Revolving room
So, we're currently playing the Cold Halls from reutrn of the witch lord (EU version). We come upon the revolving room. We had a serious discussion about the mechanics of the room.
On a hero's turn, you roll 1 die to see what door gets opened by the room. It states something along the lines of: "roll 1 die to see which door the hero exits from."
Does that mean the hero MUST exit the room? And if so, does he/she get to move like normal, in other words: attack something first, then move back into the room to retreat?
And can ranged weapons be fired from inside the room?
That seemed unfair to our DM, because the monsters cannot enter the room. But we didn't want to risk getting trapped alone in a mummie-filled room all alone, especially if it's the wizard.
So we agreed on this:
Heroes may NOT do any action inside the room. You can only BE in the room, moving is useless, you may not cast spells or attack.
On a heroes turn, you roll 1 die, and the appropriate door opens.
The hero then decides IF he/she wants to play out his/her turn, meaning they MUST roll a movement die, move out of the room (with the first step being the first square of the outside room), and attack or cast a spell. If not, the hero automatically skips his/her turn, and remains inside the revolving room.
This way, you either skip a turn, or must enter the opened room, and face the possibility to be left alone in a hostile room.
All 4 heroes take their turn, rolling for the revolving room, and deciding if they want to stay inside or head out and play their turn.
Then Morcar plays his turn, attacking any heroes his monsters can attack (if he wants), but we decided he may not block the exits of the revolving room. This is done so other heroes may enter the same room to assist, because our heroes cannot attack while inside the room, so they could never clear the entrance if it was blocked, and the monsters can't attack those inside the room either. It's kinda like the revolving room rotates on and on, and the player who's turn it is decides if he/she wants to jump out of the revolving room during the brief period the door opens, or stay inside. If the doors were blocked by a monster, then there should also be a possibility to attack those in from of it, like a normal door, but our mechanics don't allow for that, so we had to add that little condition as well.
When standing outside of the revolving room, and opening the door to the room, the hero basically activates the room, and "waits" for the room's opening to pass the door, and he/she simply jumps inside. So you can always enter the revolving room from outside.
This seems to work very well for us, and it feels balanced as well. Let me know how you guys play it!
On a hero's turn, you roll 1 die to see what door gets opened by the room. It states something along the lines of: "roll 1 die to see which door the hero exits from."
Does that mean the hero MUST exit the room? And if so, does he/she get to move like normal, in other words: attack something first, then move back into the room to retreat?
And can ranged weapons be fired from inside the room?
That seemed unfair to our DM, because the monsters cannot enter the room. But we didn't want to risk getting trapped alone in a mummie-filled room all alone, especially if it's the wizard.
So we agreed on this:
Heroes may NOT do any action inside the room. You can only BE in the room, moving is useless, you may not cast spells or attack.
On a heroes turn, you roll 1 die, and the appropriate door opens.
The hero then decides IF he/she wants to play out his/her turn, meaning they MUST roll a movement die, move out of the room (with the first step being the first square of the outside room), and attack or cast a spell. If not, the hero automatically skips his/her turn, and remains inside the revolving room.
This way, you either skip a turn, or must enter the opened room, and face the possibility to be left alone in a hostile room.
All 4 heroes take their turn, rolling for the revolving room, and deciding if they want to stay inside or head out and play their turn.
Then Morcar plays his turn, attacking any heroes his monsters can attack (if he wants), but we decided he may not block the exits of the revolving room. This is done so other heroes may enter the same room to assist, because our heroes cannot attack while inside the room, so they could never clear the entrance if it was blocked, and the monsters can't attack those inside the room either. It's kinda like the revolving room rotates on and on, and the player who's turn it is decides if he/she wants to jump out of the revolving room during the brief period the door opens, or stay inside. If the doors were blocked by a monster, then there should also be a possibility to attack those in from of it, like a normal door, but our mechanics don't allow for that, so we had to add that little condition as well.
When standing outside of the revolving room, and opening the door to the room, the hero basically activates the room, and "waits" for the room's opening to pass the door, and he/she simply jumps inside. So you can always enter the revolving room from outside.
This seems to work very well for us, and it feels balanced as well. Let me know how you guys play it!