Kurgan wrote:Yeah I suppose we could start selling "coil of fine rope" (DragonStrike) at the Armory that lets you step into and out of a pit trap safely or something.
The Dwarf in WHQ starts with a rope to get Warriors out of pits...
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Kurgan wrote:Yeah I suppose we could start selling "coil of fine rope" (DragonStrike) at the Armory that lets you step into and out of a pit trap safely or something.
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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Davane wrote:The Dwarf in WHQ starts with a rope to get Warriors out of pits...
Davane wrote:In WHQ, pit traps weren't something that you could find on a map - unless the GM put it there, a pit trap was a random event, either by card or table, that stated that you could use the Dwarf's Rope to get out of it. If placed by the GM, the GM could say whatever was reasonable...
Of the various example actions in the roleplay version, there was an Make Rope action...
> C - CLIMB OUT
YOU ARE NOT IN A PIT. HOWEVER, THAT CAN BE ARRANGED.
iKarith wrote:Davane wrote:The Dwarf in WHQ starts with a rope to get Warriors out of pits...
Do WHQ rules say anything about using the rope to carefully climb into the pit instead of trying to jump into it? I guess in WHQ that would not be necessary as passages are double-wide in WHQ, unless pit traps are too.
I dunno, I've never seen WHQ pretty much ever—in fact I checked a couple FLGS sites and they don't even sell Citadel paints. It's all Army Painter.
Seriously, Army Painter? I don't actually know anybody who recommends Army Painter paint, save for their washes, in a "if you wanna save some money at the cost of having it take a day and a half to dry, this stuff looks good and is comparatively dirt cheap." I've heard that Reaper paints are good for n00bs, that Citadel makes a basic paint job pretty easy and a complex paint job quite achievable—all at a cost, that P3 and Vallejo are make many excellent paints for a great price but maybe aren't as good for new painters… And if you say Army Painter, people seem to just chuckle and say, "I mean, if it's all you can get, it's all you can get…"
First world problems, but … I have the Internet. Theoretically I can get anything else, but I'd rather fund my FLGSes if I can. I think it's gonna mean having them order stuff though, and that's always a PITA.
So anyway, I've never actually seen WHQ, the original, any of the "limited release" newer games (LOL), none of it.
Kurgan wrote:I forgot since they automatically jump traps (don't need to roll) and never take damage from them, a monster would never "try" to jump over a hero, fail and fall in, and then be "standing on his head" in that scenario. If a monster voluntarily enters a pit, he doesn't take damage, but he then has the same disadvantage as a Hero would from within a pit if he stays there to attack/defend.
The choice then becomes whether the "hero in a pit" is an impassable square for a monster, or not (or the monster in the pit is passable for a hero). I'm inclined to say they probably didn't intend for it to be passable, but if it was, no big deal? After all, under Zargon's control, monsters can do whatever he has them do, they're not acting on instinct to always attack the nearest target.
Kurgan wrote:The hero jumping over a monster (in a pit) scenario presents a difficulty, because the hero COULD fail and then land on the monster. What happens then?. . .
Kurgan wrote:. . . And as another aside, despite what the NA rules explicitly say, there is absolutely no point in searching a "pit room" for secret doors. I guess you could contrive some custom scenario where the Hero was forced to fall into a pit, and couldn't get out, but could find a built-in secret door, that I guess would either teleport them to some other location on the board or reveal a secret, subterranean level on another board?
Daedalus wrote:Kurgan wrote:. . . And as another aside, despite what the NA rules explicitly say, there is absolutely no point in searching a "pit room" for secret doors. I guess you could contrive some custom scenario where the Hero was forced to fall into a pit, and couldn't get out, but could find a built-in secret door, that I guess would either teleport them to some other location on the board or reveal a secret, subterranean level on another board?
A pit trap with a secret door could serve as an intelligent way for Zargon to hide a treasure room, since a monster can access the room without penalty out of game. On the other hand, the Heroes aren't likely to search for secret doors in a pit trap, but there is a good chance they will either disarm, avoid, or fail to discover the pit trap. These likelyhoods should hide optional treasure effectively and can even cause the failure of a Quest objective if the Heroes aren't persistent.
Nice idea for a thread, Kurgan!
Davane wrote:You seem to call BS on a lot of things, iKarith...
Davane wrote:Personally, I wouldn't think of looking for secret doors in a pit trap, unless the pit trap was in a weird location, or there was nowhere else to go.
I believe WD had an AHQ quest that featured a secret door in a pit trap. Can't recall off the top of my head, but GW was notorious for stuff like that. They knew how to make things challenging, that I imagine iKarith would call BS on, like putting a chasm right in front of a quest room, so you had to jump over it before you could enter (instant death if you fail) and there was only room for one model in the doorway. WHQ often pulled similar shenanigans with published quests.
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