Bareheaded Warrior wrote:you can't search within passages
Do these run on a different ruleset? Otherwise, how does anyone ever find secret doors & traps in hallways?
Bareheaded Warrior wrote:a) it contains one or more traps (excluding trapped chests – see below) then the Evil Wizard player must declare “You have found a trap” and move the player character’s miniature to the nearest trapped space. The player character must then attempt to disarm the trap, whether successful or not this ends the player characters turn but the room is still available to be searched by another player character on their turn or by the same player character on a subsequent turn.
If I understand this, then one search can reveal one trap at most, and then the hero is forced to deal with the trap. This seems like it would do two things:
1. If you had a room with a lot of traps, this is going to take a lot of searches!
2. It seems like the only way a hero finds' a trap is when they step on it, at which point they are stuck with either disarming it or triggering it. There is no revealing and then avoiding a trapped space. Is this right?
Bareheaded Warrior wrote:b) it contains a secret door then the secret door will automatically be found and needs to be handled by the rules below in the “Placing a secret door” section below. Finding the secret door ends the player characters turn but the room is still available to be searched by another player character on their turn or by the same player character on a subsequent turn.
If this is a, then b, then c, that means you can only ever find secret doors after all traps have been dealt with? Also, if a room had two secret doors, that would take two searches?
Bareheaded Warrior wrote:c) it doesn’t contain any hidden traps or secret doors, then they will find treasure as indicated on the Quest Map or if nothing is indicated on the Quest notes then by drawing a treasure card. This completes the player characters turn and closes the room to any further searches and should be marked as searched by the evil wizard player.
If I understand this correctly (and I'm not sure I do), this means you can only find treasures after all traps and all secret doors have been discovered (or triggered)? It would also mean that nobody would ever draw a treasure deck card in a room that had a basic room treasure in the quest notes?
Bareheaded Warrior wrote:Searching a room containing certain types of furniture will not reveal the contents of that furniture, (or in the case of trapped chests it will not reveal the presence of a trap) this must be done as a separate loot action when adjacent to the furniture; tomb, throne, alchemists’ bench, bookcases, cupboards, fireplace, sorcerer’s table (altar), throne, treasure chests, tomb, and weapon rack.
Couple questions here:
So does this mean that a hero would have to search each furniture item individually? If there's nothing in the notes, do you just tell 'em that there's nothing there, or do you draw a treasure deck card?
How exactly do heroes detect furniture traps? Does the loot action involve a trap-check? If not, wouldn't a hero always spring the furniture trap?
Bareheaded Warrior wrote:It seems to play out fine and is in fact much quicker and easier in play than it is to read as the majority or rooms do not contains traps and/or secret doors so you just go straight to c). I would welcome any critical feedback so that I can plug any holes in advance of them turning up during a game.
This seems like it would result in many many searches for a room that had a combination of floor traps, furniture traps, secret doors, furniture treasure etc. This ruleset is very interesting, but I'm not sure I really get it. Any help in understanding would be appreciated. Some of this stuff might just get adopted by my own house rules if I can figure out how it's supposed to work!