Re: Potions, Traps and Throwing Weapons
Posted: February 24th, 2016, 3:26 am
(just spotted that icon)
1.Potions
Agreed that drinking (quaffing is much more dramatic) a potion at any time seems a little generous but as the group that I host include players ages 6, 9 11 it would be mean to change that and the same applies for not allowing a Hero with zero body points to quaff a potion, but with a more mature audience then perhaps, quaff on your turn only makes more sense.
2.Traps Through Doorways
In our house rules (link below) searching and traps are handled differently so this situation doesn't arise, in essence;
Replace one of the red six sided dice with a die of another colour. When a player moves onto a square containing a trap (or trigger for a trap or similar device) then check the score on the red die if it is a 5 or 6 then tell the player that they have spotted a trap on that square and have managed to avoid triggering it, otherwise the trap is triggered (certain characters such as the Dwarf and Thief types may get a bonus +1 to this roll, and you get a bonus +1 if actively searching).
3.Throwing Weapons
We play "Throwing weapons are only lost/damaged beyond repair if you miss i.e. all shields on your attack roll, but otherwise can be recovered by moving to the target square or automatically if the area is searched." This encourages the use of throwing weapons and therefore actually increases the gold drain for Heroes as 'throw it and lose it' tends to translate into 'don't throw it'. This method also means the cheaper weapons such as daggers that roll less dice are more likely to be lost / damaged beyond repair which seems appropriate.
1.Potions
Agreed that drinking (quaffing is much more dramatic) a potion at any time seems a little generous but as the group that I host include players ages 6, 9 11 it would be mean to change that and the same applies for not allowing a Hero with zero body points to quaff a potion, but with a more mature audience then perhaps, quaff on your turn only makes more sense.
2.Traps Through Doorways
In our house rules (link below) searching and traps are handled differently so this situation doesn't arise, in essence;
Replace one of the red six sided dice with a die of another colour. When a player moves onto a square containing a trap (or trigger for a trap or similar device) then check the score on the red die if it is a 5 or 6 then tell the player that they have spotted a trap on that square and have managed to avoid triggering it, otherwise the trap is triggered (certain characters such as the Dwarf and Thief types may get a bonus +1 to this roll, and you get a bonus +1 if actively searching).
3.Throwing Weapons
We play "Throwing weapons are only lost/damaged beyond repair if you miss i.e. all shields on your attack roll, but otherwise can be recovered by moving to the target square or automatically if the area is searched." This encourages the use of throwing weapons and therefore actually increases the gold drain for Heroes as 'throw it and lose it' tends to translate into 'don't throw it'. This method also means the cheaper weapons such as daggers that roll less dice are more likely to be lost / damaged beyond repair which seems appropriate.