• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

doors

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

doors

Postby cynthialee » October 23rd, 2011, 11:44 am

In the rules it says something to the effect that once open a door stays open.

I have alwys thought this was a dumb rule and have allowed Heroes to close doors behind them if they so choose.

Why is that rule even in the book?

Also it says that when at a door the player will ask Zargon to open the door. Another lame one. Obviously the Hero is opening the door.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
cynthialee

Swordsman
Swordsman
 
Posts: 1848
Images: 4
Joined: September 27th, 2011, 10:56 am
Location: the forests of Washington State
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: doors

Postby LordZeke » October 23rd, 2011, 12:55 pm

It probably has to do with the rule about monsters not being able to open doors... If you allowed heroes to open a door, look and then close it, it would allow the heroes prep time. Now if you allowed monsters to open doors after a hero hand closed it that would work. But thats also kinda silly because opening doors is not an action.

If I recall somewhere around these forums someone has some alternate rules for doors...

As far as the ask to open the door thing... probably just to add a little RP to the game.


Rewards:
Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
User avatar
LordZeke

Gargoyle
Gargoyle
 
Posts: 133
Images: 1
Joined: July 4th, 2010, 7:52 pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: doors

Postby cynthialee » October 23rd, 2011, 1:25 pm

hmmm

Brings all sorts of things to mind. All of which would have to be house rules.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
cynthialee

Swordsman
Swordsman
 
Posts: 1848
Images: 4
Joined: September 27th, 2011, 10:56 am
Location: the forests of Washington State
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: doors

Postby drathe » October 23rd, 2011, 2:06 pm

cynthialee wrote:Also it says that when at a door the player will ask Zargon to open the door. Another lame one. Obviously the Hero is opening the door.

Probably to ensure the Hero is ready to open the door. If a Hero previously performed an action, then moved to the door, they may not want to open it right away. The Hero may also have movement which limited them to the space in front of the door. They might want to continue on to explore other areas instead.
Image


Rewards:
Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer
User avatar
Lord
drathe
The Bastiferous!

Innkeeper
Innkeeper
 
Posts: 2935
Images: 103
Joined: August 16th, 2008, 2:55 pm
Location: Niagara Region, Ontario, Canada
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Innkeepers Group Member Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member Scribes Group Member

Re: doors

Postby Goblin-King » October 23rd, 2011, 4:20 pm

Actually I think the door rules makes pretty much sense. Opening a door "activates" the room. You can't really deactivate a room. What about the monsters and stuff?

And again asking for a door is asking for the room to be activated. You may not always want that.
It is not meant in the way that you have ta ask Zargon for "permission" to open the door ;)


Rewards:
Created a Hot Topic. Participated in four (4) Miniature Exchanges.Participated in three (3) Miniature Exchanges. Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Ye Olde Judge Dredd
Goblin-King
Really looks like David Bowie

Frozen Horror
Frozen Horror
 
Posts: 3545
Images: 85
Joined: September 26th, 2011, 2:54 pm
Location: Sønderholm, Denmark
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: doors

Postby Ethica » October 23rd, 2011, 5:01 pm

I play that doors can be reclosed, and held closed to stop monsters attacking. Monsters can also open and close doors and hold them closed. But monster's will only hold doors until heroes have moved away. Monster's can potentially open other doors to bring in more monsters. It's the way it would be in real life.


Rewards:
Created a Hot Topic.
User avatar
Ethica

Giant Wolf
Giant Wolf
 
Posts: 751
Images: 19
Joined: January 14th, 2009, 3:43 pm
Location: Suffolk, UK
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: doors

Postby Sjeng » October 24th, 2011, 6:44 am

I play by the rules. An open door stays open.
When I want to open a door, I stand in front of it, and tell the DM that I'm going to open the door. She then places the open door piece and everything in the room.
Then I decide if I run on in and attack something if I have movement left, or if I search for traps in the dooropening if there are no monsters.
Or if I suspect traps, I just wait and see what the monsters will do. I can only be attacked by one anyway if I'm in front of the door.
Placing the barbarian in front works good, and having a dwarf or elf with a spear beside him makes short work of monsters daring enough to charge at us.
Check out my YouTube channel Boardgame Heaven, and drop me a sub please!


Rewards:
Grin's Stone Map Played a turn in a Play-by-Post game. Wrote twenty (20) articles for the Blog in three (3) sections. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Encountered a menacing Chaos Warlock!
User avatar
Official Spokesman
Sjeng
Ye Olde Orcish Bard

Wizard
Wizard
 
Posts: 4536
Images: 92
Joined: July 26th, 2011, 9:58 am
Location: The Netherlands
Forum Language: Nederlands
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member Scribes Group Member

Re: doors

Postby Daedalus » October 24th, 2011, 2:37 pm

Ethica wrote:I play that doors can be reclosed, and held closed to stop monsters attacking. Monsters can also open and close doors and hold them closed. But monster's will only hold doors until heroes have moved away. Monster's can potentially open other doors to bring in more monsters. It's the way it would be in real life.

Do you use some kind of opposed roll if one tries to hold it shut while the other tries to open it? Also, how does a monster know when the Heroes have moved away, meaning could a Hero fool a monster (or vise-versa)? Could a Hero stop opening the door for a turn and feint moving away, then return to open it on the Hero's third turn without opposition? Does a monster make a check using Mind Points to decide if things are safe? Sounds like an interesting bluff game if Morcar/Zargon is required to limit his game knowlege.
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Editor-in-Chief
Daedalus
Dread Ruleslawyer

Wizard
Wizard
 
Posts: 5303
Images: 14
Joined: May 9th, 2011, 2:31 pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: doors

Postby cynthialee » October 24th, 2011, 3:33 pm

There are diferant ways I handle monsters knowing stuff.
If it is a basic/intermediate level of play due to eqipment shortages or players new to the concept of gaming theory and tactics then the monsters must rely solely on thier own Mind points. If I see a reason to roll a monsters Mind points like in the door holding scenario mentioned above then only the monsters Mind points will be rolled. (looking for a black shield to do the smart thing)
If it is an Intermediate/advanced game then I asume that the evil wizard is watching the Heroes in his dungeon through a crystal ball and issueing orders to the Boss of the dungeon via message spells. So monsters are typically allowed a +1 or +2 dice bnus to make the smart move.
If it is an advanced/severly dificult mission then I asume that the evil wizzard has complete and total inteligence on all things happening in the dungeon via crystal ball and is in direct comunication with all the minions of the dungeon via message spells. Each minion will do exactly what the evil one desires and will always act in the best interests of the evil wizzard.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
cynthialee

Swordsman
Swordsman
 
Posts: 1848
Images: 4
Joined: September 27th, 2011, 10:56 am
Location: the forests of Washington State
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: doors

Postby Ethica » October 25th, 2011, 5:45 am

Daedalus wrote:Do you use some kind of opposed roll if one tries to hold it shut while the other tries to open it? Also, how does a monster know when the Heroes have moved away, meaning could a Hero fool a monster (or vise-versa)? Could a Hero stop opening the door for a turn and feint moving away, then return to open it on the Hero's third turn without opposition? Does a monster make a check using Mind Points to decide if things are safe? Sounds like an interesting bluff game if Morcar/Zargon is required to limit his game knowlege.


The monsters holding doors until heroes move away is only a mechanism for stopping heroes from doing the same. I don't roll strength checks or anything like that. Success in holding a door for as long as necessary against any monster is guaranteed (I conceed that I've opted for simplicity over realism here).

I initially decided to allow door closing, but what happened was a player would open the door, get frightened and close it again, then from this you also need to include that they can hold it closed (otherwise theres limited use in closing it). Anyway, situations arose where monsters would run up to the door and try to get through, but they would eventually have to move back or there would be a stalemate, and then heroes could pile in and get the first attack. Giving monsters the ability to hold doors closed just promotes initiative amongst the heroes to seize the opportunity to attack and not just meat wall the monsters in doorways, it also gives monsters the ability to trap heroes in with other scary monsters. As for 'how would monsters know what's happening out of their own sight'? I just try and play it as genuinely as possible (apart from this one circumstance I suppose).


Rewards:
Created a Hot Topic.
User avatar
Ethica

Giant Wolf
Giant Wolf
 
Posts: 751
Images: 19
Joined: January 14th, 2009, 3:43 pm
Location: Suffolk, UK
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Next

Return to General HeroQuest Discussion

Who is online

Users browsing this forum: No registered users and 7 guests