Bareheaded Warrior wrote: discussing holding a door shut, remember that doors once opened cannot be shut but remain open for the rest of the game,
I never was happy with the 2d6 system for Strength related actions or Brawling because it was to much math for something that should be resolved with a single Die, preferably a single CombatDie.
Similar to your
Barb +3, Dwarf +2, Elf +1, Wizard +0
I had forgotten about "Moving Furniture" all together but now that I settled on this Unarmed Combat system....
You take Four

s worth of unarmed damage before losing a BodyPoint.
HEROSBarbarian/Dwarf =
3CDice.
Elf =
2CDice.
Wizard =
1CDie.
MONSTERSGargoyle, CWarrior =
4CD.
Fimir/Mummy =
3CD
Orc/Zombie =
2CD
Goblin/Skeleton =
1CD
I might as well try to integrate it with Strength/athletic related activities.
HOLD DOOR SHUTThe Wizard opens a door & sees a ChaosWarrior he doesn't want to fight till the other Heros arrive.
He closes the door & rolls
1Skull with his
1CD strength.
It's now Zargons turn & the CWarrior moves to the door & weakly rolls
1Skull with his
4CD strength to force the door open.
Since it's a tie, the door stays shut till Zargons next turn.
The Barb/Dwarf are to far behind but the Elf runs to assist (adjacent to the door/Wizard) & rolls
2Skulls. There are now
3Skulls holding the door shut.
The Wizard does nothing but hold his grip. Now it's Zargons turn.
CWarrior rolls his other
3CD strength & gets
2Skulls more for a total of
3Skulls. Still a tie so the door stays shut.
The Barb finally arrives next to the Wizard & could help hold the door shut, but instead wants some action.
The Elf lets go of the door & readys his Shield & LongSword. The Wizard lets go of the door & takes off running!
The CWarrior opens the door, steps into the hallway & attacks the Elf but realizes its the Heros turn now & the Barbarian is behind him with a battle axe, Checkmate!
AlternateThe Wizard rolls a
1Skull & the CWarrior walks over & rolls
3Skulls yanking the door open & slashes at the Wizard with FOUR Skulls damage!
There are some bugs that elude me though since I'm just now thinking about it but its my alternative to "
Peek through Keyhole" which others here on the Forum invented for the Wizard when he's exploring & wants to fight a couple Goblins by himself but isn't sure what's on the other side of the door.
Just thought it would be a cute mechanic to have available if you weren't a fan of
Peek through Keyhole.
It does cause me one major problem though, if its not considered an "Action", can the Elf open the door, throw a 2Att Spear & then Roll to hold the door shut? Idk but that would be funny.
A Potion of Strength could give you a Plus +2CD
strength for the duration you're holding the door?
Makes me wonder if "Rescue of Sir Ragnar" could require the Heros to hold a door shut thats filled with monsters & its up to the players to decide who stays to hold the door or to get Sir Ragnar out!
The only other thing I can think of for a hero to do when exploring is:
LISTENINGhttp://forum.yeoldeinn.com/viewtopic.ph ... fa#p125050 from my MindPoint uses thread.
As for Moving Furniture:
Bareheaded Warrior wrote:The board has various rooms of different shapes and sizes but they are none-the-less fixed, however a Quest designer can use furniture placement to control and limit movement, effectively changing the shape of the room. This is an important 'tool' for Quest design and modifying this rule may break a number of Quests.
This is probably the best reason I've ever heard of but I only see three ways of it being of use to Zargon though:
1# Funnel Hero's into traps.
2# Monsters with missile weapons last longer.
3# Helps the Boss live longer when all his minions are dead.
You could accomplish alot of this with a few well placed open PitTraps or a monster protecting the "missile firing" monster though.
I'd have to see how many rooms I could manipulate in Zargons favor like that before I'm certain that furniture isn't an out right detriment to Zargon given that monsters usually do better when they "swarm" a Hero.
Ive changed my mind about moving furniture though because Hero's could use it to bottleneck monsters & that aint good. Unless it was a spell that could only be used once a Quest like:
Genie?:
A contested MindPoint battle between Zargon & the Wizard over control of furniture? Lol. Could be interesting.
The TABLEFlipping a Table on its side so that it only takes up 3squares allowing more room for combat seems absolutely reasonable as long as it isn't used to Bottle Neck enemies (Zargon decides which way it lands).
Roll
1 Skull with your "Strength" CombatDice.
Two players standing on the Table seems cool as long as monsters can do it. Wish it added a bonus though.
BOOKCASEAllowing it to be "tipped over" to injure enemies would be ok as long as it does very weak damage like 1CD attack damage to each & each monster appears in their square on top of the wreckage.
Or
no damage but the monsters can't Move this turn do to being stuck in the wreckage?
I see this being used mostly for hilarity & I like that, hopefully not causing to much of a mess though.
Roll
2 Skulls with your "Strength" CombatDice & possibly none of this counts as actions.