In an episode of the Shades of D&D podcast, the hosts talked about how the Eyes Beyond the Torchlight system was inspired by 13th Age. The game was new to me, so I decided to come to DriveThruRPG and check it out. The preview is meaty – 100 pages offers nearly half the book's content for free. You can read the game's core mechanics via the preview alone. It was enough to justify the purchase, and I'm glad that I bought this book.
I haven't had a chance to fully check out Eyes Beyond the Torchlight, but it sounds like it draws from several of my favorite systems (13th Age, Shadow of the Demon Lord, Savage Worlds, Castles & Crusades, Black Hack). I could imagine incorporating some of the mechanics into a 13th Age game, which is my current system of choice.
For example, using a d6 bonus/penalty to represent Boosts and Setbacks is similar to 13th Age's universal combat modifier (13th Age core rulebook p. 171), but might be fun for tables that enjoy rolling an extra die instead of adding a static modifier.
The Hero and Villain Points could serve as a way of implementing Icon Advantages and Complications in your game.
EBTT also offers an interesting distinction between a Breather (similar to a 13A quick rest) and a Short Rest (somewhere between a quick rest and a full heal-up in 13th Age). For 13A games that are looking for a grittier feel, this might be an approach to consider.
The mob rules in EBTT could simplify attacks from large numbers of mooks in 13th Age. I love how 13th Age allows PCs to mow through mooks, but when I have a mob attempt to clobber a single target (e.g., the PC swarmed by the horde of mindless zombies), I don't want to roll a half dozen d20 attacks for all of those mooks. This rule is similar to a house rule I'm already using, and it goes a long way towards modeling cinematic moments involving large numbers of foes without things grinding to a halt at the table.
The escalation die in EBTT is used in a manner similar to the wood elf's racial power: try to roll under the escalation die each round after the first, and if you succeed, damage (not accuracy) is escalated on both sides of the battle. It would definitely lead to a different feel in 13th Age (and monster ACs might need to be adjusted accordingly if the escalation die doesn't grant accuracy bonuses).
I appreciate the simple rules for aerial and underwater combat. A paragraph can go a long way towards offering a GM a reasonable approach to handling situations like these, as long as they only come up occasionally, and you aren't basing a significant chunk of a campaign underwater or on aerial mounts.
I'm interested in finding an opportunity to run EBTT, but in the meantime, I really appreciate the innovative rules that I can draw from and use in other systems.
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