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"Action! Heroquest" Weekly Rundown

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Re: "Action! Heroquest" Weekly Rundown

Postby chaoticprime » Sunday October 27th, 2013 1:49pm

knightkrawler wrote:I don't think it's a cheap shot.
Mind you that the Pass Through Rock spell was designed with the rule that you may not move through any square more than once per turn.
This effectively makes the spell a risk similar to the spell using chaoticprime's mod, outweighing the lack of the original UK rule aforementioned in the NA rules.


Yes. Gabriel got killed because he got greedy. In the years I have used that rule, there have been two accidents resulting in death. You always stick to less than seven squares.


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Re: "Action! Heroquest" Weekly Rundown

Postby el_flesh » Sunday October 27th, 2013 9:57pm

Bullcrap. There's no reason you shouldn't be able to move over the same square in normal or pass thru rock movement. Rules for balance might be nice for the anal retentive DMs but not for us!
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Re: "Action! Heroquest" Weekly Rundown

Postby knightkrawler » Monday October 28th, 2013 1:51am

el_flesh wrote:There's no reason you shouldn't be able to move over the same square.


Of course it's bullcrap. But it WAS AN OFFICIAL RULE and because it's bullcrap IT WASN'T ANYMORE when the second EU edition came out.
However, the rule did have its pros. Think about heroes entering rooms. I playtested it and the only concern me and my players had was the lack of plausibility, as seen in your direction.
How one handles Pass Through Rock is a different matter entirely.
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Re: "Action! Heroquest" Weekly Rundown

Postby el_flesh » Monday October 28th, 2013 8:42am

Sure it's plausible. The spell last for the full movement - making the player intangible. He can go wherever he likes, in and out of rooms; he even sees each and every step, exactly where he is. I don't even know if the rules for regular moving allow backtracking even thru doors or not. Rules are for 10 yr olds who don't yet know how to balance games fairly.
I sure don't shove restrictions down the throats of my players - or monsters if it comes to that.
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Re: "Action! Heroquest" Weekly Rundown

Postby Goblin-King » Monday October 28th, 2013 9:00am

huh!? Am I the only one who actually like the no-square-twice rule?
We can all agree that it doesn't make sense in a real life/roleplaying way, but I like how it affects the gameplay as a rule.
It helps the game progress a little more. You can't peep around a corner and then just flee.
You can't enter a room and then just leave again.
This way the heroes are more likely to burst ahead and attack instead of fleeing and regrouping and optimizing their attacks. Groups of monsters have a better chance of getting a couple of hits in.
The game is already made to give the heroes the upper hand. This rule is a small consolation to the evil Wiz. For me it makes very much sense as an abstract rule.

Was this rule removed in newer releases? I think we only ever got one version in Denmark.

Under normal rules I would always allow the magic user to roll for movement before casting PtR.
The wizard in particular is kinda underpowered and spells are one use only. I want the spells to matter - especially the utility spells. I wan't to motivate the heroes to actually use them.


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Re: "Action! Heroquest" Weekly Rundown

Postby knightkrawler » Monday October 28th, 2013 9:38am

Goblin-King wrote:We can all agree that it doesn't make sense in a real life/roleplaying way, but I like how it affects the gameplay as a rule.


I concur wholeheartedly. Much more open play. Yet we as a group and me as a megalomaniac dungeon boss decided against it.
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Re: "Action! Heroquest" Weekly Rundown

Postby TMU » Monday October 28th, 2013 9:50am

Goblin-King wrote:huh!? Am I the only one who actually like the no-square-twice rule?
We can all agree that it doesn't make sense in a real life/roleplaying way, but I like how it affects the gameplay as a rule.
It helps the game progress a little more. You can't peep around a corner and then just flee.
You can't enter a room and then just leave again.
This way the heroes are more likely to burst ahead and attack instead of fleeing and regrouping and optimizing their attacks. Groups of monsters have a better chance of getting a couple of hits in.
The game is already made to give the heroes the upper hand. This rule is a small consolation to the evil Wiz. For me it makes very much sense as an abstract rule.

I like it too, for the exact reasons you just said :)
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Re: "Action! Heroquest" Weekly Rundown

Postby The Road Warrior » Monday October 28th, 2013 10:09am

Goblin-King wrote:huh!? Am I the only one who actually like the no-square-twice rule?

No, I like it as too

Goblin-King wrote:Under normal rules I would always allow the magic user to roll for movement before casting PtR.

Well technically I don't think you should, rolling the red dice is listed under the movement part of a Heroes turn so I think you could argue this is movement-action-movement which isn't allowed. But I allow this spell to be cast the same way you do, might as well make the most of those spells ;)
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Re: "Action! Heroquest" Weekly Rundown

Postby knightkrawler » Monday October 28th, 2013 10:13am

I require keeping the movement roll and moving together. Any other way is definitely against one of the first and most important game props.
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Re: "Action! Heroquest" Weekly Rundown

Postby Goblin-King » Monday October 28th, 2013 10:22am

We play that the movement roll is a "start of turn" event. You roll the dice then decide if you want to action/move or move/action.
But actually I think it's (yet another) one of those things where the rules just aren't very specific.
WHEN exactly do you roll your movement dice? I'd say that just rolling the dice isn't moving.


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