Evil Frog Wizard wrote:The short answer, as best as I understand it, is they weren't a problem because of the added 'couldn't I do that?' inherent to the game. I could break it down point by point. But there would be a lot and it's kinda off subject. To sum it up, 'couldn't I do that?' also has the corresponding effect of 'couldn't they do that?'. Couldn't they shoot you with arrows? Couldn't they call for reinforcements? Couldn't they just slam the door and brace it so you can't get to them or their treasure? Doors were also considered heavy, by the way. They weighed about 100lbs and would slam shut if not held open.
And the same holds true in AHQ—and also in more modern combat-oriented dungeon crawlers for that matter; you add options to
fix combat bottlenecks, not to structure your games around them. I mean, players back then didn't start their sessions saying "boy, we hope we get more combat bottlenecks this time!" did they? It was more like, "how do we prevent combat bottlenecks from happening too often this time?"
Modern players don't seem too fond of combat bottlenecks in dungeon crawlers either; I posted some links above where people treat it as an obvious, game-breaking problem.
It's an obvious problem to me too, not an ideal feature that comes to mind when one thinks of a game of this type. For example, if
you were to design a tactical dungeon crawler (like AHQ) for commercial purposes, would you make doorway fighting the rule or the exception?
The answer is obvious by mere definition alone, isn't it?By the way, AHQ is a dumbed-down version of D&D, and people nowadays don't seem to realize that when they say AHQ is "complicated."
It's somewhat more advanced than HQ for sure, as it's supposed to be, but what serious dungeon crawler isn't, after all? Anyway, AHQ was pretty much a kids game to old-school dungeon delvers when it came out.
Evil Frog Wizard wrote:As for something more practical. I came up with something that might suit your needs, but because of my lack of actual experience I can't attest to weather it's a good idea or not. Assuming the tactics table is being used, consider the following:
| Hand to Hand Weapons Only | Hand to Hand + Ranged Weapons |
- 1 Reinforcements
- 2-6 Move and Attack
- 7-12 Attack and Move
| - 1 Reinforcements
- 2-5 Ranged Attack
- 6-9 Move and Attack
- 10-12 Attack and Move
|
Added Rule: If Most Heroes are not in the same room as monsters, roll the d12 twice and take lower result.
This turns it the choice of 'camping the door' into a risk vs reward choice versus completely removing the tactic all together (again, you could just use double doors). Sure, you can camp the door, buuuuuutttt now you have increased chance of them shooting arrows, getting reinforcements, Or shuffling out so you can't just accumulate hits on one unit.
Maybe something like this will help some.
Thank you. I have my own system that I've been using for more than a decade with good results; I believe I posted a link above.
As I said, this is more about provoking a paradigm shift than making people play AHQ in a certain way. It’s more about visualizing the whole context as objectively as possible to determine whether “realism” and (misplaced) nostalgia do AHQ any favor or justice, considering its
essence, the tradition it belongs to, the intent behind it, and its potential as a sandbox game, for the reasons already posted; that's what this is mainly about.
As I've said in other threads, it's not about what we like or prefer in a dungeon crawler; it's not about whether we are okay with the vanilla version of AHQ either.
That has nothing to do with the subject of this thread, actually, for the simple reason that merely stating our preferences here will take us nowhere! Preferences can be blind or uninformed, and they can change on a whim; that's not the
reality I'm trying to reveal here.
This is about AHQ, not about us! It's about analyzing a general approach to fixing it in accordance with its true nature, not specific game mechanics. As with everything, assessing the nature of AHQ is the first logical step toward fixing it.
As I also mentioned above, please let me know if I'm falling victim to confirmation bias myself.