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Daedalus wrote:I'm guessing there were a lot of rolls on the matrix. Do you remember approximately how many? How did the players respond to the added pressure?
We used this idea on the "Into the sewers" board I explained about, as there were few traps in the quest. I guess if you look at each quest in the HQ books, you can roughly tell how many rolls there would be, by the number of empty rooms & passages the heroes pass through.
Also, I'm not exactly clear on how you used it: If a wandering monster card was drawn from the treasure deck, did you roll on the matrix instead?
No, only when nothing was about to happen on the GM turn
Likewise, if a trap was marked on a square on the map, do you mean to say that you would change triggering the trap to a roll on the matrix?
No, only when nothing was about to happen on the GM turn
What kind of trap did you use for a trap matrix result?
See the matrix, 5 spear trap, 6 pit trap.
My confusion probably results from my limited familiarity with the European rules set.
Daedalus wrote:That clears things up for me. I think selectively adding some pressure to certain Quests sounds cool. If there's enough going on to keep the entertainment value geared up, then an optional rule isn't really needed to cover for it. An experienced Morcar/Zargon with some game sense goes a long way. Having additional tools to do the job just helps Morcar/Zargon get things done in a better fasion.
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