mitchiemasha wrote:I think it was me who brought up the good footing thing and dice movement representing it. I still like the idea, love it to be honest but I did stand corrected on the HQ board,
gootchute wrote: I buy the dark dungeon theory, despite what the board depicts.
Well, I like the well-lit dungeon theory better, if only for the reason that it gives the oppportunity to introduce a dark dungeon as a special feature:
"This dungeon is not lighted by it's inhabitants and therefore dark as a fimir's ass. The heroes have to carry a light source to be able to move and act. If a hero does not carry a light source himself and is not in the same room or corridor as the hero carrying the light source, he can only move one square per turn and "see" only those objects (monsters, doors and furniture) that are in directly adjactant squares. As soon as he leaves the square besides the object, the evil wizard takes this object away from the gameboard. He can fight monsters on adjactant squares as normal, with a penality of -1 attack die. A carried light source can not be combined with two handed weapons or ranged weapons. It can be put down to search things or disarm traps, as long as thre are no monsters in the same room".
This of course impies that a "normal" dungeon is lighted.




















1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US 







