Re: Fighting in Doorways
Posted: 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...
Dedicated to Ye Olde "Agin's" Inn and the fantasy board game HeroQuest
http://forum.yeoldeinn.com/
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...
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 cynthialee!
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.cynthialee wrote:Thanks but I would not make all doors close.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 cynthialee!
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.
I did that in my pbp. It makes perfect sense, just a little less simple.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.