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Fighting in Doorways

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Fighting in Doorways

Postby cynthialee » September 11th, 2017, 11:10 am

A pit trap in front of the door will prevent this. Can't 'fight from a doorway' when you are 8 foot down in a pit...
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Fighting in Doorways

Postby Anderas » September 11th, 2017, 2:19 pm

cynthialee wrote:A pit trap in front of the door will prevent this. Can't 'fight from a doorway' when you are 8 foot down in a pit...

That's a nice one! :D


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Re: Fighting in Doorways

Postby cynthialee » September 11th, 2017, 2:33 pm

Thanks.
:)

Special quest note doors that close shortly after being opened. To maintain the door open one must take action to keep the door open and not move or allow for more advanced dungeoneering and let them spike a door open. But you can't take action to spike doors when a monster is present of course much like you can't explore for treasure in the presence of monsters.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Fighting in Doorways

Postby Gold Bearer » September 12th, 2017, 9:21 am

Hmm, maybe the doors close at the end of every turn and you can't shoot but can attack on a turn that you open a door. That's simple enough as a rule, I just don't see old wooden medieval doors having springs so it would be a bit odd if all doors did it in every quest, shame.
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Re: Fighting in Doorways

Postby cornixt » September 12th, 2017, 9:39 am

Old doors used to have an angle on the hinge, so the weight of the door would cause it to swing closed - no spring required. Don't see them much these days because doors are generally not heavy enough.


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Re: Fighting in Doorways

Postby Gold Bearer » September 12th, 2017, 9:44 am

It's settled then. :) My doors all close at the end of every turn and you can't shoot in a turn that you open a door but you can chuck stuff.

Big |_P cynthialee!
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: Fighting in Doorways

Postby cynthialee » September 12th, 2017, 11:19 am

Gold Bearer wrote:It's settled then. :) My doors all close at the end of every turn and you can't shoot in a turn that you open a door but you can chuck stuff.

Big |_P cynthialee!


Thanks but I would not make all doors close.

I use open doors to hide monsters that flee sometimes. Then when I get a number of monsters built up I will come for the heroes with a war party.
Just because a wandering monster is pulled or monsters are discovered is no guarantee there will be a fight...If I see a chance to escape and hide in a previously explored room...I am taking it.
Once I round a corner and I am no longer visible I remove the monster from the map and track his movement on the game notes map.

{we also play that if I can get a single (Green Skin or Chaos Knight) monster to the stairwell I can return in 2 turns with 1-3 more monsters of the same type}

A combination of all the above ideas can prevent door camping.
When you can you hide monsters from LOS forcing the heroes to advance.
When you can you rearm your monsters with spears. (for those who use that particular EW Card in their EW Deck)
Pit trap Doors.
Give occasional monsters spells.
Thrown Oil.
Self closing doors. (Springs have been in use for eon...not an issue and as was mentioned above you don't need springs when you have an angled hinge.)
Give monsters archery weapons.
Give monsters knock back weapons.

Remember...the Quest Notes over-rule any game rules. If the pre written dungeons are below the skill set of the players then up the power levels and challenges. Make notes/rules in the Quest Notes that make things difficult for door campers.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Fighting in Doorways

Postby Anderas » September 12th, 2017, 12:22 pm

Not to forget double doors and monsters that pass through Heroes. I would say this thread is a great reference now. You can use something different each time so that it doesn't become boring.

I have yet another one.
The giant spider.

It attacks with it's spider silk from up to 8 fields away. Roll 3 dice. If a skull is rolled, move one hero under the spider. The hero is now under the sleep spell.
The spider may also attack normally, of course. Feel free to invent monster stats for this baby. :)

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Re: Fighting in Doorways

Postby cynthialee » September 12th, 2017, 12:55 pm

I can't use giant spiders. One of my players really loses composure and kind of freaks. Spider phobia.
I am not looking to trigger a trauma response in a player...

Now when this particular individual is not with the crew I would love it! Drag them off to my lair. ...Because if I capture a hero I am not sticking around to battle them all...My spider has diner. Peace out bitches.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
cynthialee

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Re: Fighting in Doorways

Postby Gold Bearer » September 13th, 2017, 5:29 am

cynthialee wrote:
Gold Bearer wrote:It's settled then. :) My doors all close at the end of every turn and you can't shoot in a turn that you open a door but you can chuck stuff.

Big |_P cynthialee!
Thanks but I would not make all doors close.

I use open doors to hide monsters that flee sometimes. Then when I get a number of monsters built up I will come for the heroes with a war party.
Just because a wandering monster is pulled or monsters are discovered is no guarantee there will be a fight...If I see a chance to escape and hide in a previously explored room...I am taking it.
Once I round a corner and I am no longer visible I remove the monster from the map and track his movement on the game notes map.

{we also play that if I can get a single (Green Skin or Chaos Knight) monster to the stairwell I can return in 2 turns with 1-3 more monsters of the same type}

A combination of all the above ideas can prevent door camping.
When you can you hide monsters from LOS forcing the heroes to advance.
When you can you rearm your monsters with spears. (for those who use that particular EW Card in their EW Deck)
Pit trap Doors.
Give occasional monsters spells.
Thrown Oil.
Self closing doors. (Springs have been in use for eon...not an issue and as was mentioned above you don't need springs when you have an angled hinge.)
Give monsters archery weapons.
Give monsters knock back weapons.

Remember...the Quest Notes over-rule any game rules. If the pre written dungeons are below the skill set of the players then up the power levels and challenges. Make notes/rules in the Quest Notes that make things difficult for door campers.
Great ideas if you want to mix it up but I'm after a simple fix so I don't have to worry about it again in every quest I make. I think the door closing is the best option, it just needs to be worded right. They don't fully close, so you don't have to replace open doors with closed ones but they close enough that you can't shoot through the door. Not being able to shoot through doors is actually a rule from advanced HQ that I forgot about.


Edit:
cynthialee wrote:Once I round a corner and I am no longer visible I remove the monster from the map and track his movement on the game notes map.
I did that in my pbp. It makes perfect sense, just a little less simple.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
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