At the discretion of your game master, there are several game mechanics which may be added depending on the theme or length of game he or she is looking to achieve.
Curve of Sight
A game master may allow for curving of spells around walls or other structures that are breaking line of sight provided you roll a 1d30 check. Failing said roll will send the spell shooting off in an unpredictable direction.
Character Defensive Slots
A character may have a defensive spell slot that activates any time they are the first creature to be attacked in a battle. For instance, while walking through a library, an unseen wizard may cast a surprise arcane bolt at the lead party member. However, that character has a defensive shade spell prepared in advance and unconsciously shifts into shade form allowing the bolt to pass through him safely and into the bookshelves behind.
At that point, everyone is in battle so the spell won't occur again until the next time that character is caught by surprise. The player can change which spell the character has at the ready at any time while out of combat provided the spell is one the character could actually cast given his or her choice of wands.
Encumbrance
Entwined presumes that everyone has X number of slots to carry X number of items. It makes the game easier for both players and game masters. However, to add a little more realism in games with lots of loot, your game master may request that you skip the inventory slot system and keep track of the weight of all your gear. This will allow you to carry significantly more lightweight gear but limit the number of amazing (read: heavy) items you can snatch up after a battle. A simple piece of scratch paper can handle the job.
Experience Points
Entwined encourages game masters to treat their quests like chapters in a book and the leveling process as a standard across-the-board event that happens for all characters at the end of each "chapter". This reduces the amount of work a game master needs to do by eliminating the experience point calculations that happen at the end of quests in other table top titles.
However, there's no reason why a game master can't employ such a system to reward players who go out of their way to make sure they make it to every game session.
Extra Affinities
In games with necromancy or some other specific skill sets, your game master may add in additional incantations.
In My Past Slots
Unlike other titles in the table top gaming genre, Entwined doesn't build a backstory for its characters. However, since other games reward players for "remembering" things from their character's past, players can be given "In My Past" slots (IMP) on their character cards. Each of these slots (three in total) grants the player a chance to learn about a situation or creature they encounter during a quest.
For instance, a player may use an IMP during an encounter with a cyclops that is guarding a doorway to learn that as a child their character had heard stories of cyclopes being tender and caring shepherds. The player could then use that knowledge to distract this cyclops by replicating the sound of a sheep in distress some distance away.
For a more challenging game, game masters could prohibit the use of IMP slots during battle.
Maps and Figurines
Just like other titles in the table top role playing genre, to expand on the role playing side of things game masters are encouraged to draw or print out maps to help players understand where their characters are in relation to the other creatures and objects in the room. To help facilitate this, it may be helpful for you to bring a character figurine (perhaps from another game you own or you can buy one at the game store) with you when you arrive.
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