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Kurgan wrote:
General Tweaks and adjustments and my own interpretations of things:
Courage spell goes into effect immediately but it checks at the beginning of that hero's turn to see if he can "see" (have Line of Sight to) any monsters to keep it going. This means I let that hero wipe out the monsters he can and then rush into the next room/corridor to try to see more monsters.
Crossbow: I don't allow it to hit the eight surrounding squares of the character wielding it, but those out from those squares within line of fight.
Regarding Line of Sight in general I say that it is not blocked by "low" furniture (tables, treasure chests). I waver back and forth between whether it should be blocked by tombs and sorcerer's tables. Furniture always impedes movement for me (unless you use an Uncommon Feat or some magical means to bypass it).
When looking through an open doorway with a corridor parallel to you, I say that you don't see the entire corridor (until you step out into it) but just the three squares traced from your figure out the door.
Unthreatened Movement:
I liked this idea and so when there are no monsters on the board heroes MAY move up to 6 squares (if they're a 1 red die hero) or 12 (if they're two). I didn't insist on it at first but the heroes have kind of worked out that if monsters appear while they are moving, they roll their normal dice and then subtract any squares they've already moved from that total (if they've already gone over, they stop). "Celerity" (Elven Potion of Speed) adds 12 squares of movement to whatever they normally get.
"Uncommon Feats"
Once per turn a Hero may suggest something that is technically not allowed or defined in the rules, but might be plausible within the fictional world that game takes place in. If Zargon approves (and lately as Zargon I have stipulated a penalty of some kind for failure, and the harder the feat the more dangerous the penalty, or if I suspect that the hero is abusing it) then they roll 1 combat die... a skull being success and anything else being failure. Maybe you want to leap up on top of the table to attack the monsters on the other side with a surprise attack (perhaps with a bonus die), but if you fail, you fall down and they get to attack you instead (maybe you defend with one less). More rarely I'll employ "Villainous Feats" wherein a monster gets an opportunity to do something, again, plausible, in response to something broken in the game or to subvert some advantage the heroes have taken. An example is the heroes revealing a room full of monsters and then refusing to ever enter that room, I might roll to see if the lead monster can bash the door down.
Upgrade system
I really wanted an excuse to use those "German Colored Dice" (Or "Power Dice" as they are popularly called now), so I came up with some ways.
Read more about it in this thread.
I house ruled the "disguises" a bit in Rise of the Dread Moon (partially because I didn't understand exactly how they were intended to work at first, and then kept up with it because it was more interesting to me). Basically a monster (who isn't instantly stealth killed while you're in disguise) rolls to see if they become suspicious about you when you enter line of sight (roll a skull on one combat die) and begin to follow you, maybe block your path. If they witness you attacking another monster, they will then proceed to attack that hero when they are able. If monsters are just milling around, I would have these "suspicious" monsters move to where those monsters were to make them "roll for suspicion" as well. At a certain point I had a large mob following the heroes until they were cornered. That was fun!
Most recently when we use Animal Companions (until recently I forced there to be 4 heroes if the quest was written with that in mind, but now I give them the option to use animal companions for those quests that were built with them in mind if there are less than four), I have applied the "Heroic" incapacitated rules to them (but not the heroes). When it comes to the Animal companions AND the Ogre Mercenaries (whom I allow to be "bribed" with Ogre Grog into serving the heroes not just with regular gold) I allow them to regain a lost body point by killing an enemy since they're all carnivores (or as with Ogres, just not too picky about what they eat) with the exception of the undead.
Kurgan wrote:Courage spell goes into effect immediately but it checks at the beginning of that hero's turn to see if he can "see" (have Line of Sight to) any monsters to keep it going. This means I let that hero wipe out the monsters he can and then rush into the next room/corridor to try to see more monsters.
Kurgan wrote:Crossbow: I don't allow it to hit the eight surrounding squares of the character wielding it
Kurgan wrote:Regarding Line of Sight in general I say that it is not blocked by "low" furniture (tables, treasure chests). I waver back and forth between whether it should be blocked by tombs and sorcerer's tables.
Kurgan wrote:Furniture always impedes movement for me
Kurgan wrote:When looking through an open doorway with a corridor parallel to you, I say that you don't see the entire corridor (until you step out into it) but just the three squares traced from your figure out the door.
Kurgan wrote: Unthreatened Movement: I liked this idea and so when there are no monsters on the board heroes MAY move up to 6 squares (if they're a 1 red die hero) or 12 (if they're two). I didn't insist on it at first but the heroes have kind of worked out that if monsters appear while they are moving, they roll their normal dice and then subtract any squares they've already moved from that total (if they've already gone over, they stop). "Celerity" (Elven Potion of Speed) adds 12 squares of movement to whatever they normally get.
cardcardigan wrote:I cannot quite settle on movement. I don't like the spread of 2-12, I also don't like the initiative system dissolving when I try to add any consistency with characters moving a set number of spaces a turn, even with a roll added on.
I don't even really like the initiative system as it is because a hero can mostly cross any of the rooms in the game on a roll of three or four, and most fights occur by far in a room with one exit. The chance of a low move roll doesn't let the monsters have a free turn very often (hell, they aren't even on the board all that often if you follow base game rules and play methodically) for me to see the use in rolling constantly. I get splitting movement and combat and this might be one of the best "solutions" without changing a lot of the base game.
I have been toying with some kind of group initiative, like in old school DnD. Anytime monsters are encountered, each side rolls a D6. The larger group gets -1, so does any group with platemail present. Certain factors can give you a bonus, like if you're sneaking, or you picked the lock on a door instead of bashing it open (I have been toying with a lot of extra rules too).
Bareheaded Warrior wrote:
Nope, this arises from a misunderstanding around the difference between "seeing" and "LOS". LOS is the one with the narrower definition that allows missile weapons to be targeted, "seeing" is the one with the wider definition that covers what is placed on the board. That said the NA remake caused this misunderstanding, not you!
Kurgan wrote:I guess I'm of the mind that if your character can see it, your character can hit it. I know there's levels here... there's stuff that's placed out on the board (which your character may not be able to reach), the stuff that's nearby but you don't have clear "line of sight" to target with a spell or missile attack (other figure, block tile, or "tall" furniture in the way), and everything else you can target.
Bareheaded Warrior wrote:This is why, in the example, the Dwarf can see and hit monsters A and C (so they are placed on the board), can see but not hit monsters B and D (so they are placed on the board), cannot see or hit monster F (so it isn't placed on the board), but interestingly (point 2) cannot see or hit monster E and yet according to the rules monster E IS placed on the board!
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