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. 2d ago

    PF2e IMPOSSIBLE MAGIC REVIEW Pt. 1: Finally, the Summoner Reads It's Own Job Description

    Impossible Magic promises to break the boundaries of spellcasting, which apparently means letting the Magus move, allowing the Summoner to actually summon things, and giving Ash even more ways to kill player characters. We've got lightning-powered sword dashes, six-action summon turns, weapons made out of your own soul, teleporting rogues, and an archetype that looks at another caster's spell and says, "Actually, I'm in charge of this now." Paizo may have called the book Impossible Magic, but after reading some of these archetypes, the only impossible thing is pretending Pathfinder still has a three-action economy. Show Notes Impossible Magic is here, and Pathfinder 2e's magic users are getting some long-overdue attention. We start with the returning Magus and Summoner, two classes that had great concepts but spent years fighting their own mechanics almost as often as they fought monsters. The Magus gets one of the biggest glow-ups. More spell slots and dramatically improved action economy mean Spellstrike finally feels like the centerpiece of the class instead of an elaborate three-action hostage situation. New options like Running Recharge, Sprinting Spellstrike, Twofold Twine, and the gun-toting Volatile Spark make the class more mobile, flexible, and gloriously anime. Then we tackle the Summoner, which has accomplished the revolutionary feat of becoming good at summoning. Expanded spellcasting means you can actually spend spell slots on summons without feeling like you just burned half your daily resources. Combined with Act Together, an Eidolon, and summoned creatures, the class can start doing deeply irresponsible things with the action economy. Just remember: summon creatures for useful abilities, not just attacks. Unicorn healthcare is apparently the future. We finish by digging into Impossible Magic's archetypes. Captivator weaponizes being ridiculously charming, Hedge Mage becomes the master of an absurd number of little spells, Living Nexus eats magic and turns it into violence, and Soulforger gives you a magical weapon powered by your convictions and potentially your terrible life choices. Spell Shifter gets especially weird by manipulating spells already in play, while Veil Dancer offers teleportation, concealment, and stabbing people from gaps in reality. World Rouser rounds things out by turning the surrounding environment into a growing magical support zone. And somehow, despite spending more than an hour on all of that, we still barely scratched the book. Key Takeaways Magus is dramatically better thanks to more spell slots and major improvements to its action economy. Running Recharge looks like an extremely strong Magus option because it combines movement with recharging Spellstrike. New Magus options lean heavily into the class fantasy, including dual weapons, firearms, area Spellstrikes, and extremely anime movement abilities. Summoner finally has enough spellcasting to actually summon creatures without sacrificing most of its daily resources. Act Together combined with an Eidolon and summoned creatures can produce some spectacular action-economy nonsense. Utility summons may outperform creatures chosen purely for damage. Healing, spellcasting, and special abilities are where summoning really shines. Hedge Mage is built around mastering low-rank magic, cantrips, and heightened spells rather than gaining a traditional collection of high-rank spells. Soulforger is extremely flavorful and potentially powerful, but brings enough rules and subsystems that it practically deserves its own episode. Spell Shifter can manipulate ongoing magic by sustaining, redirecting, altering, or dismantling spells, making it one of the book's most unusual archetypes. Veil Dancer is essentially teleportation plus stealth plus stabbing, or as the episode puts it, a little bit of Misty Step: The Archetype. Impossible Magic appears very willing to bend Pathfinder 2e's sacred three-action economy in the name of making magic more fun. The overall verdict is strongly positive: there is a lot of mechanically interesting, flavorful material here, and there is far too much of it to cover in one episode. 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

    PF2e IMPOSSIBLE MAGIC REVIEW Pt. 1: Finally, the Summoner Reads It's Own Job Description
  2. 4d ago

    2014 DnD 5e DRUIDS Levels 1 - 4 (Remastered) - Druidic is just Elvish for Hipsters

    Druids are what happens when a wizard looks at civilization and decides indoor plumbing was a mistake. You get questionable armor, inexplicable scimitar proficiency, the ability to become a bear, and a secret language apparently reserved for people who think Elvish is too mainstream. This week we build three dirt wizards, including an emo mushroom warrior, a cosmic hippie named Rain Shadow, and a Moon Druid who discovers that inside him there are apparently two wolves per short rest. Nature is healing. Unfortunately, it has also prepared Spike Growth. Show Notes We're digging into the 2014 DnD 5e Druid from levels 1 through 4, starting with ability scores, weapons, armor, spellcasting, and the ancient mystery of why Druids can wield metal scimitars but get weird about metal armor. We also confront Druidic, the secret language nobody asked for, before getting into the real reason most people showed up: Wild Shape. At level 2, we break down the Druid Circles and discover that not all hippies are created equal. Tyler embraces complexity with Circle of Spores and begins his transformation into an angry mushroom with a stick. Ash creates Rain Shadow, a Circle of Stars Druid fueled by cosmic energy, Guiding Bolt, and an aura that desperately needs balancing. Randall chooses Circle of the Moon because sometimes optimization means turning into a bear and eating the problem. By levels 3 and 4, second-level spells bring control options like Spike Growth, summoning gets increasingly useful, and the builds start finding their identities. We talk feats, Wild Shape tactics, concentration, battlefield control, and why a group of Druids working together might actually be more frightening than whatever encounter the DM prepared. Key Takeaways Wisdom comes first, with Dexterity and Constitution doing important work keeping your poorly armored nature wizard alive. Druidic is basically Thieves' Cant for people who compost, and the episode's theory that it is Elvish for hipsters remains disturbingly plausible. Wild Shape varies enormously by subclass. Moon Druids turn it into a major combat tool, while other Druids often have better uses for those resources. Circle of Stars is exceptionally versatile, offering damage, healing, and better concentration through its Starry Forms. Circle of Spores can be powerful but complicated, rewarding careful building while offering plenty of opportunities to accidentally build an underperforming mushroom. Circle of the Moon is the straightforward animal violence option, especially at low levels when Wild Shape provides a ridiculous pile of extra hit points. Spike Growth is fantastic battlefield control, particularly when combined with summoned creatures, mobile Wild Shapes, and party members waiting to maul anything that escapes. At level 4, the builds take shape: Tyler goes Spores, Ash goes Stars, and Randall goes Moon, proving there are at least three completely different ways to weaponize a hike through the woods.

    2014 DnD 5e DRUIDS Levels 1 - 4 (Remastered) - Druidic is just Elvish for Hipsters
  3. 6d 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
  4. Aug 17

    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
  5. Aug 15

    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
  6. 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

  7. 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...
  8. 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...

Ratings & Reviews

5
out of 5
6 Ratings

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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