whitebeard wrote:lucasdp wrote:sajungzak wrote:Thanks. I'm particularly fond of the run-on there at the end. It's thematic.
Hahaha!

I was mostly referring to your explanation of the "assumed movement" of searching. That had always bugged me and I have had difficulty putting it into words myself. I believe your phrasing will make it much clearer for my players.

We run the searching in the rooms in the usual way, but when it comes to searching for traps and secret doors in the hallways, the assumption that you run ahead and scout it out breaks down. What about the monster waiting around the corner? He really should have clobbered you. What if there are two traps in a row? or with a free space or two in between. How exactly did you find the second trap?
My players always search for traps when there are no monsters around. This practical limit on the search capability makes the random trap in the hallway more interesting.
Yes! This is why I love the Inn. That's perfect. Thank you! Oh whitebeard the wise, I would like to add this to my list:
In corridors, only the closest trap or secret door in any direction can be discovered at a time. If there is a monster just around the corner from "line of sight" of the hero's position, then the monster is placed on the board and can then move on Zargon's next turn.
sajungzak wrote:edited*
No searching when a monster is present, and
No treasure searches in corridors.
The premise for my interpretation is that the action of searching involves an "assumed movement" within "line of sight" of the hero's position.
If a hero searches for treasure or secret doors before all traps are disarmed, they jump to the square with the trap and suffer the damage.
In corridors, only the closest trap or secret door in any direction can be discovered at a time.
If there is a monster just around the corner from "line of sight" of the hero's position in a corridor, then the monster is placed on the board and can then move on Zargon's next turn.
If a hero searches for traps in a room or a corridor, they can "see" a trap a ways away ( "assumed movement" within "line of sight" of the hero's position ) but it is still active until a hero walks up to it and disarms it ( US rules ). Perhaps searching for traps and searching for secret doors could be combined into a single action called "scouting". The danger of searching for secret doors before disarming any traps would be negated, but this might be worth it for the sake of time.
*Edit42 This would be a good ability for the elf.
Treasure associated with furniture is found when the room is searched. I thought of making treasure chests an exception, but then I would have to consider balancing it with traps on chests requiring the searching hero to be next to it for it to be found and I think this is taking too long. Nope, I'll stick with the first sentence of this paragraph. Keep it simple stupid.