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"Action! Heroquest" Weekly Rundown

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Re: "Action! Heroquest" Weekly Rundown

Postby Sjeng » Monday October 28th, 2013 10:35am

I also let my players either cast/fight/action first, then roll for movement, or the other way around.
But if they cast PtR first, then roll movement, they can decide where to walk to AFTER the roll, just like any other time they move. The PtR enchantment should not change that in my humble opinion. Makes no sense at all.
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Re: "Action! Heroquest" Weekly Rundown

Postby knightkrawler » Monday October 28th, 2013 10:42am

The roll takes place directly before moving and only then. It's one action. The action movement is determined by rolling the dice just beforehand.
@ Goblin-King: Do you allow players to roll attack dice, see the not-so-good result, then move away from the chaos warrior to the measly goblin and attacking him instead?
I don't think so.
Nobody would even think of seperating the attack roll from the attack, so why seperate the movement roll from moving? It takes away much of the luck factor in the game.

Movement = roll+do
Action (e.g. attack) = roll+do

I do think the rules are specific there by way of just assuming the player determination/hero action go hand in hand at all times.
In my opinion, the idea to do this any other way is too far fetched to even BE specified in written rules.
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Re: "Action! Heroquest" Weekly Rundown

Postby Goblin-King » Monday October 28th, 2013 11:05am

Well I don't think it's that insane. Lot's of games have you roll the movement dice as the first thing before anything else. It's pretty much convention.
In an attack you have to point out what you aim your attack at, you don't have to point out your destination in movement. There's quite a difference.

I do see your point though.
And honestly I wouldn't mind much if it wasn't because this leads to potential waste of spells.
PtR in particular is very dependent of a good roll. The wizard is like a special needs kid. He needs encouragement :lol:


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Re: "Action! Heroquest" Weekly Rundown

Postby knightkrawler » Monday October 28th, 2013 11:10am

He gets it from me. 12 spells (single, not in element sets) and a weapon with 2 attack dice.

Oh, and what is that crap about other games? I do not play other games.
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Re: "Action! Heroquest" Weekly Rundown

Postby chaoticprime » Monday October 28th, 2013 4:03pm

knightkrawler wrote:The roll takes place directly before moving and only then. It's one action. The action movement is determined by rolling the dice just beforehand.
@ Goblin-King: Do you allow players to roll attack dice, see the not-so-good result, then move away from the chaos warrior to the measly goblin and attacking him instead?
I don't think so.
Nobody would even think of seperating the attack roll from the attack, so why seperate the movement roll from moving? It takes away much of the luck factor in the game.

Movement = roll+do
Action (e.g. attack) = roll+do

I do think the rules are specific there by way of just assuming the player determination/hero action go hand in hand at all times.
In my opinion, the idea to do this any other way is too far fetched to even BE specified in written rules.


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Re: "Action! Heroquest" Weekly Rundown

Postby Daedalus » Friday November 8th, 2013 5:55pm

chaoticprime wrote:
Sjeng wrote:
chaoticprime wrote:Highlights: When you cast Pass Through Rock, I make you trace your exact intended route before you roll movement.

Why on earth would anyone agree with that? I always decide where I walk AFTER I know how far I can walk. The dice dictate where you CAN go, and THEN you choose. Cheap way of killing the heroes. I would not take pride in killing a hero this cheaply if I were Zargon. :2cents:


How else is it possible for someone to actually get trapped in solid rock? If you so much as touch your movement dice before you declare movement at my table, you're gone. You don't get to cheat by knowing how far you're going to move when you choose to take an action. He cast the spell, pointed to a location eight squares away, and then only rolled a six to get there.

Instruction Booklet, p.10: "Where you move is within your control."

I don't think Sjeng is cheating or saying a Hero can explore his full movement into gray areas, and then choose to undo all of the movement completely, applying it to a new route. Rather, I'm guessing he plays it like my group always played it. You cast the spell, then on the Hero's move he rolls the dice and starts exploring as far as he dares. If he enters gray areas of the board representing solid rock, he can move in as far as he likes trying to find another room or corridor somewhere beyond, but that movement is used up. As I remember it in my group, no one ever dared explore gray areas farther than he could backtrack with the remainder of his movement. The risk of getting entombed was just too great. This way of playing the spell had pretty much the same effect of shortening movement as your method--even more so.
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Re: "Action! Heroquest" Weekly Rundown

Postby Sjeng » Saturday November 9th, 2013 4:57pm

Exactly. And of you enter a room, morcar places the stuff that is inside it, but if its rock, you see nothing, thus knowing your still inside solid rock. You must carefully choose where to go with the remaining movement points. No backsies.
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Re: "Action! Heroquest" Weekly Rundown

Postby chaoticprime » Saturday November 9th, 2013 6:59pm

Sjeng wrote:Exactly. And of you enter a room, morcar places the stuff that is inside it, but if its rock, you see nothing, thus knowing your still inside solid rock. You must carefully choose where to go with the remaining movement points. No backsies.


The idea that players get "backsies" is what led to my ruling for the card. The way I play, you count your spaces before you move, like Final Fantasy Tactics--once you're gone, you're gone.


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