster 3D's operation, and steal the incriminating information from his computer. She initially offers them 5,000 eddies, but Marky decides that is far too generous and successfully negotiates their pay down to 2,500 each. Somewhere in Night City, a fixer feels a sudden disturbance in the economy. To get inside, Marky uses Charismatic Impact to locate one of his corporate fans at the Afterlife. John John may not work for Discom, but he works for Biotechnica and is willing to escort them to the building and vouch for them at security. Marky supports their cover story with a crumpled folder of sheet music masquerading as confidential briefing documents. Once inside, the pair begins searching for a network access point. Marky moves through the lobby like a seasoned professional. Dave rolls a critical failure on stealth, falls directly onto the floor, and explains to the nearby security guard that his shoe came untied. This works because security in Night City has apparently seen much worse before lunch. While Dave connects to the building's network, Marky provides cover by pretending to conduct an important corporate conversation. Dave bypasses a password, takes control of an employee-only door, and searches the network for information about Gangster 3D. He discovers the appointment calendar of Mr. Fromider, an executive on the twentieth floor. Fromider has met with Gangster 3D five times in the past two weeks and has also been meeting with several minor local artists. The pattern suggests that Gangster 3D may be involved in poaching artists like J-ZK for some larger corporate scheme. Marky and Dave slip into the private elevator, but Marky's incredible perception reveals a hidden sleep-gas system designed to incapacitate unauthorized passengers. Dave disables the device by cutting the correct wire, proving that he is significantly better at defeating electronic security than standing upright in public. The elevator still requires authorization, forcing Dave to jack into the network again. This time he must pass a Wisp Black ICE program to reach the elevator controls. He activates his Armor program, races past the hostile software, and successfully takes control of the elevator. The Wisp catches him before he can escape and attempts to damage his brain while reducing his available Net Actions. Dave's Armor absorbs the damage, allowing him to slide away from the pursuing program and safely jack out. The episode ends as the elevator begins climbing toward the twentieth floor. Marky and Dave are officially inside, Mr. Fromider is waiting somewhere above them, and the part of the mission where everything becomes violent has probably just begun. Key Takeaways The episode demonstrates how Cyberpunk RED combines social interaction, stealth, investigation, physical security, and Netrunning within the same mission. Marky's Charismatic Impact turns his fans into useful contacts. John John helps the team pass the building's first layer of security without violence. Marky and Dave complement each other well. Marky handles persuasion, distractions, and social situations, while Dave manages computers, access points, and electronic security. Critical successes and failures have immediate narrative effects. Marky repeatedly notices hidden dangers, while Dave's critical stealth failure nearly exposes the mission. Netrunners connect through physical access points and enter a layered Net Architecture containing passwords, files, control nodes, and Black ICE. Pathfinder allows a Netrunner to map parts of the architecture before moving deeper, reducing the risk of blindly encountering dangerous programs. Control nodes connect the digital and physical environments. Dave uses them to unlock an employee door and activate the private elevator. Disconnecting from a network resets most changes. A Netrunner must reach the bottom of the architecture and install a virus to create a lasting effect. Black ICE can attack a Netrunner directly, causing brain damage or interfering with their available Net Actions. Dave's Armor program completely absorbs the Wisp's damage, demonstrating the value of choosing and activating defensive programs before engaging hostile architecture. The team learns that Mr. Fromider has met repeatedly with Gangster 3D and several local artists, suggesting a broader scheme beyond J-ZK's personal blackmail problem. The adventure closes on a cliffhanger as Marky and Dave ascend toward the twentieth floor, having successfully completed the portion of the infiltration where nobody has shot them yet. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    CYBERPUNK RED: How to Play 3 Actual Play - We have Cyberware, but no affordable housing...
  6. Aug 8

    2014 Ranger Part 2 (Remastered) - Yeah, I'm not going to be using Hunter's Mark either...

    The ranger's journey from level 5 to 20 is a majestic tale of growth, survival, and discovering that Hunter's Mark may not actually deserve permanent custody of your concentration. Randall's Gloom Stalker becomes an invisible crossbow machine, Ash's Drakewarden takes to the skies aboard a fire-breathing murder lizard, and Tyler spends sixteen levels converting every available feat, spell slot, and medical supply into increasingly desperate attempts to keep one flying snake alive. By level 20, two of these characters are legendary hunters. The third is still shouting, "Don't worry, buddy, I have Cure Wounds!" while filling out another pet insurance claim. Show Notes In this episode, we continue building our 2014 DnD 5e rangers, taking Randall's Gloom Stalker, Ash's Drakewarden, and Tyler's original Player's Handbook Beast Master from level 5 all the way to level 20. Extra Attack immediately improves everyone's combat potential, although Tyler is mostly excited because he can finally attack without ordering his flying snake to do it for him. From there, we examine the spells, feats, subclass features, and questionable design decisions that define the ranger's later levels. We also commit ranger heresy by asking whether Hunter's Mark is actually worth using. Magic Weapon offers better accuracy, reliable damage, an hour-long duration, and none of the constant bonus-action reassignment that interferes with Crossbow Expert, companion commands, and other important ranger abilities. As the builds gain more attacks and begin using Sharpshooter, improving the chance to hit becomes increasingly valuable, leaving Hunter's Mark standing in the wilderness wondering why nobody invited it to combat. The three subclasses develop very differently. Randall's Gloom Stalker continues doing Gloom Stalker things, including attacking repeatedly, disappearing into darkness, gaining Greater Invisibility, and generally becoming Batman with a crossbow. Ash's Drakewarden gains elemental damage, a flying companion, and a breath weapon that can turn a battlefield into an aerial geometry problem. Meanwhile, Tyler's Beast Master slowly crawls toward competence, eventually allowing his snake to attack twice and share spells, assuming it survives long enough to enjoy either feature. At the highest levels, the ranger's progression becomes much less exciting. Fifth-level spells offer a few useful options, Feral Senses arrives with awkward limitations, and the class gives players several excellent reasons to multiclass after level 15. The journey concludes with Foe Slayer, a capstone so underwhelming that the group proposes replacing it with a legendary death arrow capable of instantly killing enemies, because a level-20 ranger should receive something more exciting than occasionally adding Wisdom to one attack. Finally, the Question of the Week examines why players reacted differently to the DnD 2024 rules and the Pathfinder 2e Remaster. The discussion explores community expectations, the circumstances behind each revision, compatibility concerns, and the uncomfortable space occupied by an update that changes too much to feel like ordinary 5e but not enough to feel like a genuinely new edition. Key Takeaways Hunter's Mark is not mandatory. Rangers have several competing uses for concentration and bonus actions. Magic Weapon, Elemental Weapon, Guardian of Nature, and subclass abilities may provide more value depending on the build. Accuracy becomes increasingly important. Extra Attack, Crossbow Expert, Sharpshooter, and subclass features reward effects that improve the chance of landing multiple attacks rather than adding modest damage to only one target. The original Beast Master demands too much maintenance. Tyler considers healing feats, defensive buffs, and other resources simply to keep his low-CR companion alive, although the subclass eventually gains respectable features such as Bestial Fury and Share Spells. Gloom Stalker remains extremely powerful. Additional attacks, darkness-based invisibility, Stalker's Flurry, Greater Invisibility, and strong action economy allow the subclass to remain dangerous throughout the ranger's progression. Drakewarden delivers the strongest companion fantasy. Its drake gains mobility, elemental abilities, flight, and a flexible breath weapon without requiring the ranger to build an entire emergency medical system around it. Ranger spells are useful, but spell slots are scarce. Pass Without Trace, Spike Growth, Lightning Arrow, Elemental Weapon, Guardian of Nature, and other options can be excellent, but rangers need to make each limited spell slot count. The late-level class features are underwhelming. Feral Senses has frustrating restrictions, and Foe Slayer offers too little for a level-20 capstone, especially for rangers making numerous attacks every round. Subclass choice dramatically changes the ranger experience. One ranger becomes Batman, another gets an airborne dragon flamethrower, and the third spends sixteen levels inventing increasingly elaborate snake-based healthcare. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    2014 Ranger Part 2 (Remastered) - Yeah, I'm not going to be using Hunter's Mark either...
  7. Aug 6

    CYBERPUNK RED How to Play 2 - Character Creation: Mr. Rogers Builds a Cult

    Character creation in Cyberpunk RED is simple. First, choose whether you want to be a violent criminal, a corporate criminal, or a musician who can accidentally start a cult. Then roll enough childhood trauma to explain why you live in a shipping container. This week, Randall creates Cyberpunk Mr. Rogers, a relentlessly loving rockerboy whose most treasured possession is a weapon, while Tyler creates a fashionable netrunner who values money, wants power, steals programs from people he brain-burns, and has somehow made a mortal enemy entirely through bad vibes. Meanwhile, Riverside attempts to achieve sentience by transforming Ash into a robot every time he says something useful. Show Notes In the second installment of our Cyberpunk RED Quickstart, Ash guides Randall and Tyler through character creation while Riverside fights desperately to prevent the information from reaching anyone. We begin with Cyberpunk RED's three character-creation methods. Streetrat gets a character onto the streets quickly with mostly predetermined options. Complete Package gives experienced players much more control over their statistics, skills, equipment, fashion, and cyberware. Between them is Edgerunner, which provides meaningful choices while keeping new players away from the most dangerous form of cyberpsychosis: analysis paralysis. Ash introduces the game's roles, including Solos, Netrunners, Techs, Medtechs, Medias, Execs, Lawmen, Fixers, Nomads, and Rockerboys. Randall briefly considers playing an Exec before discovering that a Rockerboy can become a cult leader through Charismatic Impact. At that point, the decision is effectively over. Tyler chooses a Netrunner, giving the team one character who gathers followers and another who steals people's files. The Lifepath system quickly demonstrates why Cyberpunk characters rarely arrive in Night City emotionally healthy. Randall develops a silly, free-spirited rockerboy who values friendship, believes every person matters, and loves everyone too much to name a single favorite person. He grew up around comfortable corporate technicians before living aboard a traveling ship, where musicians taught him to perform. Then the ship sank. His family and mentor died, but Randall's character survived by floating to safety on his mentor's acoustic guitar. After living freely on an island, he was eventually rescued and returned to a society he no longer believes anyone needs. His new mission is to escape life on the street and bring everyone else with him. He is essentially Cyberpunk Mr. Rogers, assuming Mr. Rogers had piercings, cyberware, and a guitar that kills fascists. Tyler's Netrunner develops in the opposite direction. He is sneaky, deceptive, fashionable, motivated by money, and interested in gaining power and control. He grew up in a nomad pack among ruined settlements before his family lost everything through betrayal. He works alone from a workspace full of gamer debris, accepts jobs from media figures and political or law-enforcement contacts, and has local gangers protecting his territory. He also steals programs from Netrunners after brain-burning them, which raises several questions about why anyone continues giving Tyler characters unrestricted access to technology. Both characters somehow roll three friends, multiple enemies, and enough tragic relationships to support several seasons of prestige television. One shared rival may merely insult Randall's rockerboy but wants to murder Tyler's Netrunner on sight, apparently because Tyler's personality failed a vibe check so badly that it became a capital offense. The episode finishes with statistics, derived attributes, skills, weapons, armor, fashion, housing, and cyberware. Randall's Rockerboy receives an audio recorder, chemskin, a cyberaudio suite, and tech hair. Both characters begin life in cargo containers, because even in the dark future, affordable housing remains the most unrealistic part of science fiction. Finally, Randall names his new rockerboy Marky Day, short for Marquette Lafayette. The stage is set for Marky and Tyler's deeply suspicious Netrunner to enter Night City, find work, make enemies, and enjoy the approximate life expectancy of a mayfly standing beneath an Arasaka boot. Key Takeaways Cyberpunk RED offers three approaches to character creation: the fast Streetrat method, the guided Edgerunner method, and the highly customizable Complete Package. Edgerunner is presented as the strongest option for new players because it offers choices while keeping characters functional in their selected roles. Roles define much more than combat abilities. They determine how characters influence the setting, find work, form connections, and solve problems. Execs can be challenging for inexperienced players because their corporate loyalties may clash with the anti-establishment motivations of other characters. Rockerboys use Charismatic Impact to influence fans and larger groups. They do not need to be musicians and can instead be poets, artists, dancers, political speakers, or cult leaders. The Lifepath system is the heart of character creation. Random results establish personality, cultural background, clothing, relationships, family history, enemies, romances, goals, and role-specific connections. Players are not always required to accept a random result literally. The group frequently interprets, expands, combines, or rerolls results to create a more coherent character. Randall's Rockerboy becomes a hopeful, compassionate performer whose optimism is supported by a profoundly tragic history. Tyler's Netrunner becomes an ambitious and morally questionable hacker with criminal contacts, a messy workspace, stolen programs, and multiple people who want him dead. Fashion has social importance. Clothing affects how characters are perceived by corporate employees, street contacts, potential clients, and criminals. Characters must balance equipment and cyberware against their available money and Humanity. More cyberware provides useful abilities but gradually reduces the character's Humanity and Empathy. Starting characters begin at rank four in their primary role ability. Lower ranks exist partly to support acquiring abilities from additional roles later. Both characters begin in cargo-container housing, establishing their place near the bottom of Night City's economic food chain. Character creation succeeds because the mechanics generate story hooks rather than merely numbers. Before the game begins, the characters already have friends, enemies, trauma, ambitions, rivalries, and several excellent reasons for everything to go terribly wrong.

    CYBERPUNK RED How to Play 2 - Character Creation: Mr. Rogers Builds a Cult
  8. Aug 3

    VAMPIRES: Children of the Night, What a Mess They Make

    Tonight, we're talking vampires, history's greatest transformation from suspiciously bloated corpse to immortal bisexual aristocrat with a castle, a cape, and absolutely no respect for personal boundaries. We dig into garlic, holy symbols, counting mustard seeds, bricks shoved into mouths, and the alarming number of vampire prevention methods involving someone's severed head near their butt. Then we compare D&D's growing collection of bitey hit-point bags with Pathfinder's bold decision to let you turn almost anything into a vampire. Grab a wooden stake, protect your neck, and remember: the undead pyramid scheme is not a scam if every wight gets eight zombies beneath them. Show Notes Vampires have been haunting folklore for centuries, but before they became wealthy, seductive goth icons, they were mostly blamed on misunderstood decomposition, disease, and humanity's long tradition of confidently inventing explanations for things it did not understand. We explore the regional beliefs surrounding vampires, including animal transformations, compulsive counting, invitations, running water, graveyard horse tests, and the creative methods people used to keep corpses from returning. Apparently, garlic was not enough. Sometimes you needed decapitation, holy water, a brick, and a very specific head-placement strategy. From there, we follow the vampire from folklore through The Vampyre and Dracula, then directly into tabletop gaming. Strahd is examined as D&D's legally distinct Dracula, complete with an Eastern European castle, disposable vampire brides, an unpleasant servant, and an unhealthy obsession with one particular woman. We discuss why vampires make such effective villains, whether they should always be irredeemably evil, and how their intelligence, charisma, resources, and ability to escape make them more interesting than another monster waiting patiently to be reduced to zero hit points. Tyler walks through D&D's increasingly crowded vampire bestiary, including vampire spawn, familiars, mind flayers, Nosferatu, infernalists, wardens, spellcasters, warriors, umbral lords, hopping vampires, and several versions of Strahd. Ash discovers that many updated vampires lost their regeneration and responds with the measured restraint everyone has come to expect. We also uncover the Jiangshi's undead pyramid scheme, where drained victims become wights, wights create zombies, and everyone receives an exciting opportunity to become their own boss. Pathfinder 2e takes a more flexible approach with vampire adjustments that can be applied to nearly any living creature. Want a vampire dwarf, vampire monster, full vampire character, Dhampir, or suspiciously blood-focused animal companion? Pathfinder has paperwork for that. We compare its vampire families, weaknesses, regeneration, player archetypes, unusual feeding options, and the many ways players can embrace eternal life without being reduced to a single edgy species choice. Finally, the Question of the Week asks how to deliver a satisfying campaign ending. The hosts discuss final boss battles, player-driven epilogues, heroic sacrifices, closing character arcs, carrying consequences into future campaigns, and giving everyone enough closure to explain what their character does after saving the world. Tyler also recommends a total party kill, because rocks falling remains the most efficient form of narrative finality. Key Takeaways Vampire folklore varied dramatically between regions, but blood drinking, animal transformations, compulsions, returning corpses, and elaborate burial precautions appeared frequently. Many historical vampire scares were fueled by misunderstandings about decomposition, disease, bloating, and blood appearing around a corpse's mouth. Bram Stoker's Dracula established many of the traits associated with modern vampires, including wealth, sophistication, seduction, immortality, and aristocratic menace. Strahd is essentially D&D's version of Dracula, enhanced with wizard abilities, legendary actions, extensive resources, and enough emotional baggage to fill Castle Ravenloft. Vampires make strong recurring villains because they are intelligent, charismatic, difficult to permanently destroy, and capable of retreating to fight another day. D&D offers numerous vampire variants, but several newer designs reduce them to durable biting monsters, and the removal of regeneration makes them feel less distinct. The Jiangshi can create an expanding hierarchy of wights and zombies, producing what can only be described as an undead pyramid scheme. Pathfinder 2e's vampire adjustments allow GMs to apply vampire abilities to existing creatures instead of relying entirely on separate stat blocks. Pathfinder also provides more vampire-related player options, including the Dhampir heritage, vampire archetype, vampiric companions, and blood-draining spells. A satisfying campaign ending should extend beyond defeating the final boss and give players room to resolve relationships, describe their futures, and address the consequences of their choices. Asking characters what they hope to do after the adventure can help the GM build meaningful rewards and bring long-running stories full circle. Heroic sacrifice can create a powerful bittersweet ending when the choice belongs to the player rather than being forced upon them. Plot holes may be forgotten, but players remember when an old joke, promise, relationship, or seemingly insignificant choice returns during the finale. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    VAMPIRES: Children of the Night, What a Mess They Make
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About

The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot. You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs. Support us at the following links: Patreon: https://www.patreon.com/rpgbot BlueSky: https://bsky.app/profile/rpgbot.net TikTok: https://www.tiktok.com/@rpgbotdotnet The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.

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