#42 No consistent mechanism for tests that are not combat or damage - RESOLVEDProblem Statement: No consistent mechanism for tests that are not combat or damage
At various points in HQ, player are required to test the outcome of various activities, however outside of combat and damage, which use a similar and consistent mechanism throughout, these other tests use different and numerous mechanisms which is inconsistent and makes the game rules harder to learn for new players and harder to remember for experienced players and harder to homebrew or expand
Examples:
• Jump - Roll a combat die success on a

or

• Disarm (Dwarf) – automatic success
• Disarm (Tool Kit) + Roll a combat die success on a

or

• Strength Test (Stone Doors – AtOH) - roll a number of combat dice and score

. Barbarian 3, Dwarf/Elf 2, Wizard 0
• Defend against Spell (Sleep) - Roll on combat die per Mind Point, success = at least one shield (could mean

or

or both)
• Defend against Spell (Arrows of the Night) - Caster rolls two combat dice, defender rolls as many combat dice as Mind points, shields block skulls
• Defend against Spell (Mind Lock) - as per normal combat except number of dice are based on Mind Points
• Defend against Spell (Dominate) - as per normal combat except number of dice are based on Mind Points and attacker has to score at least
• Defend against Spell (Mind Blast) - as per normal combat except number of dice are based on Mind Points but both use
• Spell Break (Sleep) - Roll a red dice, success
• Spell Break (Mind Lock) - Roll one combat die for each Mind point, success = at least
• Jammed/Stuck Door (#From Kellar’s Keep: The Great Citadel) roll two red dice, success if total is same or less than starting BP
Proposed Changes:Rename the Combat Dice as Action Dice
Make the Black Shield symbol into a Special symbol
All characters, heroes and monsters defend on white shields (now just “Shields”)
Adopt the mechanism that HQ ? uses for the Spell Break – roll # action dice, score at least one

to succeed for all tests that are not combat or damage related
• Jump – Roll 4 dice
• Disarm – Roll 2 dice (Dwarf +2 dice, Tool Kit +1 dice)
• Strength Test (Stone Doors – AtOH, jammed /stuck doors) - # = Barbarian 4, Dwarf 3, Elf 2, Wizard 1
• Defend against Mind Attack – use same mechanism as Defending against physical attacks but using Mind value rather than Defend value
• Spell Break – Mind value determines # of dice rolled
And "Mind Combat" spells all use the standard combat rules but with Mind value determining the number of dice rolled instead of Attack/Defend values
Discussion Link:Of Mice and Mystics: Action DiceMore Material:Strength of Body TestsStone Doorway questionImplemented Changes:# [0.0.24] - 2023-12-15 - Fixed Problem #42
###Added
- Rulebook (Book of Play: Strength Test):
Added text "Special Rule: Strength Roll. This roll is used when raw strength is needed such as forcing open jammed or stone doors.
A character rolls several combat dice indicated below and is successful if they score at least one black skull. Failure ends your turn.
• Barbarian 4, Dwarf 3, Elf 2, Wizard 1"
###Changed
- Rulebook (Overview: Combat Dice): Altered the definition of the former black shield to read "the Special symbol is used in several ways. In combat rolls it acts exactly as a Skull, reducing the defenders Body points, and it is also used to determine whether an action is successful."
- Rulebook (Exploration: Jumping a Pit): Altered text to read "Any character who tries to jump across must roll four combat dice, if they roll at least one , they have successfully jumped the pit and may continue their move. Otherwise, they fall into the pit."
- Rulebook (Traps: Detect & Disarm Roll): Altered text to read "A hero rolls two combat dice, and if they score at least one black skull they have been successful and the trap has been disarmed, otherwise they have sprung the trap. Either way their turn ends."
- Rulebook (Spells: Break Roll): Altered text to read "Some spells have a lasting effect on their victim. These effects can be broken on the victim’s turn by succeeding with a Spell Break roll.
Roll combat dice equal to your Mind value, score at least one black skull to break the spell effects.
If a spellcaster casts a spell with lingering effects and is slain, that spell stops working at once."