I've developed this "Combat Dice" as "Action Dice" idea further and outlined it below.
Note: Many different variants of official HQ rules exist, some statements or examples may not be correct in every version.
In HeroQuest, outside of combat and damage, there are several activities where the outcome is variable, they may or may not succeed, and a mechanism is needed to fulfil these.
• Base Game: Disarm Traps, Jump Pits, Break Spells,
• Expansions: Force Door (Stone Doors and Jammed Doors)
• Homebrew: Sneak, Open Lock, Lift Portcullis
PrinciplesTo determine a “good” mechanism, some principles need to be established as to what good looks like.
• Simple – HQ’s simplicity is one of its strengths, so the mechanism needs to be able to be described in a single sentence
• Quick – needs to be fast to execute in play, no look up tables or similar, no need for Evil Wizard player to arbitrate (whilst the EWP acting as a rules arbitrator is an established principle in HQ, this should arise by exception, creating rules that require the EWP to arbitrate as part the rule is poor design and makes that role harder and increases the chances that only 1 player in each group can fulfil the role adequately and consistently)
• Consistent – needs to be consistent with other mechanism, components and characteristics that already exist in the game (no new mechanisms, components, or characteristics)
• Universal – needs to be one mechanism that can be applied to different activities and situations rather than a different mechanism for each situation
• Memorable – easy to remember (although if simple, consistent, and universal that probably takes care of this one automatically)
• Extensible – numerous factors can influence an outcome (see below), the mechanism needs to be sufficiently extensible to take these into account without resulting in an automatic pass or fail, otherwise that defeats the object of a mechanism for determining an outcome (and removes risk and therefore fun!)
Factors
• Permanent character based – Dwarf’s dexterity leading to an advantage is disarming traps, Barbarian’s powerful physique giving an advantage to damage and strength related activities, Elf’s agility giving an advantage to jumping, Wizard’s magic knowledge giving an advantage to breaking spells and so on.
• Semi-permanent equipment based – Granted by equipment for as long as you hold it; Toolkit – disarm trap bonus, Talisman of Lore – break spell bonus, Boots of Leaping – jump bonus etc
• Temporary – Potion of Strength giving a strength-based bonus, Potion of Dexterity giving a Jump related bonus.
• Situational – apply to a specific type in a single quest such as all traps are harder to spot/disarm in this quest or to a specific example of a particularly heavy door (stone doors) or a particularly complex lock
Original MechanismsSingle Combat DieQuite a few of these activities in the original game are handled through the mechanism of
rolling a single combat die and determining the outcome based on the resulting face.Usage (success percentage):
• Disarm Trap (Dwarf), Not a Black Shield (83%)
• Icy Ledge, Not a Black Shield (83%) - double test, failing the first leads to a repeat of the same test but with a fatal outcome (97%)
• Slippery Ice, Not a White Shield (67%)
• Jump a Pit, Not a Skull (50%)
• Disarm Trap (Toolkit), Not a Skull (50%)
There are also 2 other possibilities that I don’t think are utilised, but they could be
• Success = White Shield (33%)
• Success = Black Shield (17%)
Analysis: Whilst this mechanism satisfies the principles of being simple, quick, consistent it isn’t universal as other different mechanisms exist to solve similar problems and I would argue it isn’t memorable (if you watch beginners play you will hear questions like “do I need a skull to succeed or not a skull, is a white shield a success” and similar for longer than needs to be the case) . It also isn’t particularly extensible, throw in a few additional factors and this soon become an automatic success or failure or needs a rule lawyer. “If I’m attempting to jump a pit but it is 2 squares wide, and I’m wearing plate armour and boots of leaping and have just quaffed a potion of dexterity, what face do I need to roll or avoid rolling to be successful?”
Red Dice PoolRoll several red dice and score at least one 6Usage
Break Spell – roll as many red dice as you have (current) mind points and succeed if you roll at least one 6
Examples, sleep, command, fear*, cloud of chaos
*Cannot be broken at once, only on a future turn – is this an oversight?
Analysis: Whilst this mechanism satisfies the principles of being simple, quick & memorable, it arguably isn’t consistent partly because more dice are needed than supplied with the game (hardly an insurmountable problem), and partly because it uses movement dice rather than combat dice (unlike other mechanisms here).
2 Red Dice, Total <= AbilityFrom Warded Gate - KK – Quest 9 Note D
“Roll two red dice. Pass if the total number rolled is equal to or less than his current number of mind points”The Dwarf needs to roll only 1 Red dice
Also, from KK – Quest 6 Note A
“Roll two red dice. Pass if the total number rolled is equal to or less than his starting number of body points”Analysis: Whilst this mechanism satisfies the principles of being simple, quick & memorable, however it isn’t very extensible, you can roll one less die but not two less dice, equally when your current mind points are 1 then it becomes an automatic fail and of course it isn’t universal because different versions of the game and even different spells use different mechanisms to solve similar problems and arguably isn’t consistent partly because more dice are needed than supplied with the game (hardly an insurmountable problem), partly because it uses movement dice rather than combat dice (unlike other mechanisms here) and partly because they are not consistent even with each other, note the subtle difference in bold italics.
Combat Dice PoolRoll several combat dice and score at least one/two/three skullsUsage: ATOH Mind Lock brings us a different spell break test
Roll one combat dice for each Mind Point. If they manage to roll three or more skulls, they have broken the effects.
Analysis: This mechanism ticks most of the boxes except that it isn’t universal and isn’t particularly scalable in that anyone with Mind Points of 1 or 2 it would be an automatic failure.
The Action Dice MechanismYou roll a number of combat dice and are successful if you score at least one

A quest creator may wish to make an exception in the Quest notes by, for example, ruling that all traps in this quest have been designed by someone very devious so need at least 2 black shields to be disarmed, a particular locked door may have a very intricate lock that needs at least 2 black shields to be opened, a pit may be wider than standard so need at least 2 black shields to be jumped successfully.
Alternatively the Quest notes may instruct that a roll is needed for an action that is usually automatic, such as opening a door, now needs with at least 1 black shield, for example, all indicated doors are made from heavy stone so need a roll of at least 1 black shield to open, or a particular door is stuck fast as it hasn’t been opened for a long time so needs a roll of at least 1 black shield to open.
Percentage chance of success by number of dice rolled: 1 (17%), 2 (31%), 3 (43%), 4 (53%), 5 (61%), 6 (67%), 7 (72%), 8 (77%), 9 (81%), 10 (84%)
Note that there is a law of diminishing returns is present here where each extra die rolled increases your odds, but by a decreasing amount. This is useful to note as it adds scalability, you could in theory roll 10 combat dice and never be guaranteed a success.
Action DiceRoll the number of combat dice shown and succeed if you roll at least one

•
Agility roll (used for dodging and jumping):

4 dice,

3 dice,

5 dice,

2 dice [Potion of Dexterity gives an extra die, Rabbit Boots give an extra die]
•
Disarm roll (used for disarming found traps and potentially picking locks):

3 dice,

5 dice,

4 dice,

2 dice [Toolkit gives 2 extra die]
•
Strength roll (used for opening jammed / stone doors):

5 dice,

4 dice,

3 dice,

2 dice [Potion of Strength gives 2 extra dice]
•
Mind roll (used for spell breaks): use 1 die per starting Mind Point / Mind value
Apply to anything else that takes your fancy... lifting a portcullis, climbing a rope, resisting a poison, balancing on a bridge, sneaking past enemies, traversing a ledge, dodging enemies etc.
Analysis: Ticks all my boxes