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Stealth Rules

PostPosted: March 21st, 2024, 3:29 pm
by banjo_oz
The following is my attempt to add very basic stealth mechanics and gameplay to HeroQuest. I deliberately made them as simple as possible so that no extra book-keeping, new stats or other gameplay modification was required.

https://banjogames.wordpress.com/2024/0 ... lth-rules/

Re: Stealth Rules

PostPosted: March 23rd, 2024, 3:51 pm
by burglekutt
A Sneaking Hero has their Movement reduced to 1 red die (with a minimum of 1 red die,

This is assuming the heroes last turn left him right outside the door and ready to start Sneaking this turn. But what if he's only 2 or 3 squares short of the door? Does he still roll his 2d6 to get to the door & then gets to roll his 1d6 to Sneak, or does he need to wait till next turn to enter the room Sneaking?
This is a problem I've always had understanding.

Another thing to ask is how many turns should it take for a Sneaking hero to navigate around a room (monsters) and exit before being spotted?
A 4x4 room with a door at each end could require between 8 to 12 squares to maneuver and get out of sight. That's why I'm suggesting he rolls 2d6 and you pick the higher Dice so that it takes no more than 2 or 3 turns. 3 turns is still pushing it for me though & I'd prefer 2 turns maximum otherwise the hero risks getting caught every time.
Never mind he might have to waste another turn disarming a trap along the way, he could be in that room 4 or 5 turns if you're not careful :D , almost assuredly getting him caught every time.

I'm still working on a Sneak rule for my game.

Re: Stealth Rules

PostPosted: April 24th, 2024, 6:04 pm
by burglekutt
Hope my question made sense because I still don't have a good Stealth rule in place yet for my game.