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Kurgan wrote:One question to keep in mind when changing the rules around is... what is my goal?
Kurgan wrote:The beauty of HeroQuest is that there's no need for there to be a universal agreement on how these disputes should be resolved, except that which is proposed in the games themselves (as spelled out in the Elf and Barbarian Quest packs), ZARGON (the GM) DECIDES! Using his or her experience and knowledge, the buck stops with the GM, even if another GM might rule another way on another day.
Kurgan wrote:The trap on the square opposite an open door simply cannot be disarmed and that's to make things harder.
Markus Darwath wrote:In theory, if you can jump over a hole in the floor there should be no reason you can't also jump over an equally sized section of plain old floor.
Bareheaded Warrior wrote:Markus Darwath,
Personally I find the loss of ‘avoidance’ to be less of a loss than you might expect in game. For a typical quest by the time you discount traps in squares that weren’t searched for, traps that are in a single width corridor so can’t be avoided even if discovered, traps behind doors, there aren’t too many traps that could be avoided, and you only have to fall victim once whilst limping out of the dungeon having achieved the objective with only a single remaining BP to make you realise that avoidance is rarely a good option even when it is possible
Markus Darwath wrote:In theory, if you can jump over a hole in the floor there should be no reason you can't also jump over an equally sized section of plain old floor.
The squares in the game are 2D representations of a 3D space, a trap could easily be triggered by a length of wire pulled across a corridor at chest height, good luck trying to ‘blind jump’ that square to avoid a potential trap, or alternatively jumping an area that has been indicated as having the potential for a ceiling collapse, again I'm not sure jumping would be the best option in that situation. Personally I keep the 'jumping' functionality for jumping over pits and chasms.
Also, I think you’ll rapidly run into problems with a conditional search for secret doors, whether you do an open roll that the other players can see or a hidden one that they can’t.
If I’m searching part of a room for a secret door, but a 3 is rolled, so I know that the area may or may not contain a secret door but even if it did I would have missed it, so I search again and roll a 1, so I search again and roll a 4. Turns out there wasn’t any secret door.
Alternatively, if you opt to use a hidden roll, so the other players don't know the result, now your board consists of squares that haven’t been searched for secret doors and may contain them, areas that have been searched for secret doors but as the roll was too low may still contain secret doors and areas that have been searched with a suitable roll and don’t contain them, this would cause a back-tracking nightmare for quests like Rescue of Sir Ragnar when you can’t achieve the objective without finding the secret door, as even if you could remember every square that you had already searched for secret doors, how would you know which squares contained a secret door that you searched but failed to find, you would have to research the whole dungeon again, and even then you could have missed it on your second sweep!
Bareheaded Warrior wrote:Markus,
With regards to forcing the players to back-track or retrace your steps, it can and does happen within the original rules, and isn’t necessarily a bad experience if it is limited in scope. However taking my earlier example of ‘The Rescue of Sir Ragnar’ (and there are plenty of other examples) the rules allowing a secret door to be missed, combined with poor dungeon design, means that missing the secret door, can lead to the Heroes sweeping the entire remainder of the dungeon, killing all the other monsters, ruining the plot device built into that Quest that when the alarm is triggered and all the remaining doors open and flood the dungeon with monsters, causing a rush to the exit with a slow and vulnerable prisoner, to achieve the objective. Instead they would have to back-tracked or retrace their steps searching for secret doors, potentially through most of the dungeon, to find the missed secret door to achieve their objective which adds a long winded and boring task and spoils the surprise.
Your proposed modification of making secret door searches conditional so that they may not even be found if the relevant square is searched, only makes that situation worse, they are more likely to miss the secret door in the first place, as they may not find it even if they do search the relevant square, and on top of that if they miss it the first time around, they could even miss it on the second sweep, at which point they will probably abandon the Quest, leave Sir Ragnar to his fate and just head to the nearest tavern with a headache!
Kurgan wrote:Hope nobody took my comments as overly critical or trying to shut anybody down, I didn't mean them to be!
The door blocking technique is actually suggested by the NA instruction booklet, so I highlight it as an example of something (which tends to help the heroes and hurt Zargon) the developers were aware of it and didn't think was cheating.
Kurgan wrote:The door blocking technique is actually suggested by the NA instruction booklet, so I highlight it as an example of something (which tends to help the heroes and hurt Zargon) the developers were aware of it and didn't think was cheating. In the same way, the trap on the other side of an open door was known about by the developers and even pointed out as a scenario in which you couldn't get past it without risk (the Japanese game even mentions this in their optional rules section as a way to make the game more difficult, if I recall correctly). Had they "realized" it was a bug or broken part of the game the simple fix would be to just never place a trap on that square, but they continued to do it from the game system all the way up to the last packs released. The fact that they discussed the blind trap jumping option shows that at least some designers were concerned that it was TOO much back in 1992 (a rare moment of mercy considering how HARD they made those last few packs in nearly all other areas). Ultimately they decided not to include that extra mercy, so we were "stuck" with what we got.
Markus Darwath wrote:As far as "disarming" already triggered traps, I never regarded that as possible. Pit traps work like doors, once open they are open. And the idea of putting a collapsed ceiling back in place just seems silly.
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