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Re: Stone Doorway question

PostPosted: January 24th, 2019, 8:21 am
by j_dean80
wallydubbs wrote:
Maurice76 wrote:As EW, I would rule that the effort to open such a Stone Door counts as a standard action - and as a standard action, this has implications for anything else said Hero is able to do - and more importantly, not do - within that same turn.

With that, I meant that the Hero opening the door (or attempting to, and failing) won't be able to perform a Search or Attack action, or similar, during that same turn.


Yeah, I must've missed that before. I got it now. Option 2 then.

Anyway, no objections on using a Potion of Strength to open the stone door?


Can always just use the Genie.

Re: Stone Doorway question

PostPosted: January 24th, 2019, 8:27 am
by wallydubbs
When facing Ogres, as a wizard, would you really want to sacrifice your Genie spell for a door?

Re: Stone Doorway question

PostPosted: January 24th, 2019, 8:37 am
by Maurice76
Could always try to trick an Ogre into pummeling the door open for you :mrgreen: .

I'd say a Strength Potion works well for this purpose. It requires physical strength to open the door and that's exactly what this potion boosts. Adding 2 dice to the roll for whoever attempts it seems reasonable and gives the Wizard a chance to do it that way, as well.

Re: Stone Doorway question

PostPosted: January 24th, 2019, 8:52 am
by wallydubbs
Thank you. It seems reasonable in foresight.

Re: Stone Doorway question

PostPosted: January 24th, 2019, 3:20 pm
by j_dean80
wallydubbs wrote:When facing Ogres, as a wizard, would you really want to sacrifice your Genie spell for a door?


That's what comrades are for. I always hated the fact the Genie Spell saying it can open doors but no one ever does.

Re: Stone Doorway question

PostPosted: January 24th, 2019, 4:40 pm
by wallydubbs
j_dean80 wrote:
wallydubbs wrote:When facing Ogres, as a wizard, would you really want to sacrifice your Genie spell for a door?


That's what comrades are for. I always hated the fact the Genie Spell saying it can open doors but no one ever does.


Oh, I get it. It's just the lesser of two options. The wizard is very limited on attack spells as is. So I make subtle adjustments when playing; Occasionally I add a locked door and a hidden key in another room. If the Wizard (or Elf) chooses to use the Genie he can bypass the lock. This'll give them an opportunistic moment to change the genie's function.

Also, when I play Legacy of the Orc Warlord, I allow the Wizard and Elf to start off with their spells, and instead of giving them a way out (as read in the parchment text) the heroes need to figure it out for themselves: either the Wizard or Elf can cast the Genie to get them out; someone can use Pass Through Rock to get out and kill the sleeping guard (I added) and get the key to unlock the door; or they can search the cell, find an old rat bone, give it to the Dwarf and let him use his disarm trap ability to pick the lock (yes, i realize it's not the same thing, but my crew liked the idea of giving the Dwarf a chance to shine).

Re: Stone Doorway question

PostPosted: September 7th, 2023, 3:58 am
by Bareheaded Warrior
Minor point but I think these are actually stone doors rather than stone doorways as all doorways in HQ would be stone.

More importantly, being doors, you would assume that all the standard door "handling" rules would apply unless otherwise stated, and the only stated difference in handling these doors in the quest book is that you need to roll to determine whether they open or not, then I think the official rules are clear: Opening doors is a free action that you can do as many times as you want on your turn as part of movement. You need to roll to determine whether the door opens or not.

However, whilst the official rule is clear, it is also flawed, failure in your attempt to open the door has no effect other than the door not opening, so you are free to try, try and try again. The outcome is inevitable, the door opening, the only thing that varies is the amount of player boredom.

In the spirit of keeping modifications to a minimum, keep it simple, less is more, and all that, I would suggest that failing the stone door opening roll should come with a penalty of at least ending your movement (but if you haven't used an action this turn you still can) or ending your turn (which feels a little harsh but then I'm not sure what action you would ever take in that situation so both options may amount to the same thing, and failing a roll ending your turn would at least be consistent with traps).

Nothing wrong with making it an action, but it is a bigger modification than is needed to fix the original flaw, less is more!

Also to keep this roll consistent with other such rolls/tests in HQ, allowing for the fact that there is very little consistency here anyway, I would suggest using the corresponding mechanism for the spell break test, so:

Player rolls a number of combat dice based on hero type, needs at least one :blackshield: to open the door, failure ends their turn.

• Barbarian = 4
• Dwarf = 3
• Elf = 2
• Wizard = 1

This has the added advantage that the Wizard can now open these doors, eventually, which is better than him being the only hero not slain and then dying of thirst if he ever gets trapped behind a stone door, not a particularly heroic end...

As already suggested you could allow the Potion of Strength to boost your chances, roll an extra combat die or two, although despite the image showing your bulging muscles, the Potion effects actually boosts your attack strength, even if attacking with a Crossbow, but I still like the idea of the potion boosting your chances with the door.