Table of Contents:
Eldritch Horror
- Charlie Kane is support-focused and his main thing is bring able to buy items and services for other investigators. Which allows enjoying the thrill of buying stuff – but also progressimg the game, by emovering the other players with the items
After playing it and the Arkham Horror tabletop game (not to be confused with the card game) – I can see a lot of cool design in those games. Two health pool to manage different threats. Two clocks to track progress and rising tension. Involved trait system.
Dungeon Crawl Classics
- spellburn: temporarily reducing physical ability scores as a price, getting +1 to the spell check for every point spent
- Recovery: each day without spellburn recovers 1 point of ability score
- Some spells might require spellburn to attempt
- Sacrificing 20 points at once grants crit
- Regaining spells: allows casting spells lost this day
- Failure: permanent loss of an ability score
- spell check: d20 + INT + caster level. Depending on the result, spell takes different results (from devastating failure to mighty manifestation)
- sucess may be spent to reduce casting time
- Spell DC is usually the result of your spell check
- spell power is determined by the roll. A lowly Magic Missile might be 1 point of damage – while fully realized can be a dozen of powerful projectiles. Magic Shield can give a small AC and HP boost – while most strong is like Zone of Invulnerability
- Spell loss: every result entry indicates if the spell was lost – which blocks it from being cast again this day
- Mercurial magic: when a spell is learned, you roll on a special table to see how the spell is altered for you
- Some are reversible: enlarge/tear
- Normal and reversed spells count as two spells for the purpose of learning them. You can attempt a reversed version of your spell, but your die type for rolling check is reduced.
- Corruption: Nat 1 leads to a roll on the table
- Learning spells: either get a random one – or learn one discovered during adventures