What about Courage? Should it expire the instant no monsters are in unblocked line of sight, or just as long as there are any monsters in the same room/corridor with the Hero? Does another Hero block (and thus cancel) the spell if that's the only LOS monster to the one who is "Couraged"? If you kill all the monsters around you, can you use the movement left on your turn to run into, say, the next room (or around a corner in a corridor) to once again be LOS to some more monsters to keep your Courage buff "alive"? In the strictest interpretation, all a monster has to do is move around the corner, or barely leave the room and the spell ends, then backtrack and attack the Hero... should this be allowed? My personal opinion is that it should all be within the one turn, so there should be a check at the end of the Hero's turn (can he see any monsters? if "yes" then the effect continues, same with a monster's turn).
Since there are no spell scrolls to worry about, the question of whether you can stack a spell won't be an issue.
But Holy Water functions pretty much like a Spell Scroll... anyone can use it, and it takes an action, and appears to be a LOS attack. Holy Water is meant for normal undead creatures, so I presume if it's a special Mummy that has one extra defend die, you either can't use it on him or it's wasted with no effect, right? (or should it damage but not kill him?).
Who can use the Wizard's Cloak? It seems that the Remake will allow some of the new Heroes to use it, but does that mean they have to fight over it? Will the "Cloak of Protection" still be a purchasable item and how will it compare to the Artifact version in terms of who can use it and how much it costs? Or will this be bypassed by saying you can't use two of these types of Heroes in the same quest? The Wizard's Staff and the Wizard's Cloak are intended for the Wizard after all and the original quest notes say he should be given them when they are discovered.
I've always assumed it (but some may disagree) that Pass Through Rock lets you walk right through not only the white wall barriers, but also through Stone block tiles. It doesn't seem intended to let you walk through furniture (even if it's "made of stone"), but that could be an area of clarification. If you start moving into an area of "solid rock" should Zargon warn the player or keep his mouth shut and let the player end his turn there (and thus die)?
If let's say the Wizard has the Spell Ring that allows a spell to be stored (and used) twice in a single quest and he happens to designate the Pass Through Rock... if he gets "stuck" can he use it again on his next turn to free himself or is he "already dead" (even if he has a healing potion)? Having the Wand of Magic AND the Spell Ring would mean he could use two spells per turn AND one of the spells (that he stored from the beginning of the quest) could be used twice (but still only two spell uses per turn).
Should Orc's Bane allow you to attack two adjacent Orcs in the same turn if you want to? (I vote yes), and here I'm assuming Orc bosses still count.
How does Heroic Brew affect it? The "good for one attack" nature of Potion of Strength, does it just apply to the first attack or both (counting the two attacks of the Artifact as one?)?
While you can't shoot a crossbow at an adjacent foe, you can apparently throw a dagger at them... but why waste it when you can just hit them normally? But if the Crossbow is allowed to shoot diagonally adjacent, would there also be a benefit to throwing a dagger this way?
A side note:
You could introduce some kind of fate/feat roll system in which anytime the Hero wants to do something wacky, crazy, or unexpected, they have to roll (roll a Skull at 50% or some numbered dice I guess would work too) and if the odds are in their favor, they get to do whatever it is. Can I jump up on the table? Can I safely shoot over the dwarf's wee noggin? Can I toss the potion across the hallway to my friend without it breaking? Can I barricade the door for one turn? Can I search this square on the other side of the door for a trap just this once? Etc. I like using Combat Cards (homebrew) for these kinds of scenarios but these can only cover so much and the imagination can come up with more scenarios. Something to aid the usual "Hero Player: Can I please do this crazy/wacky/unexpected thing? Zargon: I'll allow it/no just accept it" exchanges.
The Potion of Alchemy ought to be usable to turn a rusted weapon into gold (whether you found it on a Weapon's Rack or a bad guy boss just used a spell to render it "useless"), but then this is a potion found only in Wizards of Morcar which isn't being remade.
Back to the expected
rule clarifications/errata from the GS/KK/ROTWL:
The Crossbow is a great weapon, but as some have pointed out, it might be better if it were a little less powerful.
By default it can not only shoot off axis at any enemy you can see (from any range) but it also doesn't say you can't shoot the four diagonal-adjacent from your figure. Some have tried to mediate this by introducing some reason why you'd buy this weapon and a longsword. The longsword can attack the four adjacent squares its true but its special feature is to attack the four diagonals. They are the same price.
Rather than making one of these weapons "two handed" and prevent a shield being carried at the same time, a simple proposal would be to disallow the crossbow shooting the four diagonals (unless 1 square away from the target). Yes, this would weaken it and make it harder (since now you'd "need" to buy a diagonal weapon as well), but it could make the longsword more appealing as a second purchase.
A
rule clarification of "what happens when all the monsters are dead, all the quest designated treasures found, all rooms revealed and all the Heroes have left to do is roll to the finish line" would be in order. As others have pointed out this is an anti-climax of a few quests including the Rescue of Sir Ragnar and Prince Magnus' Gold. Quests where all you do is walk into a room and kill some particular bad guy(s) are fine just being declared over (this is even in the quest notes for these particular quests spread out over the various official packs). But for these...?
Most likely they would agree with a lot of groups and just say "the quest is declared a victory" even though the objective says they only get their reward if they reach the stairs (which is no challenge if they're just rolling and rolling and rolling--threat cards/tokens are all homebrew after all).
The spiral staircase is still useful as a "way for the remaining heroes to escape alive if they're going to fail the quest anyway" and retain whatever loot they have to try again next time (after the board has been remixed).
Having more than one way to end the quest (besides everybody dying) is a good thing, in my humble opinion. The only caveat here is that heroes who are trying to cheat by collecting a little gold and then leaving to come back and get it again (grinding, video-game style, perfectly possible in the PC versions!) would have to be discouraged.
Having some extra (and strong) monsters spawn in once the main objective is complete but the stairs are not reached could be a nice option too, assuming no hidden reinforcements. The Heroes could just turn around and kill those monsters, then be left in the same situation as before, unless the new force is overwhelming and a strategic withdrawal (retreat) is the best option.
In the case of Prince Magnus, I guess you could just designate a new pathway to an exit door instead of a literal return to the stairs as the solution, but it might still bore people if again, you're just walking slowly along unopposed for several rounds of turns and Zargon has nothing to do.
KK: What about this rolling boulder? It can't be searched for or disarmed, as the quest notes indicate, but can a Hero use Pass through Rock to bypass it safely? Does it just bowl everyone over (it would seem so), passing through them and doing damage no matter what?
If there are no monsters left in the quest, but a Hero dies anyway (let's say from a Hazard card or trap), is his stuff still automatically "claimed by monsters" or can the other Heroes come pick it up?
If a Hero has a healing spell left and a Monster kills him on Zargon's turn, can he still instantly use the Healing Spell to save himself (even though normally actions can only be performed on the HERO'S turn)? We always thought so but some would disagree.
Optional
rule for Fixed movement? (perhaps say when not in combat... that is no monsters on the board, Heroes could move up to 12 squares per turn for free)?
Clarification on Secret Doors: Obviously the intention is that you place the tile (instead of using an open door as I did for many years without realizing it wasn't how that worked). But is the room revealed instantly or just when you walk up adjacent to it (presumably looking through)? Or just when you step inside? I assume the room isn't meant to be revealed instantly, otherwise a monster could walk through and start attacking next turn even before the Heroes tried to do anything, right?
What happens in Prince Magnus' Gold when you pick up a chest? I do it like this:
Treasure search reveals the chest(s). Hero says "I'm picking up the chest" he uses his remaining movement to walk up to it, picks it up and then "resets" his movement by rolling 1 red die and he can move immediately with the chest. Having Plate Mail on doesn't affect the movement at all while carrying the chest. Declaring he's setting it down puts it on the square next to him (doesn't impede anyone) and he can move normally until someone else picks it up. But if he can set it down, can a monster try to move it (at halved movement?).
Presumably, Heroes can "drop" weapons or armor at any time. There could be a few reasons why (in one quest a player was tired of having the slow Plate Mail but when a room of big monsters was found he ran back to the spot to get it again), but does that thing just instantly disappear ("claimed by monsters"), or could someone else come get it? Would it be claimed by monsters if a monster reaches the spot first? Could another Hero find it via a Treasure search?
If things like Potion of Speed and Holy Water are going to be considered "Equipment" now instead of Treasure (again a notion I disagree with, they were in the treasure deck in the
EU edition they originated in), does that mean you can buy and sell them like potions or weapons? Can you sell them back for full or only half price? (Nothing about selling back potions in the
NA version of KK/ROTWL). Presumably you could stockpile potions like you always could, since finding it as treasure doesn't mean it can't appear in the treasure deck next quest, just like there's no limit on how many instances of one item can be bought from the armory (as long as you can afford it).
I don't see any mercenary figures in the Remake, so I presume there aren't any, though for all we know they will give us a "Sir Ragnar" type character or two using an existing figure that might help us for a quest. Maybe you'll get to hire some "friendly" orcs in Teos' pack (this is sheer speculation). But if so, this brings up again the question of "what exactly can they do?" Can they open doors and search for (and disarm; as in the case of Scouts) traps? Do they have a backup weapon if they lose the one they're using to a spell? Can they accept equipment or can you claim any when they die (in the original, they didn't say you could so presumably it wasn't intended as an option). Can you pass them a potion in lieu of healing them with a spell (assuming more than 1 body point; or to save themselves from death)? I presume they'll have thought of all this.
In KK/ROTWL quests that use the Steel Door as the entrance, could you use this like the Spiral Staircase as an "escape with your lives but not complete the quest objectives" option? Even if the door locks, in theory you could use the Genie to re-open it for this purpose, right?
Will Zero mind point Heroes be simply removed from the quest "unconscious" (GS/KK/ROTWL default rules) or go into Shock (EQP/BQP rules)? If they go unconscious I guess they're not truly "dead" but do they lose their gear if the party has to replay the quest? Or are we just going to assume they're "dead" in that case and lose their stuff and all the rest as if they had just had their BP reduced to zero? I could see if one or two heroes went unconscious but the others soldiered on, in the next quest they'd be alive and well (with their gear intact?). No share of the rewards though I assume...?
I mean, are you hauling their body back to the staircase as well?
Should rolling doubles a bunch of times mean anything? (That'd you'd get free parking, perhaps?)