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mitchiemasha wrote:
Traps and secret doors need to be combined.


In the "search as you go" method, heroes have a small chance of ever finding a secret door in a corridor. That is, if I'm reading it right.
Also, heroes can only rely on luck when it comes to finding traps in rooms (not even counting attempting to disarm a trap). Seems to me that the heroes will quickly learn that the risk to reward ratio is not in their favor.
= one hit
= one hit & pushback
= cancels one hit



I actually included that idea.


sajungzak wrote:mitchiemasha wrote:
Traps and secret doors need to be combined.
I actually included that idea. It obviously removes the risk of traps when searching for secret doors, but saves time, adds a touch of realism, and further simplifies the rules....
mitchiemasha wrote:I actually included that idea.
I probably said it earlier.
Technically a trap and a secret door would likely have the same Kind of trigger. If you see wires, a lever, cracks, holes etc. it's likely a trap or a secret door. Pull the lever... oh look it's a trap! Another circumstance... oh look it's a secret door! Remember Goonies, the trap was a secret door...
mitchiemasha wrote:I have no idea why they split them up in the US version. Perhaps to reinforce a group sticking together, splitting up a group and having 3 searches really slows the game down. The temptation for a group to split needs to be greater, the temptation to make that fatal mistake, not less.


Searching for traps is no longer required. Whenever a hero enters a square or opens a chest with a trap, he has to roll to see whether he spots it in time (the roll is a Mind test, ie roll equal to or less than his Mind). If the Mind test fails, he didn't spot the trap and it goes off, ending his turn. If the Mind test succeeds, he spotted the trap in time, and now has a choice to try to disarm (counts as an action; needs an Agility test; success means the trap is disarmed and removed, failure means it goes off), avoid (needs an Agility test; leaves the trap, but doesn't count as an action; hero can continue past the trap), or step back and leave it to another hero.
Searching. Basically a search is standing in a certain spot and scrutinizing the walls and floors for any irregularities. When searching a room, the Evil Wizard indicates the location of any treasure and secret doors, but the doors aren't actually opened yet (they need to be opened just like regular doors), and the hero doesn't yet receive the treasure (he has to move to the relevant square, and only then can pick it up or, in the case of no special quest-supplied treasure, draw a treasure card). When searching a corridor, it is only for secret doors, which EWP reveals up to a distance of 10 squares from the searcher in one direction.

Ketran wrote:Hello all I had a question I was hoping you could answer. How do you go about enforcing the search rules in the corridors outside the rooms? Like how do you define the length of a hallway and do you allow the searching of treasure. I allow searching for traps and doors since in some scenarios hidden doors have to be found to progress; but searching for treasure doesn't sit right with me for some reason.
Goblin-King wrote:I play that you search corridors for your entire line of sight (ignoring models) but only in one direction: north-south or east-west.
So if you stand in the corner of the map and want to search you have to say in which direction you are searching.
If a corridor is blocked off you only search in the part of the corridor where you are.
= one hit
= one hit & pushback
= cancels one hit



Ketran wrote:Hello all I had a question I was hoping you could answer. How do you go about enforcing the search rules in the corridors outside the rooms? Like how do you define the length of a hallway and do you allow the searching of treasure. I allow searching for traps and doors since in some scenarios hidden doors have to be found to progress; but searching for treasure doesn't sit right with me for some reason.


Agreed changes:
* HQ SE Polished Rulebook.docx (Book of Exploration): Added the text in italics - Passageways may be one or two squares wide and are straight. Passageways that go around corners are considered as separate passageways with one or two shared squares.
* HQ SE Polished Rulebook.docx (Book of Searching): Added the following text - If they are standing on a square shared between two passageways, then they must declare which of the two passageways they are searching.
= one hit
= one hit & pushback
= cancels one hit



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