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Re: Fighting in Doorways

PostPosted: Wednesday September 13th, 2017 5:20pm
by mitchiemasha
cynthialee wrote: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...


More the reason to use them. Bringing to life the reality of the game.

I love this spider idea. It fits perfectly thematically and how amazing does it look. Perhaps the same mechanic would make a good spell for the chaos spell deck (who's going to bite, plenty of spell makers here), Enchantment, Drag, Medevil Tractor Beam, something like that but better.

Re: Fighting in Doorways

PostPosted: Wednesday September 13th, 2017 5:30pm
by mitchiemasha
Gold Bearer wrote:Not being able to shoot through doors is actually a rule from advanced HQ that I forgot about.


Another reason why it''s not a good game. It's a stupid rule. A quick fix to the issue here that they were likely aware of, with little thought or reflection of reality.

"Hey! remember in HeroQuest the issue of doorblocking?" "yeah we'll just stick in a rule you can't shoot through doors" "Sound, that'll fix it!" It's just BS and things like that put off new players, when you try tell them that they can't do something that would seem perfectly fine. That look you get as though you're cheating and making it up.

Re: Fighting in Doorways

PostPosted: Wednesday September 13th, 2017 5:42pm
by mitchiemasha
As for those doors closing... I'd like to see the barbarian smash the things off their hinges. Give them some defence dice.

Re: Fighting in Doorways

PostPosted: Wednesday September 13th, 2017 10:57pm
by cynthialee
!!!

A Revolving Door!

LOL No one can camp that one.

Re: Fighting in Doorways

PostPosted: Thursday September 14th, 2017 9:50am
by cornixt
How about (rough idea):
"Only spears and daggers can attack through doorways without penalty. Other close combat weapons do not have sufficient space to be swung properly so suffer a 2 dice penalty. Monsters do not suffer any penalties for fighting through doorways due to their experience within the dungeon."

Re: Fighting in Doorways

PostPosted: Thursday September 14th, 2017 11:28am
by cynthialee
For an advanced game I could see a ruling made that if you stay in a doorway to block it and fight you sacrifice 1 Defend Dice. Because if you are going to plant your big self in the way and not move to prevent anyone getting past the doorway, you are certainly not going to be able to optimize dodge and parry.

Re: Fighting in Doorways

PostPosted: Thursday September 14th, 2017 11:57am
by knightkrawler
This is a great thread, dudes and dudettes. |_P

Re: Fighting in Doorways

PostPosted: Thursday September 14th, 2017 12:05pm
by Gold Bearer
mitchiemasha wrote:
Gold Bearer wrote:Not being able to shoot through doors is actually a rule from advanced HQ that I forgot about.
Another reason why it''s not a good game. It's a stupid rule. A quick fix to the issue here that they were likely aware of, with little thought or reflection of reality.

"Hey! remember in HeroQuest the issue of doorblocking?" "yeah we'll just stick in a rule you can't shoot through doors" "Sound, that'll fix it!" It's just BS and things like that put off new players, when you try tell them that they can't do something that would seem perfectly fine. That look you get as though you're cheating and making it up.
Well it's either that or have to use a separate fix for every single quest to prevent the game from being completely broken. The problem in AHQ is that they didn't explain it. If the weight of the doors causes them to half close then you'd have to hold open the door with one hand and ranged weapons are two handed so you can't shoot through doorways and it makes perfect sense.

Re: Fighting in Doorways

PostPosted: Thursday September 14th, 2017 1:18pm
by cynthialee
Another fix:
An entire dungeon where the rooms are mystically shrouded so you do not see what is in them until you go in and end your turn in the room. Then and only then can the EWP reveal the room contents. Running in the room and running out will not trigger the room to activate.
And it makes things harder for the designated explorer as they do not get to 'do anything' until their next turn.

Re: Fighting in Doorways

PostPosted: Thursday September 14th, 2017 2:41pm
by j_dean80
cynthialee wrote:Another fix:
An entire dungeon where the rooms are mystically shrouded so you do not see what is in them until you go in and end your turn in the room. Then and only then can the EWP reveal the room contents. Running in the room and running out will not trigger the room to activate.
And it makes things harder for the designated explorer as they do not get to 'do anything' until their next turn.


Or its just dark so Heroes can only see a 6 square radius.