by Kurgan » Wednesday February 7th, 2024 12:26pm
The official rule books told the heroes to block doorways and use diagonal strikes to maximize their attacks on enemies through doorways. If it's a flaw, it was an intentional one. It's just playing smart, much in the same way as Zargon will attack with one monster, then move that monster out of the way so the next monster can attack, focusing attacks on the weakest target when possible. Similarly, the placing of trap tiles on the opposite square of an open door (therefore undetectable) is also intentional and favors the Zargon side (the NA team in 1991-92 thought of adding a blind jump mechanic to let heroes leap even through doorways to have a chance to anticipate and avoid such traps but it was left on the cutting room floor).
Avalon Hill reacted to the first criticism (and other feedback) in Rise of the Dread Moon... Specters (and Wraiths) can pass through walls, enemies, and other solid objects. Plus their body points resist non-magical attacks (black shields are hits against them rather than skulls; magical weapons and spell attacks act normally) and their own magical attacks bypass armor (based on the notion that heroes get so much armor they're really hard to hit). At first they considered the idea of giving monsters the ability to open doors but decided against it. If memory serves there was also at least one spell (for the heroes anyway) that lets you "push back" characters. If the bad guys had such an ability they could do the same.
My personal take is more to give the monsters some of the same tools as the heroes if they seem to be always thwarted, for instance we already have examples of monsters armed with spears or staves (see ATOH) and evil halberdiers (see BQP) who can strike diagonally, or the "advanced Skeletons" with this same ability added in the companion app more recently. Monsters with ranged weaponry or the ability to have higher defense (such as blocking with white shields or with skulls, or a single black shield blocking all skulls) have also been thought of and we can draw from these examples. A more rare example is where a monster (usually a boss/named character) can put other creatures on alert, such as by activating nearby rooms (who will flank the heroes who were blocking the door, in theory, or at the very least, force them to split up to cover both areas).
I am not of the opinion that the monsters and heroes should be absolutely equal. If that were the case then the game would change to a dueling gauntlet where every fight could be the last... (maybe someone would enjoy that more, but it's completely changed from the original versions) plus you run into the issue where now you have to reduce the monsters to equal the number of heroes. Originally it was simulating what you see in video games and movies, where the small elite force goes up against a vast, but inferior force of monsters, with a final "boss" bad guy who is a bit stronger than the others. Through teamwork and determination (and a little luck) the good guys can triumph... but mess around and split up, their chances go down.
It all depends upon what you want to do, but I think the official releases ('89-'92) do contain many suggestions (mentioned above) that can already be used to try to negate what some consider to be cheap (though legit) tactics.
One of the oldest complaints of veteran players (or from people who remember the game) is "it was too easy." They are only talking about the game system (after you've survived the trial and are dedicated to working together). The later expansions increase in difficulty, until we reach the pinnacle of ridiculousness, the Frozen Horror (which AH valiantly tried to fix with "Into the Northlands" and some new things in the companion app, though to me these are just the beginning of the fixes). Yes, you can still block doorways, but going against Monsters with double attacks, ones who can steal items, and other who can "hug" heroes throws a big monkey wrench into the strategy of having the barbarian stand in the way all the time.