20210530 “The Search Update”Search – The Binding TopicTraps on the other side of the doorFor me, the issue with the “Traps on the other side of the door” logic isn’t that it feels unfair (although that is true), it is more that it feels unintended. I don’t get the feeling that the designers of the game set out with the intention of creating this situation, they simply wrote the searching for traps rules, and this surfaced through play as an unintended consequence that they highlighted in the rulebook so that players would have some guidance on how to handle the situation when they inevitably uncovered it.
I see this particular unintended consequence as negative and for me it indicates yet another flaw in the searching for, and general handling of, traps rules so I propose a re-write to eliminate this issue and hopefully various other issues with trap searching, some examples listed below, I would be interested to hear if there are other issues that I haven’t included with searching for traps and whether they have been resolved by my proposed change.
1. ‘Traps in a row’ flaw - You can search in a single square width corridor and find (without having to handle) numerous traps, even though it would logically be impossible to get to the subsequent trap squares without having dealt with the first one in some way – this could be resolved by stating that your search ends with the nearest trap found within your search area, this logic is used in certain Quest notes but perhaps should be a standard rule rather than an exception
2. ‘Poorly defined inconsistent search area’ flaw - Search area isn’t really defined (aside from the searching for traps in a room bit, i.e. you have to be in a room to search for and locate a trap in a room), it isn’t clear whether you can be in a room – in the doorway for example – and perform a trap search and locate a trap on the (adjacent to you) first square in a corridor which is inconsistent but not prohibited expressly as far as I can tell and the search area in a corridor isn’t well defined but I assume it is a single ‘straight stretch of any length’ but there is no information around standing on a corner or other intersection between two corridors and searching both simultaneously – this could be fixed by defining the search area but see below
3. ‘Assumed movement ignore movement limits’ - The assumed movement inherent in a trap search can be up to 25/26 squares long despite your maximum movement being 12, outside of potions, spells etc this is made even worst by the fact that you could, for example at a junction, presumably use your action ‘search for traps with assumed movement covering 26 squares in one direction and then roll and move up to 12 squares in another direction, your figure covering a total of 38 squares of movement (assumed and actual or more 42 I think if you consider the area of larger rooms) – this could be fixed by limiting assumed movement to a maximum of 12 squares (or a lower figure such as 6 squares but see below
4. ‘Unrevealed Monster’ flaw - The assumed movement could cover a T-junction that has unrevealed monsters along the other arm of the T, you can discover traps through your assumed movement passed the junction but would fail to reveal the monsters that would be revealed if the movement was not assumed – limiting assumed movement would reduce the likelihood of this occurring but it would still be possible, paradox warning - you would need to search (and move – assumed not actual) that would result in the monsters being revealed and having revealed the monsters you would be unable to perform a search due to the presence of the monsters uncovered during your search
5. ‘Inconsistent search conditions’ flaw - there are discrepancies between the descriptions of the conditions in which you can perform the three different searches in the original which make no sense. Search for treasure can be done when there are no monsters in the room, whereas searching for traps and searching for secret doors can only be done if there are no monsters visible to you, so if you are in a room with no monsters in that room but one stood in the doorway outside the room in the corridor then you would be able to search for treasure in that room but would not be able to search for secret doors or search for traps. In addition, only the “Search for Treasure” has the potential to spawn a Wandering monster outcome but not the other two search actions which again is inconsistent
6. ‘Traps behind the door’ flaw - If the official rules, there is a strange situation that occurs when a trap has been placed on the first square of a room on the Quest Map. As, under the official rules, you cannot search for a trap in a room without being in the room, and stepping into the room, will activate the trap, these become undetectable
7. ‘Volume of searches’ flaw - In the US rules a room can be searched for treasure once by every Hero (although in the original UK/EU rules it was search once per room (not once per Hero). This results in a volume of treasure found that leads the Heroes to max out on equipment in a brief period, causing advancement to stagnate. It also offers to a considerable number of potential searches during the game, four treasure searches per room, plus a secret door search and a trap search – 6 search actions per room plus two additional searches for every corridor – starts to feel like the game should have been named “Hero Search”.
8. ‘Handling Chests’ flaw - In some official quests the layout of traps and chests implies that a Hero needs to be adjacent to a chest to open it. Chests are a purely decorative indicator that it might be worth searching in this room- Separating chests out of the main search rules and putting them into a separate action resolves this issue
Attempts that I have seen so far to resolve these issues, by trying to limit the search area, feel inelegant and complex. Applying quick fixes to mitigate the worst of the issues, like ‘search only finds the nearest trap’ and the ‘search behind the door from the doorway,’ do work, but feel like patching up the holes in a leaking roof when a new roof is what is really needed
The ‘search for traps’ for me feels very artificial, both logically checking for traps in your path (or on a chest that you are about to loot) makes sense but you would think for Heroes with any experience and likely to survive for any length of time the check would be automatic (NOT automatically successful, that would render traps pointless, but the check would be automatic) but also in terms of the rules as written with the awkward ‘declaration’ mechanism and the Zargon indicates a dodgy square but no marker is placed, nothing similar is used anywhere else.
After all, why would you search an entire room (or for that matter the other side of a two-square wide corridor) for traps if you aren’t moving through those squares (moving through those squares solely for the purposes of uncovering a trap sounds daft – “the trap in the corner of the room got me”, “what were you doing in the corner of the room”, “searching for traps”!!?? “Searching for treasure” makes a far more understandable response.
You search the path that you are travelling, room or corridor, and if you are searching a room (for example for treasure) then again you would ‘pre-search’ the path (of assumed movement) that you are taking as you search for treasure (and that path wouldn’t necessarily cover every single square in a large room, I would imagine that you are likely to focus your treasure search around features, furniture, fallen monsters and the room edges (walls) rather than the empty expanse in the middle)
*Scrap the Search for Traps and Secret Doors actions
*Modified the Disarm traps activity to be a Detect & Disarm activity that is applicable to found unsprung traps only (and not hazards that result from traps like pits and falling blocks), but to avoid complications from the way this is change is implemented in the US edition, the Detect and Disarm activity both finds and disarms (or sets off unsprung traps) so that they don’t have to persist in a found but unsprung state, the activity is all resolved one way or the other through a single roll.
*Expand this Detect and Disarm option so instead of being limited to only the Dwarf (or a Hero with the Toolkit), it becomes an option for ALL Heroes, but the Dwarf (or a Hero with the Toolkit) is better at it. This gives non-Dwarf Heroes something else to do, increases the reasons for buying the Tool Kit – and makes it useful for the Dwarf too
*Added mention of Traps and discovering Secret Doors through movement to Book of Exploration
*Added mention of Traps and Secret Doors as part of Book of Searching
*Once a pit trap is sprung Monsters treat the resulting hazard ‘the pit’ the same as Heroes
*Added the Jumping Attack rule to better resolve jump/attack combo if the square on the other side of a pit trap is occupied by a foe