wallydubbs wrote:if you want to get real, those orcs will hear the stone moving. As soon as they see a human moving that slab
- The monsters react to the stone door being heftilly removed and attack before the heroes have a chance to fit through the newly exposed doorway.
When designing a Quest, the notes could specify... "upon opening the door, all heroes end their turn" however, I'd disregard the above as a default option.
I've brought this up a few times... But, not related to stone doors. Many have a problem with how the monsters appear oblivious, stood there doing nothing, locked for all eternity to that very unique spot, how they can't hear the noise in the next room and rush the Heroes, how they can't even open normal doors. This is a misconception.
Prior to discovering a monster, that monster could of been anywhere. Upon entering a room, half of the monsters could of vacated it to form a stronger ambush in the next. Upon moving a big heafty stone door, the monsters in that room could of been charging in from 2 rooms away. Where you meet them just happens to be where they got to, relative to your time. The quest book simply facilitates the unfolding of a story, it's where that's fixed, when that's the variable. What ever was in the before has endless imaginings... Or, totally irrelevant if one cares not for the story telling RPG potential of the game.
I like the idea of "they're going to rush to the door and start poking with their swords." "upon opening the door, all heroes end their turn" as a quest note specific. If fits perfectly with ideas like C) in KK the Great Gate, the undiscoverable trap doors the EW gets to choose when to open. Things like that add spice and change it up a bit.