Maurice76 wrote:As I was browsing through the various quest books, I noticed how especially the Elf Pack seemed to feature traps directly behind doors - including Falling Block Traps, sometimes even at a door to a room that has no other exits.
According to the official rules, you can only search for traps in the same room or hallway as the character doing the search. I've searched the forums, but couldn't find much about this specific topic. As it is, with the official rules, traps behind doors are pretty much sure-fire traps. The Falling Block Traps are especially deadly in this respect, if there is no other exit and the Hero decides to jump sideways instead of backwards through the door he came into the room (a backwards move which by the EU rules is actually forbidden). In my opinion, this seems to make those traps more dangerous than elsewhere on the board.
Also, it seems a bit ... weird that a Hero wouldn't be able to search a tile directly on the other side of the threshold, while at the same time if a Hero stands on one corner of the long hallway at the outer edge of the board and there's a trap all the way in the other far corner, that the Hero would be able to detect it by searching just fine.
Thoughts? Or if I am late to that party, where has this particular issue been discussed before?
I'm considering a house rule during play to allow Heroes to check tiles directly behind a door - but that doesn't remedy the situation if there are monsters on the other side, as that prevents searches of any kind.
You bring up some good points. I'll take a stab at some.
"According to the official rules, you can only search for traps in the same room or hallway as the character doing the search. I've searched the forums, but couldn't find much about this specific topic."
You're right as far as the EU rules handle searches. You're also justified in surmising the same for the NA rules, but the actual wording on p.18 under
How A Hero Searches For Traps is problematic:
※You must first verbally declare your search. Do so by saying, “I am searching for traps.” Zargon will then tell you which squares, if any, have traps. He will NOT, however, put any trap tiles out on the board. At this time, they are concealed and unsprung.
Unlike a search for secret doors that specifies ". . . located in the room or corridor . . .," the limits of a search for traps is left open for interpretation. (A search for traps also doesn't state not to move your Hero figure when you search.) As worded, it's possible to simultaneously search two corridors for traps from the square(s) where they intersect. It's also possible to search for traps through an open door into a corridor. However, a search into a room is specifically prohibited by a note in the next paragraph:
Warning: There are some traps in a room that have been placed directly on the other side of a door. Beware! The first Hero to enter the room through that door will encounter the traps and suffer damage! Note: As a Hero, you cannot search for these traps by looking through the door. You must be in the room to search for any traps in it.
In my opinion, it's a clear fail to only prohibit a search through a doorway in one direction but not the other with no logical support or game need backing it up. KISS would indicate a better interpretation that parallels a search for secret doors: searching for traps is limited to the room or corridor the Hero is in. This also would require a Hero at intersecting corridors to declare which of the two corridors he was searching.
Some (like yourself) prefer a trap beyond a door to be found by dropping the last note section. That small distinction is reasonable, in my opinion. Secret doors are found on walls and are thus are naturally accessed from the room or corridor the Hero is in. I believe a trap, on the other hand, would likely be found from an adjacent space (often through assumed movement.) There's no strong logic supporting why that square space can't be located in an adjacent room or corridor.
As you may be aware, others have houseruled a search for traps beyond a door requires the searching figure to be adjacent to the trap at the door. You had mentioned earlier in this thread that you preferred the EU rules for searching and planned to use them. That would allow searching with monsters present in the trapped room, as the searcher was outside. Another restriction you could try with this EU possibility is to deny movement when searching through a door. That would leave a searcher vulnerable to attack if he insisted on this tactic while exposed to a monster threat.
". . . traps behind doors are pretty much sure-fire traps. . . ."
Pass Through Rock and a Potion of Vision had been mentioned as preventative measures, but there are a couple of other options provided in the EQP to counter those doorway traps and allow the Elf to shine. The
Elven Cloak is a three-use Treasure Card that works like Pass Through Rock and will often be available.
Forsight is available as an Elf spell and allows any Hero (even a front-line Barbarian or Dwarf) to replay his entire turn. Also, the
Air Walk potion Treasure Card, used in conjunction with a Potion of Vision, allows a Hero to pass a floor trap behind a door without springing it.
". . . (a backwards move which by the EU rules is actually forbidden)".
Only the EU first edition contains this rule. The EU second edition doesn't prohibit moving into the same square twice on the same turn. Apart from that, I agree with mitchiemasha and The Admiral that the compulsory move from a falling block trap within a doorway would also allow movement back out of the room.
"Also, it seems a bit ... weird that a Hero wouldn't be able to search a tile directly on the other side of the threshold, while at the same time if a Hero stands on one corner of the long hallway at the outer edge of the board and there's a trap all the way in the other far corner, that the Hero would be able to detect it by searching just fine.
Thoughts? Or if I am late to that party, where has this particular issue been discussed before?"
Something related was discussed years back by Infje, found in the second quoted block of
this post and the response.