So, I was gleefully printing out cards and adding them to my Treasure deck for variety. I saw all kinds of great ones and then I realized something, there are too many Hazards!
Now I'm not saying I want to go too easy on the Heroes, but I also noticed a trend of certain players being way too afraid to EVER search for Treasure and risk getting something "bad." You end up with more boring quest where nobody searches, and runs away when I want them to find some of that loot!
Looking over the "bad" cards, I see I had put in several Hazard type cards that took away Mind Points instead of Body Points. Okay, I thought, but this means that theoretically a Barbarian could search twice and be either removed from the Quest entirely, or go into Shock.
This early on in the quests, I haven't introduced a lot of ways to get your Mind Points back (my Holy Water can restore 1, but it's rare when you're not using a Paladin), this could be a real problem. So rather than ditching the wonderful cards, I came up with yet another use for the Torch (from
my expanded Armory).
Previously my version of the "Torch" Equipment is that sure, it's a weak weapon (1 Combat Die, and if it hits, roll once more to see if you can add extra Fire damage), but I also gave it the ability to cancel out Hazard cards when you're holding a lit Torch. Lighting it isn't an action and it lasts for one quest. Of course you're holding it in your hand the whole time...
The logic being that the Torch let's you notice the hidden mechanism of the Hazard (suspicious weaknesses in the floor, trip wires or triggers). Not that it would reveal regular Traps, but while holding it and searching for Treasure, you're going to be careful enough to avoid them. In the case of a Wandering Monster, well, just imagine you coming face to face with a Monster and his face lit up like a jump scare in a horror movie, you're on your own for this one!
Now without worrying about "burning down the dungeon" (perhaps you wedge it in there or it has its own stand?) I decided that you can also "set the Torch down." It's like dropping a weapon, so in theory a Monster could come and claim it but it would continue to illuminate the room and prevent other Hazards from being triggered.
So I whipped up a quick little tile image that you can place next to your character indicating you've "set down" the Torch. I don't want this to be abused by players but I figure it could give them another reason not to avoid searching. The Torches cost 250 gold each and last for one Quest once lit. If you're going to use it, you should plan to do a lot of searching to make it worthwhile!
But another Hero could enter the room, pick up the Torch and Search without fear of a Hazard card knocking them out (again, Wandering Monsters can still get them). And I'm sticking to the "each room can be searched for Treasure once by each Hero" thing, as well as houseruling that corridors (passages) can be searched as well.
Ah, the subtle balancing of perceived risk and reward...!
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