Eyes Beyond the Torchlight - Eyes Beyond the Torchlight, a roleplaying game of fantastic adventures. Powered by an innovative game system wi
So I've taken a vow to move my RPG reviews/rambles to my Tumblr, and I'm willing to bet someone after this week might be in the market for some new indie fantasy RPG -- especially one that isn't using the OGL. So let me tell you about EYES BEYOND THE TORCHLIGHT!
Disclaimer: I originally reviewed this on Twitter months ago,and have decided to put it all together here in support of this game I love.
SUMMARY:
It's a fantasy heartbreaker. It has 4 archetypes (Cleric, Mage, Rogue & Warrior) and familiar fantasy ancestries (Dwarf, Elf, Gnome, Halfling, Half-Elf, Half-Orc, and Human). It has dungeons, dragons, & themes that will surprise nobody. But it's the approach to game mechanics I've been enjoying.
The core mechanic is d20+Stat vs 12. The catch is that stats are rated in dice, from d4 to d12. There also "Boosts" and "Setbacks" that add or subtract d6s to the total. The system is player facing, with some fun twists.
For example: on successful attack rolls, the value of the Stat Die determines the amount of damage dealt to the target. On unsuccessful defense rolls, your Stat die determines how much damage is soaked (on successful defense rolls, you dodge completely). Enemies have flat damage values -- this is all one roll and go.
Character Creation is fun and flexible. It doesn't inundate a newcomer with too many choices, but it gives a lot of room to build on a theme. Your choice of ancestry and archetype provides starting Edges, and you can choose to gain extras by taking on Hindrances.
Edges & Hindrances are pretty straight forward. They give boosts (or setbacks), raise (or lower) a Stat Die in a situation, or establish a factoid feature or flaw in the narrative. These are all interesting choices, and not "build theory" number tweaks like feats in DND.
I should also note here: there's only 4 stats (Brawn, Agility, Intellect, Presence) and some derivatives (Hit Points, Armor, Initiative & Movement). Oh, and there's HERO POINTS! (Your luck/cool point meta-currency that lets you re-roll or do cool things).
Then there's Backgrounds. Your Background actually functions as your "skill" set -- any non-combat roll associated with it gets a Boost.
Let's talk a bit about what there's not -- NO LEVELS! At least, not proper (there are "tiers" of characters). At the end of every adventure, you get Advancement points. You spend these to raise stats, buy off hindrances or acquire edges. The character progression is pretty open. Â
One of my players was an Ugly Dwarf Pirate, whose punching attacks deal lethal damage. His companion is a Half-Elf Warrior Poet, who can shapeshift into small animals. Tell me that doesn't sound badass out the gate!
The game also has a pretty complete bestiary of traditional fantasy game monsters, although it skimps details and expects you to already be familiar with them from other games. But hey: stat blocks for them fit on a notecard, which is my most desired aspect as a GM!
I should mention that every monster is listed with a "Threat Number" -- this is the penalty to actions opposing them. You have two choices: add the Threat to the base 12 target number or subtract it from a player's roll instead (whichever is easier).
Now let's talk POWERS -- aka magic. Powers are spells, and once you learn one you keep it. You roll dice when you cast; should you fail you have the option to either take damage OR "burn" the spell to cast it (can't cast it again until you rest).
There's a good list of Powers here, but not a crazy tome like other fantasy games have. Most are utility, with a few combat-based ones. Your token Area of Effect spell "Blast" is dangerous -- it targets EVERYTHING in an area. Fire it off in a mine you risk a cave in.
Blast and other spells also have consequences should you roll 1's on both the d20 and your Stat Die. In this case: your caster *literally explodes and dies* while also harming nearby people. Thankfully not all powers are this risky!
Anyway, plenty of treasure and magical items provided in these rules as well. Anyone can pick up a scroll or potion as a single-use power. There's your usual magical arms and armor, rings that do cool things like teleport you, grant 3 wishes, command elementals etc. Â
Finally, the rules come with a sample setting and adventure. The setting is a free city on the borderlands between warring nations, with ruins and monsters about. Again, not breaking any molds, but it's pretty cool and has a lot of loose hooks to build a campaign on.
So, to wrap this up: EYES BEYOND THE TORCHLIGHT is RPG comfort food to me. I love the dice mechanics, and how easy it is to hack new content into it. Flexible & interesting player facing mechanics means it's easy to run online. It has old-school vibes without the baggage. Scott Myer wrote and illustrated this game, and now it's in the hands of the folks at MAX HP who seem to be pretty cool as well. PS -- there's an SRD for the Target 12 System that it's built on, and released under Creative Commons.















