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torilen wrote:You could also allow them to combine this with "follow
through attacks".
mitchiemasha wrote: I ditched it and instead made double 1 Hazard!






Goblin-King wrote:I think you are overthinking it.
The way I see it the movement dice is just there to prevent speculation in knowing the exact range of the heroes' movement.
Something like: Kill that orc, because then I can just reach the next one AND outrun that fimir. Just start attacking I'll be there in exactly two rounds.
Idunno... poorly described example, but you get the point.

Josh wrote:This is good too &will use it. How does it play when you're fighting monsters in a room though? What hazards do you use?
Hazard! Double 1: A Hero may still move but rolls 1Cd6, Skull: -1BP. WS: Blocked. BS: Stunned, no attack.
Call out a hazard e.g. “You stumble on a loose stone!” “Rocks fall from above!” “In your desperate attempt to
escape, the floor greets your face!” Now every roll is a threat. A Hero must roll even if deciding not to move.


Hazard! Double 1: A Hero may still move but rolls 1Cd6, Skull: -1BP. WS: Blocked. BS: Stunned, no attack.
Call out a hazard e.g. “You stumble on a loose stone!” “Rocks fall from above!” “In your desperate attempt to
escape, the floor greets your face!” Now every roll is a threat. A Hero must roll even if deciding not to move.




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