WALL-OF-WORDS ALERT!GimmeYerGold wrote:I wanted to revive this thread to address a question I haven't seen discussed elsewhere:
HOW do you throw a weapon? The description of a throwable weapon says "this weapon can also be thrown" etc., implies that an attack action is required to throw the weapon, but it isn't explicit to the extent of how that happens.
Is the weapon thrown from the hand that is holding it, or directly from the inventory, not interfering with what the hero is holding as their weapon or shield?
If the idea of a "equipped" weapon comes to mind, one way to play it is the weapon must first be equipped by the Hero to be thrown, and then the hero is unarmed after throwing the weapon.
I ask this question because in my ruleset, changing equipment is an action, and recovering a lost thrown weapon is an action (similar to searching for treasure, it cannot be performed normally while a monster is present), so knowing if a hero must first equip a weapon to throw it, and if a hero must equip another weapon afterwards to be armed again is useful knowledge....
I used the same search for treasure to recover thrown weapons, but expanded it to any search so that a thrown weapon could also be recovered in a corridor using the NA rules.
I hope you consider throwing more than 1 dagger as a single equip of a weapon. If not, the poor Wizard or any Hero will lose a lot of turns for small attacks. A crossbow doesn't have this limitation. I guess you could count reloading a crossbow as equipping separate bolts if you wanted to tone it down instead.
GimmeYerGold wrote:How do you play it, and how do the particulars of thrown weapons make sense or fit into custom rules for you?
How I interpret arming and unarming weapons:
- a weapon must be armed in an available hand to use
- weapons or other equipment may be dropped in addition to other activity, such as arming
- a dropped weapon may be picked up if no monsters are visible
- a thrown weapon may be picked up as part of any search action
- an armed weapon may be exchanged with a stored weapon if no monster is adjacent
- a weapon may only be exchanged/armed during a Hero's turn
- exchanging/arming a weapon is in addition to one of the 6 actions
I extrapolated from the BQP rule governing the passing of equipment to arrive at #5.
More about #6 and #7:
NA Instruction Booklet p. 12 wrote:On A Hero's Turn
As a Hero, you may move and then perform an action, OR you may perform an action and then move. You may not, however, move part way, perform an action, and then finish your movement....
A Hero's Turn consists of two discreet parts, movement and an action. (Actually, this being Hero Quest, search actions assume movement of the Hero, but not the figure.) The actions and movement are both essential for dungeon crawling, so their interaction is explicitly governed within a Hero's turn. The 6 actions are also exclusive to each other. By this I mean only one action may be performed each Hero turn. A single action may be made up of smaller parts, however, such as finding multiple traps, secret doors, or treasures. Casting an extra spell or attacking twice is also possible with the aid of magic or artifacts.
Since I think of throwing and exchanging weapons as nonessential options for dungeon-crawling, I choose to include arming a thrown weapon (or any weapon) in addition to the 6 actions rather make it an action. However, some of the same principles that apply to actions also work for readying weapons.
NA Instruction Booklet pp.12-13 wrote:Hero Movement
...
Looking And Opening Doors
...Looking is NOT one of the 6 actions.... Opening a door is also NOT one of the 6 actions. Both "looking" and "opening doors are simply considered to be additional things you at do on your turn.
...
Important: Getting caught in a trap, drinking potions, and picking things up also do not count as actions. They can be done at any time during your turn.
Less essential things are also possible in a Hero's turn. Those things governed by movement only, such as looking and opening doors, may be done any number of times in a Hero's turn. Other things that can happen either during movement or during an action, such as getting caught the in a trap or picking things up, suggest exclusivity to each other within a Hero's turn, as with actions. The exception is drinking potions; more than one may be drunk in a turn and they may be drunk at any time (p.17.)
Looking and opening doors are cited under movement and necessarily happen during the movement part of a Hero's turn. As movement may not start before
and continue after an action, these additional activities may not occur either before an action-then-movement sequence or after a movement-then-action sequence.
Getting caught in a trap can occur both while failing to disarm a trap (an action) and during movement when springing a hidden trap. Similarly, picking things up can occur both when searching for treasue (an action) and as part of movement when carrying a chest. Both of these activities can be done at any time during a Hero's turn to allow for either action or movement possibility. This means a Barbarian may move into a room with a chest, search for treasure, and then pick up the chest, all on the same turn.
Which limit is best for arming a weapon: during a Hero's movement, or at any time during a Hero's turn? I'd say for simplicity
at any time during the Hero's turn is best. This choice is supported by matching the criteria for "at any time during your turn": a weapon could logically be armed both as part of movement and also part of back-to-back attacks with no intervening movement.
Two examples:
An Elf armed with a shortsword and shield, but carrying some daggers, rounds a corner. He reveals a Fimir lurking a bit further than he can reach. He swaps his sword for a dagger and throws, wounding the monster. The Fimir closes and attacks. The Elf then readies his shortsword to finish the battle.
A Barbarian with a battle axe is holding open an escape route against several monsters in an outer corridor, but his Body Points are dangerously reduced in the process. After attacking with the battle axe one last time, he drops it and arms himself with a shield for the following attack. On his next turn he arms himself with his starting broadsword to finish the fight. If he flees, her loses his battle axe, but should he win he may recover the weapon as part of a search.