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Blocks, Rocks and Rubble

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Blocks, Rocks and Rubble

Postby Malcadon » February 17th, 2023, 11:53 pm

I had this idea with Falling Blocks Traps, Falling Rocks Traps and Rubble tiles. This is mostly due to desire to have rubble tiles.

Basically instead of a Falling Blocks Trap producing a regular Falling Blocks tile, use a Blocked Square tile as the ceiling falls down on the hero, blocking the heroes sight and movement. Beyond the change of tile type, the trap works the same.

On the other hand, Falling Blocks Trap tiles are used as Rubble tiles and Falling Rocks Traps.

Rubble tiles slows down movement, adding strategy to combat. Moving over rubble requires an extra point of movement to enter. The tile is low to the ground, so it does not block sight.

The Falling Rocks Trap work like Falling Blocks Trap, but it only does one Body Point of damage, and a Rubble tile is placed under the figure who triggered the trap. Due to this, the Hero is not pushed to an adjacent square.

Optional: A Hero equipped with a helmet may roll a Combat Die to avoid the damage of a Falling Blocks Trap by rolling a White Shield.
Last edited by Malcadon on February 18th, 2023, 4:16 pm, edited 1 time in total.


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Re: Blocks, Rocks and Rubble

Postby Bareheaded Warrior » February 18th, 2023, 6:30 am

This is a good idea.

I've mentioned elsewhere the irony between the UK Editions using the same tile for both Falling Block and Blocked Squares despite the fact that the rules handle the two differently, but the US rules introduced 2 different tiles, despite the fact that the rules were changed for the US Edition so that both Falling Block and Blocked Squares were treated exactly the same so no differentiation was needed.

I too have a Dead Fall Trap that causing rocks to fall from the ceiling/roof causing 2CD of damage (no defend), but doesn't leave any 'residue' but I think that could be enhanced by the inclusion of a Rubble Tile (that also could be used for other occurrences of rubble outside of a trap situation.)

Sadly for me personally I won't be implementing this as I don't have the US Edition, so don't have the tiles :(

That said, for my :2cents:

1. Keep the Falling Block Trap exactly as it is but use the Blocked Square Tile

2. Introduce a new trap type Dead Fall Trap (technically this isn't new as it is covered in one of the GS Quests already just with the same name as the Falling Block Trap) but have that result in 2CD damage and a Rubble Tile being placed potentially under the Hero. For me Falling Block and Falling Rocks is a bit too similar and may cause confusion.

3. Falling Block Tile renamed as a Rubble Tile, which don't block movement or sight, but do cost an extra point of movement (but I would specify this extra point is used when you move off a Rubble Tile rather than onto it*)

*The reasons for making it cost an extra point of movement to MOVE OFF a Rubble Tile rather than MOVE ONTO, it avoids the situation when you are adjacent to a Rubble Tile with only 1 movement point remaining and you have to lose that point, it could happen that your movement is only 1 so you can't step off but as the vast majority of the time movement is 2D6 therefore min of 2, that is very unlikely. Also making it MOVE OFF means it will affect the Hero who sprung the trap and had the tile placed under him, which MOVE ONTO won't.

4. I would also suggest that combat whilst you are on a rubble tile, takes place with a reduction of 1 AD/DD (like a Pit Trap)

I wouldn't bother with the optional Helmet rule, HQ generally assumes all armour covers everywhere to keep things simple, so as a Falling Block ignores armour (and helmets) I would do the same for the new Dead Fall Trap
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

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Re: Blocks, Rocks and Rubble

Postby Malcadon » February 18th, 2023, 4:27 pm

Bareheaded Warrior wrote:This is a good idea.

Thanks

Bareheaded Warrior wrote:That said, for my :2cents:

That some good advice to consider.

I do like the sound of "Dead Fall Trap" more than "Falling Blocks Trap" and it would not get confused with the Falling Rocks Trap.


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Re: Blocks, Rocks and Rubble

Postby Malcadon » February 7th, 2025, 10:55 am

I have expanded upon these house rules.

As noted before:
Dead Fall Traps work like the traps in Quest 13: Quest for the Spirit Blade, but a Combat Die is rolled instead of a d6 (damage on a Skull, or a Black Shield while wearing a Helmet) and they leave behind a Rubble tile.
Rubble is treat as Hindering Terrain from Jungles of Delthrak.

What is new:
Moving Walls are the sort of special dungeon features one might find in the Quest Notes, but this one is codified in my games. They add some puzzle solving to the game. They work by adding or removing a Blocked Square tile when something gets triggered. This trigger could be a lever pulled or button pushed, a door opening, stepping on a trapped square or what have you. This could trap Heroes, close off places, or reveal new areas. Getting caught by a Moving Wall will do a lot of damage to hero and monster alike and works like a normal sprung Falling Block Trap.


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