Call of Cthulhu vs R'lyehwatch
Compare Call of Cthulhu and R'lyehwatch side by side. See differences in complexity, dice, genre, cost, and more.
| Call of Cthulhu | R'lyehwatch | |
|---|---|---|
| Genre | Horror, Modern | Horror, Modern |
| Play Style | Investigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-Based | Rules-Light, Horror, Comedy, Beginner-Friendly, One-Shot Friendly, Fast Sessions, Cinematic, Player-Only Rolls, Theater of the Mind, Atmospheric, Weird, Random Tables, GM-Friendly, Hackable |
| Core Mechanic | Roll d100 equal to or under your skill percentage. Success tiers at half (Hard) and one-fifth (Extreme) of the skill value. Bonus and penalty dice adjust the tens digit. Failed rolls can be pushed for a second attempt at greater risk. | Players roll a pool of 1–3 d6s against a target difficulty (4 for easy, 5 for average, 6 for hard). Every challenge starts with 1 die — add a second if the challenge matches the character's stat (Agile, Brawny, or Crafty), and a third if their role applies (The Veteran, Rookie, Medic, Gizmo, Detective, or Weirdo). Success means at least one die meets or beats the difficulty. Players spend luck tokens to invoke a perk and lower the difficulty by 1, and recover luck by letting their quirk cause a problem (raising the difficulty by 1). Grit tokens absorb failure consequences; a character who runs out of grit is removed from the scene. The referee never rolls dice during a challenge — they choose the stat and difficulty, then narrate the outcome. Extended challenges (chases, fights, infiltration) deplete a shared pool of effort tokens, one per success. |
| Dice | d100 | d6 dice pool |
| Complexity | Medium | Very Low |
| Accessibility | Medium | High |
| Community | High | Low |
| License | Chaosium Fan Material Policy | Proprietary; third-party license and SRD permit derivative works |
| Cost | $$ | $ |
| Publisher | Chaosium | Hedgemaze Press / Third Chair Games |
| Year | 2014 | 2023 |
| Best For | Investigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots. | Groups who want a quick, comedic cosmic-horror RPG that pairs Baywatch-style melodrama with the Cthulhu Mythos. Tuned for pickup play and 2-4 hour sessions, with three tonal modes (Casual, Standard, Horror) that retune lethality without changing the core rules. |
| Highlights | Sanity system mechanically reinforces horror tone. Intuitive percentile skill system with tiered success levels. One of the largest published scenario libraries in the hobby. | Three difficulty targets and a 1–3 d6 dice pool make up the entire resolution system. Three tonal modes (Casual, Standard, Horror) adjust grit recovery rate, retuning the same rules from sitcom-style play to deadly survival horror without changing any mechanics. All heroes share a universal Slow Motion quirk — narrating a slow-motion moment recovers a luck token but raises the current challenge's difficulty. Adventure generator combines random Objective, Location, and Complication tables for pickup scenarios; also includes an Elder Gods & Cults table, a Monster Maker, and a mapped Sunset Hills setting. |
| Considerations | Chase rules add complexity with limited payoff, 46-skill list requires point allocation across multiple categories, sanity spiral can remove player agency in extended campaigns | Mechanically minimal — no advancement track beyond optional luck and grit cap increases, no gear lists, no tactical combat structure. Pacing assumes 2–4 hour sessions rather than multi-arc campaigns. Setting is anchored to Sunset Hills, California; running the game elsewhere requires reskinning the included cult, NPC, and location tables. Three difficulty values and a maximum 3-die pool give coarse resolution — granular skill differentiation is not the design. |