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HispaZargon wrote:Yeah, flexible makes Heroes' life much easier, especially in the critical moments of the game.
in my humble opinion, I would only allow turn flexibility to balance other beefing general rules like allowing just 1 treasure search per room, for example.




Parzival wrote:Good points. It’s easy to forget that the nature of being “Zargon” (or Morcar) in this game is to be entirely adversarial. You aren’t actually a DM (who is a referee); you’re an opponent. You win the game by killing the heroes. So altering the rules to favor the heroes simply means you’re reducing your chance of winning. Unlike a DM, the Zargon player isn’t supposed to alter the rules at all. Now, if you find more fun in the heroes fulfilling the quest (and thus defeating you), as a DM might, then by all means, change things up. But if you want a decent shot at winning, go By The Book!
So I may well just use the fixed order, as per the rules, after all.



Deep Sleep is completely useless if you're the last to go, it lasts until the start of the next EWP turn.wallydubbs wrote:Some spells are more helpful depending when it's cast.
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.

Gold Bearer wrote:Deep Sleep is completely useless if you're the last to go, it lasts until the start of the next EWP turn.wallydubbs wrote:Some spells are more helpful depending when it's cast.


Parzival wrote:Gold Bearer wrote:Deep Sleep is completely useless if you're the last to go, it lasts until the start of the next EWP turn.wallydubbs wrote:Some spells are more helpful depending when it's cast.
That’s not entirely accurate, as ALL hero actions are completed before “the next EWP” turn.
So if the Wizard casts sleep on an Orc and succeeds, the Orc will be asleep when Zargon’s turn begins and must make a “spell break” roll to awaken— and that’s true whether the Wizard casts it first, second, third, or last.
The one difference is that a subsequent hero could attack the Sleeping foe before the EWP, and depending on edition rules, probably kill it outright with no defense roll.
In that case, a minimal order structure of MMWM would be advantageous. (Where M=Melee guy and W=Wizard).
Also, in the 2021 edition at least, Sleep has two (or more) save rolls— immediately when cast, and on the monster’s action during the EWP turn.
So there turn order has a slight advantage, but even if the Wizard is last the effect of the Sleep spell is still likely to extend to the Heroes’ next turn. Not completely useless at all.
Perhaps it’s an element in the original UK version? Or simply a misunderstanding of the spell’s text?

Onan wrote:Fixed turn order for me!
It's clearer whose turn it is. The dice just pass around.
No slowing down because of heroes discussing turn order.
I think we would have a hard time remembering who already acted and who didn't with flexible turn order.
When a quest turns competitive (for some ridiculous personal matters), turn order is clear if fixed.
Encourages the party to split (instead of standing in line one just takes the next door).
Creates situations where the neglected Veil of Mist and Pass through Rock spells become really useful.


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