Jalapenotrellis wrote:So you're saying that rule was deleted, but they still created this Fireburst trap to work the same way as it would in the original version? That's really poor game creation.
I think it generally comes down to lack of playtesting. Any experienced player can tell you the additional Wizard spells in Wizard's of Morcar aren't up to par with the existing elemental spells. Nor are the evil spell caster spells adequate against fully equipped heroes (it seems they would only be effective against base stats).
Then there's the lack of gold found in Crypt of the Necromancer (gold much needed to buy Mercenariesfor the following quest), coupled with the fact that there's no epilogue or reward for completing the expansion.
There's also falling block traps that could permanently trap a hero (more common in Against the Ogre Horde).
I think all of these "mistakes" would've been caught had the game designers actually tested fans and gave them a Q&A. Much like Against the Ogre Horde and to a lesser extent of Frozen Horror and Mage of the Mirror, Wizard's of Marcar was slightly rushed through, although I can't say for the exact reason. But none of these expansions were as balanced as the game system, Keller's Keep and Return of the Witch Lord.
The mechanics of the Fireburst trap is one of these mistakes. I feel that if an experienced Zargon can find a way to work around all these quirks and make them work without too much alterations and it makes the game more balanced, by all means, give it a go. I tend to make alterations to fix these:
Fireburst Traps: only the Wizard (or elf if he has 5MP) can detect them on a search, and they can only be disarmed with a Tempest or Dispell spell. They can only be set off if a hero steps on the space marked in the quest book or a hero searches the room for treasure (as any normal trap would spring).
Falling Block Traps permanently trapping a hero: give 'em a secret door to get out, or if there's a chest in that room containing a Ring of Return or Pass Through Rock spell scroll.
Evil Wizard Spells: Replace some of their spells with a more effective North American counterpart Chaos Spell.
Lack of Gold on certain quests: add a reward of gold for completing the quests, like the Game System. I actually find it more satisfying to limit the gold found in the quests and just add the rewards for completing it.
Spells of Darkness: keep as is, but give Arrows of the Night an automattic 2 hits, monster defends via mind points.
Spells of Detection: Keep as is except for Clairvoyance, don't count shaded areas on the map as rooms (allowing them to try again if they choose it), and point out traps in the chosen room as well.
Spells of Protection: Keep as is except for Dispell, give Dispell multiple uses 1.) Force an enemy spell caster to discard a spell at random 2.) Allow it to disarm magical traps 3.) Cancel the effects of a spell on a hero currently afflicted by a Chaos spell.