I've decided to include some examples of variant rules for Eldritch Horror . I expect they'll be negative rrsponses, (assuming people read this) an statements of why they won't work. This is fine; I'm looking for feedback, (so long as it is positive), over a number of features of the game that are issues at least to me. I wrote all this out on a Word document headed Eldritch Horror: Varriant Rules , and then decided to share them with others. See what you think.
Clues
Unlike Arkham Horror , investigators have to be successful with Investigation Encounters to collect clues in Eldritch Horror . Failure can be very frustration, with investigators rushing all over the globe dealing with Mysteries and the dreaded Rumours, closing Gates, dealing with monsters, having standard encounters in spaces and maybe having the time to visit the current expedition, all of which need or can benefit from having clues.
An alternative rule is that when an investigator has an Investigation encounter, he is automatically successful in gaining the clue. However if he fails his necessary roll, then he also takes the negative result. If the reward gained from a successful roll is the clue plus a second clue, the investigator receives only the clue on the board, (plus the negative result), if his roll is a failure.
Co-operative Actions
One of the most frustrating elements of Eldritch Horror are the encounters during the action phase that require multiple rolls. A single investigator may not have the right mix of skills and is unsuccessful by failing a roll. These are encounters that would suit investigators teaming up to use their collective skills to produce success. Such encounters include closing Gates, visiting the Expedition Site and Banishing Monsters.
If two or more investigators are present during a Gate or Expedition Encounter, the first player turns over the relevant card and tries to succeed with as many rolls as possible. If he fails a roll, he takes the fail result, but the card is not discarded. The next player uses that card to try to close the gate or resolve the expedition, ignoring the rolls that the first player succeeded. If the investigators finally succeed as a group with a gate, then the gate is closed. If at an expedition, then the reward is placed on the appropriate space. The investigator that went first can spend a clue token to collect the reward. If he does not then the next investigator has this opportunity and so on. If none of them collect the reward then it remains in the space until an investigator finishes his Action Phase there and at the start of the Encounter Phase he spends a clue to pick up the reward.
Banishing Monsters are dealt with below.
Banishing Monsters
Lovecraft stories focused on the horror of the monsters encountered by humans, even if only briefly. The usual result was that such individuals fled the creatures rather than stopping to fight them. Eldritch Horror , (and other games like Arkham Horror ), change this concept by having investigators fight the creatures, an event which, in the stories and other sources like Call of Cthulhu roleplaying, leads to grisly death. An alternative, which Lovecraft does address on a few occasions, is banishing the monsters. One can look at whether this is possible in Eldritch Horror , given the right circumstances.
An investigator can trying banishing a monster that is on a Gate. Alternatively he can try on any space if he has a tome, ( Necronomicon , Cult de Goules , etc.). After making a Horror roll the investigator rolls Lore, not Strength, subtracting any loss to Sanity from the number of dice he can roll. His roll ignores the monster’s Damage. If the result is equal to or greater than the monster’s Health, then it is banished. If not, the investigator loses Stamina equal to the monster’s Damage.
Two or more investigators can co-operate to banish a monster, adding together the results from their Lore rolls. If a second investigator fails to banish the monster, then he loses Stamina equal to the monster’s Damage as well. If the investigators are trying to banish a monster using a tome, then only the first investigator that tries needs to have one.
Banishing a monster on a Gate without using a tome isn’t a permanent solution. The monster token is inverted, showing that it has no further effect that turn. The Gate must be closed during the same turn. If it isn’t, then at the end of the Mythos phase the monster is returned upright, as if nothing had happened. (Co-operation in closing the Gate can be used, as described above).