Monday, August 1, 2016
Feature Comics #22
The tactic of trying to trick the bad guy into confessing by pretending he's haunted does need some game mechanics applied to it. It's a complicated trick so I'd use two saves -- a morale save first and, if that fails, a save vs. plot to fall for the thinking he's haunted part.
Again, we're faced with the conundrum of what do about spell ranges. In comic books, they seem to stretch for miles. In practical game terms, it's best to keep them restricted to line of sight or less. My options seem to be compromise -- expand ranges, but keep them in the realm of playability, or maybe a new mechanic, like exploding dice for spell range? (i.e., 3d6 x 10 in feet, with each 6 meaning an additional roll?)
Incidentally, I see little evidence of Will Eisner's hand on this one. Must have been a rush job he had to farm out to his studio.
(Scans courtesy of Digital Comic Museum)